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Messages - Vagabond

#196
Ideas / Re: Traits and Families
February 11, 2014, 12:51:07 AM
QuoteNow my opinion on children.

I don't think families and children fit the game at all (well, at the moment). My reasons you ask?

I dont have an easy time just replacing my colonists, but how does making it so that people can make replacements make it more memorable?
Doesnt it just make it more of a problem

I would have to disagree. With how fast colonist are killed (at least in my experience), it is hard to really get to know any of them, except the ones with the best combat abilities. Having families who rely on each other emotionally, it would force you to try to ensure their survival because if dad dies, mommy and jr. will be impacted hard as well. So instead of simply losing one colonist, you'd lose one, and the efficiency of two others.

I would think in an advance setting, you wouldn't have to really worry about baby-boomers. Especially if it was a process.

For example: David and Angela are a couple. The game checks to see what their relationship level is. If they are above 90 (75 being the minimum relationship needed to become a couple), the game will send them to a doctor/therapist type character. His skill level will determine if they are in fact prepared to be parents. A lower skilled therapist type person will have a harder time making a positive determination of their compatibility.

This check would happen once a month or so. If the doctor gives the okay, then they move on to the next stage of artificial insemination, or giving dna for a vat birth (which ever Tynan would decide to use). Either way, there would always be a chance that something would go wrong and the baby wouldn't come to term. If it's artificial insemination, then being injured would be bad for example. If equipment for a vat baby failed, that would be bad.

Regardless, I don't suggest that babies pop up like weeds. Two people becoming a couple would be as much of a hassle once you factor in all their traits and such. I'd like to note that "relationships" between even non-couples should be influenced on traits, too, I think. Crimes of passion/murder/betrayal would be interesting as a side effect of poor relationships between colonists, not just the happy stuff like baby making.

So not only would traits affect population growth through children, they would also affect population loss through poor relationships (and general unhappiness/death for other reasons).

QuoteConsidering this quote from the main website:

QuoteQuote

    You won't get hundreds of colonists - we want to keep the number small enough that you can know each one individually.

All storytellers also have low set population limits, under 30 (except randy and phoebe). (tynan added population limits for this reason, so that you do get to know each colonist individually.)

I was incredibly pleased that Tynan thought of others when he gave story tellers with higher population caps. Not sure about anyone else, but it takes quite awhile for me to build up high numbers of colonists, But I don't like artificial "invisible walls" in the games I play. Especially in games that are supposed to be non-linear open-ended sandbox type games.

As a side note, I'd like to point out that while I like certain ideas, I'm not suggesting in which order. Obviously certain things would be more immediately gratifying and useful sooner, rather then later. While other things would prove to simply bring everything together.

Cheers,
Michael

#197
Ideas / Re: Town Hall, managing multiple towns
February 10, 2014, 12:20:01 PM
Galileus,

I hope we get bigger maps and more people! Not much of a colony building experience if you are stuck with a few people who get recycled out as they die. It's more like an outpost/fort then. Not a place where people are trying to make a new life and prosper (which is what I'd consider a colony to be).

Cheers,
Michael
#198
Ideas / Re: Town Hall, managing multiple towns
February 10, 2014, 12:02:35 PM
Quote from: Galileus on February 10, 2014, 11:58:19 AM
Even on biggest maps I did not have to deal with that problem, really. And I feel making multiple super-small houses all over the map is simply not the way the game is intended to be played, and thus doing something that actually promotes it is not all that great of an idea. Fitting 12 people in one area is not hard at all, and I simply don't see the need to do the split.

Hey,

I was thinking more about a time when we've got bigger maps. Access to more colonists. If features like vehicles, families, water (for drinking/sewage/hygiene) ever get implemented. Where expansion, trade (between areas), and such are needed to support your population.

Cheers,
Michael
#199
Ideas / Re: Limit on solar flares?
February 10, 2014, 11:58:36 AM
Hey,

Suspension of disbelief only goes so far. Some people are able to do so more then others. Those who can't throw ALL logic and reason aside, have a hard time coping with things that kinda just mock logic and reason. Especially since these scientific principles are becoming so readily available through media and entertainment, I.e: I didn't know about wormholes until I saw the movie Stargate for the first time when I was like... nine. Now, the facts behind real concepts that are used in science fiction might not always be one hundred percent accurate, but we the consumers get a basic understanding of the principles (some even more through research out of curiosity).

Rambling. Sorry.

Cheers,
Michael
#200
Ideas / Re: Town Hall, managing multiple towns
February 10, 2014, 11:46:42 AM
Hey,

I like the idea. I'd want vehicles ...or horses...or both first. To make it more practical for my soldiers to get around, because I think that would be where it got tricky having more then one settlement: proficient fighters to defend.

Cheers,
Michael
#201
Ideas / Re: Traits and Families
February 10, 2014, 11:42:40 AM
Hello,

I think all survival/colony/sim games need families. They characters are more invested in each other, and you're more invested in them as well.

Main disputable thing is how fast kids should grow. Most games that include kids, have them grow rapidly. So parents aren't tied up for years, and the children can be used. In a sci-fi setting, it would be easy to write off a shorter gestation period*, and a faster to-age-of-majority speed with a history of genetic manipulation in humans. Colonist would need to age and die though.

This would force you into making different styles of colonies too, more realistic with single family homes and such. Instead of the bunkers that seem to be popular.

*Hell, if you wanted to avoid sex or "woohooing", it could be treated like in Demolition Man (Sylvester Stallone) where two consenting adults appeal for a baby and go in to either have one grown in a vat, or artificially implanted.

Cheers,
Michael
#202
Ideas / Re: Counselor Class / Role
February 10, 2014, 11:21:57 AM
Hey,

Quote from: Untrustedlife on February 10, 2014, 12:25:33 AM
If this is implemented, you should be required to build therapy tables.

Don't forget the couch! "Okay now Vas, take this pill and lay down please." *Vas lays down* "Now, can you tell me about your mother?"

Cheers,
Michael
#203
Ideas / Re: Mods I'd like to see (But I can't mod.. :( )
February 06, 2014, 06:33:10 PM
Hey,

All good suggestions, I think. Modding support is limited at the moment. I would imagine things likes this would be implemented in the main game, or at the very least, able to be modded in. . . Eventually.

Just remember, this is an early access game. I highly doubt that the core game play is going to be something so shallow as "Survive as long as you can against the ever increasing amount of raiders" in the current iteration.

Just gotta give it time.

Cheers,
Michael
#204
Hey,

My opinion is that money is the reason for why a lot of things aren't as good as they should be. I know "utopian" notions are usually inherently flawed and/or unattainable due to simple logistics. However, I feel my world would be so much better if there was no need for the "open source" designation. As in, it doesn't exist because there is no polar opposite. Everything was open sourced, so that people could grab pieces and parts of everything and make wonderful, beautiful pieces of entertaining art. Inserting new innovations in with the old, and updating old ideas with the new. Just having SOMETHING to work with from the start, so they don't have to start from scratch (unless they had to, to innovate). In this setting, no one would care about intellectual property, because no money was in play. People would give credit where credit was due, but push forward, knowing that they are continuing on with a long time tradition of entertainment.

However, money is involved. . .As such, people need to make a living in a world where one bad sale (or lack there of) could lead to them losing their security and belongings.

There are a ton of developers doing similar things. If the code was in the same language, I'd suggest something along the lines of a "International Developers League". A bunch of developers, doing their own games, but pitching in with everyone's else' projects when someone hits a snag or just needs and extra set of hands/eyes.

Would be a modder's paradise too. I can name a bunch of games that simply aren't playable without mods.

I dunno. Fantasy of mine.

Cheers,
Michael
#205
Ideas / Re: A couple of ideas...
February 02, 2014, 03:29:18 PM
Hello!

Quote-Hospital:
Injured colonists heal very slow, when they are sleeping at their bed. Inside the hospital, the healing rate speeds up a lot. Maybe there is also a chance to „ressurect“ a dead charakter, when they are not dead for tooooo long (Hey, its the future, isn´t it)

I like the idea, for the most part. Instead of resurrecting dead characters, I'd prefer it if it simply instantly brought an incapacitated character to stable and on their feet.

Quote-Bar:
Since this game is based on Firefly, there HAS to be a bar in this game, where people could cheer up themselfes. Also, bypassing travellers could have a break here, and could decide to stay here (so you dont have to throw them into the prison before….somehow, this is kinda strange!)

Bar would be awesome. It provides a more interesting way of recruiting strangers instead of simply sending your guy with the highest social over to him.

Quote-Workshop:
Gives the settlers the ability to craft their own stuff (weapons, armor, more decorations). Blueprints have to be aquired from traders or from raiders.

Think this would be essential if/when ammo and accessory items (like grenades) needed to be replenished. I think that blueprints being a byproduct of either trade or research would be cool, after you get a blueprint, one of your engineers would need to use it to try to make the items. The construction skill would determine if he was successful or not. If he is successful, then the item is permanently available. If not, you either need to research again, or buy another blueprint. The idea behind this is that, in order to get a working thing, both the "inventor" and the "builder" need to be on the same page. If the inventor can't get the process right, no matter how good his idea is, the builder isn't going to be able to translate that into a physical object. Likewise, if the builder can't comprehend the instructions, the inventor's brilliant plan is useless.

Quote-Watchpost:
Colonists are sent here on guard duty. The post is relatively easy to defend, and is able to alert other
Colonists, so they may flee (or rush toward the enemy in case of being set up as soldiers)

Concrete bunker or tower. Something easy to defend.  Good idea. It would also go well with fog-of-war, as a way to keep an eye on an area.

Quote-Deep Shaft Mine:
A „Room“ that has to be manned in order to work. It brings up another material, which might be needed fort he more sophisticaded items.

A mine would be cool, so when you can't find anymore material on the surface, you don't have to rely on drop pods of it.

QuoteMelee Weapons:
Meant to be an alternative to ranged weapons, but usefull when fighting inside buildings or mineshafts. Maybe add some weapons with high stun damage.

+1

QuoteArmor:
Anything, from simple leaderarmor up to self powered armor, which helps the colonyguards survive longer in combat

+1



QuoteAlcohol:
Needed for the bar, and as trade good, distilled from cacti (or potatoes ;)  )

Colonche is the only alcohol I know of from cactus. It's good. Sweet, fizzy, all around goodness.
Potatoes... Vodka, Poitin, and Akvavit...I don't personally care for any of those, but they are all viable options!



QuoteHolocraphic statues / holo players / scenic view projectors

Decorative items for the colonists room to further „brush“ them up

+1

QuoteLandmines:
Can be crafted at the workshop, and are placed by the colonists…well, their use should be clear.

+1 A neat addition, for when we have fog of war, would be to make the mines hidden to colonist too, if the fog of war covers them. For example, if you have a bunker out somewhere, and surround it with landmines, but raiders destroy your bunker and the fog of war covers up the area again, then the landmines become a danger to your colonists too.

QuoteSlave Raid
Slavers attack the colony with non-lethal weapons, and try to disable colonists, so they can be dragged away.

I like it! Instead of them repeatedly coming to simply murder my guys for no reason (hell, they don't even take anything. They just stick around till my dudes are dead and they start getting upset), they will actually have a purpose: "Lets snag-and-bag these settlers and put'em on the auction block!"

Cheers,
Michael
#206
Ideas / Re: Threadfall
February 01, 2014, 02:49:44 PM
Hey!

Had to look up Kudzu...lol

BUT! Yes, that is exactly what I was thinking, more or less. I imagine that was Anne McCaffery's and Alpha Centauri's inspiration!

Cheers,
Michael
#207
Off-Topic / Re: Any Interesting Books?
February 01, 2014, 02:44:08 PM
Hello!

This is right down my alley. I love reading!

Jennifer Roberson
Chronicles of the Cheysuli: About shapechangers; they are wrongly persecuted.
Sword-Dancer Saga: About a professional swordsman from the desert that meets a girl that gets him wrapped up in a crazy adventure.

Deborah Chester
Dain Series
The Sword, The Ring, and The Chalice Trilogy
The Pearls and The Crown

Alan F. Troop
Dragon Saga: Dragons who can take human form. Set in (mostly) modern time Miami.

Ursula K. Le Guin
Earthsea Chronicles

Anne Rice
The Vampire Chronicles

George R. R. Martin
A Song of Ice and Fire

Terry Brooks
Shannara Series

Terry Goodkind
The Sword of Truth

Christopher Paolini
The Inheritance Cycle

Robert Jordan
The Wheel of Time

Jean M.Auel
Earth's Children Series: It's historical speculative fiction, but reads like fantasy to me.

Lois Lowry
The Giver: Sci-fi, about a dystopian future.

Rodman Philbrick
The Last Book in the Universe: sci-fi, about an post-apocalyptic future, with dystopian elements

J. R. R. Tolkien
The Hobbit and The Lord of The Rings: Mind, his dwarves and elves are very different from even their own counterparts in the movies. It was from a different time. All in all, the books are better. However, I do prefer modern interpretations of dwarves and elves.

R. A. Salvatore
Find a book and read it. All his books are good. They all tend to be AT LEAST trilogies, so make sure you take a moment to figure out what you should be reading first. I'd start with either "Homeland", if you want to get into the story of his longest running character, or "The Sword of Bedwyr" if you wanna get into a stand-alone trilogy. (based in the Forgotten Realms Dungeons & Dragons setting)

Dragonlance & Forgotten Reams(Dungeons and Dragons Settings)
They aren't authors, but settings of books. Look into them, because I've never come across a book in those settings that I didn't instantly love.

Glenn Cook
Black Company

John Flanagan
Ranger's Apprentice Series
Brotherband Series

Ken Follett
Kingsbridge Series: It's historical fiction, but it filled my fantasy reading needs.

Steven Erikson and Ian Cameron Esslemont
Malazan Books (based in their GURPS RPG setting)

Anne McCaffrey
Dragonriders of Pern Series

Chinua Achebe
Things Fall Apart: more historical fiction

Lynn Abbey
Sanctuary

Cecilia Dart-Thornton
The Bitterbynde Trilogy

Diana Pharaoh Francis
Path Trilogy

L. J. McDonald
The Slyph Series

Whelp, thats all I can think of off the top of my head.

Cheers,
Michael
#208
Hello!

Quote1) Missle Silos - longer range than a gun turret and BYPASSES all objects until it lands in a random spot within a 5x5 area which explodes as a grenade explosion

I'd prefer missiles to be something that has to be manned, or remotely manned by a citizen. I think Gun Turrets should be the same way, though.

Quote2) Grenades - Should be thrown a little more quicker.  It's much easier to toss a grenade than to reload a gun.  Grenades should not cause fire but should have a 20% chance to stun anyone in the blast radius.  (Maybe it does this already?)

3) Molotov Cocktail - Should be thrown a little quicker.  Molotovs should keep the ability to set things on fire as this makes more unique compared to grenades.

For these two, I think that (like guns), they shouldn't have infinite use. I'd prefer if they worked kind of like in X-COM where they are accessories. Soldiers will chuck them at enemies behind cover, but won't throw it if it'll destroy colonist-made objects. Guns should need to be repaired and reloaded from ammo; you should need to "refill" a soldier's supply of "accessory" items like grenades.

Quote4) Bow and Arrow - Should be implemented for early start or primitive bandits.

Bows/crossbows and arrows/bolts would be awesome. Space-travel technology would probably allow for production of pretty advanced (material-wise) versions.

Quote5) Melee weapons - Please add a few melee weapons that increase dmg by 5-15 points.  Typically it's not worth meleeing as it does poor dmg and the character typically dies before he gets to the enemy.
I'd like melee weapons, too. Would be good for when we have armor. It would also fit in with what I previously said about grenade/molotovs. A person could have a primary weapon (rifle/shotgun), a secondary (pistol/melee weapon), and accessory items. Along the same lines, I think tools should have to be equipped as either primary/secondary weapons, since they are generally that size. So your miner will actually be equipped with his pick, and if you are attacked, he'd have to go get another weapon or use that.

Quote6) Improve description on priorities for Stockpiles/etc - it took me about an hour to find out why my citizens were eating raw potatos and wouldn't load them into the hopper.  It was because the priority level of the stockpile was greater than the hoppers.

Not sure I get this one.

Quote7) Geothermal energy is by far superior to Solar.  Maybe reduce the effectiveness of it slightly?  Not sure if it's an unlimited supply but atm I'm able to power 10x as much as a Solar panel.

Realistically geothermal energy is, by far, superior to solar. As far as I know, anyways. I'd still like to see other forms of energy generation. Aside from geothermal and solar, there are also possibilities of wind and hydroelectric (if we get oceans or whatever).

Quote8. Maybe implement a feature to convince a wanderer to join instead of jailing them.  Which allows you a chance to recruit them at 25-40% chance possibly?  Seems awkward throwing everyone I see into Jail that's not from my town.

Yes! Please! I always feel bad about just snatching up innocent dudes. . .But I need them! Also think this should extend to raiders. I mean, why raid if you're being offered stable living?

Quote9) Allow Mufulo/Squirrels to be harvested as 30-45 beef which can be eaten or turned into paste for consumption.

A "hunt" button, like the harvest button. Select what you want to hunt, and your hunters will go out and kill the critters. Would be good for guys with crossbows/bows, because you could recover arrows/bolts.

Quote10) Atm it feels as if the Lee Enfield and M21 (Sniper) are superior compared to what other guns I've ran across.  1 bandit can shoot down all turret defenses without getting shot. (Suggested Missle Silos to help defend against longer range opponents but Silos add a decent amount of randomness to their location of impact to keep them from being OP) I'd recommend reducing the pistol's range slightly and the Lee Enfield some.  (The shotgun range seems fine but may be reduced a tiny bit also if needed.)

I pretty much use M16s and M21s exclusively. I build in defensible locations where I can only be attacked from a smallish corridor. I build trenches into the sides of the corridor for my m16 dudes to camp in, while my snipers are at the end of it. I don't use turrets because they are more of a hassle then they are worth.

Quote11) Fog of War

Yea, I'd like that too, but as someone else suggested, I'd like a way to push it back in a semi-permanent manner (like outposts). Some sort of scanner (like the imperial guard have in DoW, or Terrans have in SC), where I can scan an area to see it for a few moments.

Quote12) Working gun racks - atm I'm using zones just for placing weapons to choose from depending on the enemies.

Never had this problem.

Quote13) Wells - citizens must go to collect water from ponds/rivers to fill up wells.  Consumption amount should be low at first and tweaked higher if needed.  (This could tie in with fightfighters, drawing water from wells and running over and dumping water on the fires to douse fires faster.)

I like it; Would also be cool to set up sprinkler systems in your buildings. Would be nice to be able to be able to make your walls permanently, or temporarily immune to fire somehow. Fire-retardation techniques.

Quote14) Implement a Sickness condition that people can get if they come in contact with a Sickly plants/animals/food?  (Poison status prevents them from passively healing hp until a doctor heals them.  Doctors give shots to players that are sick?)

Injury, pain, and sickness needs an overhaul, I think(or be implemented). I don't care for "HP" systems. I'd prefer it if after a successful hit, hit location is determined. Getting hit in different places does different things. Pain thresholds should vary; a particularly tough guy might be able to keep using an arm that was shot. Someone else might get punched and be incapacitated from pain.

Quote15) Add glow rocks that can be mined after Advanced Mining Research which you can mine and place at a location to shine light without the need of electricity (light radius is smaller than lamps)

Think I'd prefer ceiling/wall lamps. Something your dudes can walk beside/under.

Quote16) Add sand worms? Maybe enable/disable option during map creation.  Stronger than Mufulo and same size or larger but can only move on sand (or under sand).  Also, when animals go crazy it seems really weird that they immendiately go across the entire map to attack my team, maybe add logic that they attack any person (or creature) within a certain radius?  Maybe rephrase it to "The animal has contracted rabies." also?

GRABOIDS! That'd be awesome. "Where'd Bill go?. . . Aw shiet, he got gobbled by a graboid....". I agree about animals turning into homing missiles. I don't like it. Same thing with Raiders.  Would be especially annoying when FoW is implemented.

Quote17) Allow the ability to right click on an enemy when you have multiple citizens selected to order them all to fire.  Presently you have to order each one individually.

+1

Cheers,
Michael
#209
Ideas / Re: Threadfall
January 31, 2014, 09:19:40 PM
Hah.

I usually play with BlouBlou's mods, or Anno Domini. Still haven't Gotten BNW yet, else I'd be playing Prehistoric Era (Apshai's, not Muppets'). In short, I don't like playing from gunpowder on. Never really liked the modern eras much in Civ.

Didn't realize it was already stated that Rimworld was a no-alien game. You don't come across space games without aliens very often. My suggestion was more for a ravenous alien plant-bug thing. Not an alien intelligence.

At any rate, I still can't wait for some enterprising modder to convert rimworld into either stone age, or post-classical eras.

Cheers,
Michael
#210
Ideas / Threadfall
January 31, 2014, 06:56:46 PM
So,

Aside from my dad's "Forgotten Realm's" books, I also grew up reading my mom's "Pern" novels. I recently decided to read them all again, in chronological order, and into the sixth book, I thought: "Wow, Threadfall would be interesting in Rimworld!"

Funny how things like that pop into your head, hm?

Today, I decided to load up and play Alpha Centauri because once again, I couldn't get through a game of Civilization 5 with my brother due to how annoying the multiplayer diplomacy A.I is. That just reminded me of the fact that mods still don't work in multiplayer, which just annoyed me more. It did, however, provide me with another "Aha!" moment when I trained my first brood of mind worms.

I think it would break the monotony of fighting bandits falling from the sky, if alien organisms fell from the sky!

Life stages (can only survive if they land on vegetated areas):

Pods fall from the sky. If they land on desert tile, they wither and die. If they land on vegetation, you have a little bit of time to get to them and destroy them with (fire preferably), otherwise they turn the tile into "xenofungus" and begin to mutate into a mobile tangle of omnivorous plants! Xenofungus spreads over time to any adjacent vegetation tiles, and eventually die when they tile is turned to desert. Xenofungus impedes movement, and can't be planted on.

They will eat any vegetation they come across (turning it into "xenofungus"), but will target any raiders/boomrats/squirrels/colonists they have LoS on first. All biological matter is consumed. After a certain amount of stuff is eaten it'll grow (1x1, 1x2, 2x2, 2x3,3x3).

Just a thought.

Cheers,
Michael

P.S: as a side note (and I know the game is still not finished) I think the frequency and amount of bandits that come through is kinda silly. After you've slaughtered a bunch, and have all these graves all over the place... Boomrats and squirrels are pretty OP, too, I think. With the recent patch, I had an event where some psychic wave turned all the squirrels rabid and about 10-15 of them dogpiled all my dudes and nommed them to pieces.  I came across a rabid raccoon once... Hit it once with a bat and it didn't move anymore... Are my colonist trying to step on boomrats/squirrels, or are they trying to bite/punch them or something? I thought I saw tickling once. . .

Lastly, I'd love to be able to research a way to make my walls immune to fire somehow, permanently, or for a decent amount of time.

EDIT:Would be cool if raiders weren't just raiders, but other survivors trying to stake a claim. Would make it interesting to either trade with/war against them.