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Messages - Kelian

#76
Ideas / Re: Your Cheapest Ideas
November 10, 2014, 09:51:27 AM
A meat/meal refrigerator and freezer would be great. Tired of my lavish meals spoiling so fast!
#77
Ideas / Re: Multiplayer
November 09, 2014, 08:29:59 PM
Quote from: Tynan on September 25, 2013, 05:58:00 PM
If I did multiplayer I think it would be in a co-op context.

Making the game into a competitive RTS would really break a lot of the core concepts driving the design. Namely: it's not about winning, it's about the story.

A competitive context would break because the game isn't close to being balanced (what with all the random events and degenerate strategies). In this context competition becomes meaningless.

If we had several players working together, however (say, on the same colony, or in allied colonies close together), they could experience the AI Storyteller's stories together, maybe help each other in times of need, stuff like that. And we wouldn't have to balance the game for PvP.

This would be great.
#78
Ideas / Re: Your Cheapest Ideas
November 09, 2014, 05:02:11 PM
Please change cactus stats. They should be harvestable and not be negative beauty. I live in Texas and quite like my pincushion cacti :) This would be cheap and easy yes? Maybe have them have a similar texture after harvested to resemble the agave fruit?
#79
I like most of these especially 1-5.

In regards to the raids. I just had a mysterious ship crash land right outside my walled in courtyard. It had a low level physic drone and the game prompted me to destroy it because it was dangerous. I gathered up all ten of my colonists, including the original three and made a firing line. When I unleashed hell from the line, the pod blew up and four centipedes with six scythers emerged. The centipedes blew open my wall and the scythers started using my sandbag defense inside my own courtyard against me. The battle lasted forever and I lost seven colonists, even WITH the help of ultra's forest who I called from the comm to come help. I had a ship built so the last survivor of my original three was the lucky one that got to escape. The colony was pretty much effed from that raid, there no way the two colonists would of survived after because they both sucked at farming and growing. The base had a ton of damage and fires were raging inside my base.

Raids can be pretty devastating. I've never had dumb AI door rushes in any of my games. They've always waited until dark, sieged, or blew walls up.
#80
Ideas / Re: A more Sinister Rimworld
November 09, 2014, 04:02:47 PM
Quote from: Johnny Masters on November 08, 2014, 03:34:27 PM
This game is taking quite the dark turn, i guess the probable evolutionary step is play as the raiders already. Well, at least they seem to have drawn a line at rape

Not that i think it shouldn't be this or that dark, but there should be some kind of "wtf, are we butchering people now?" mood effect. At least with a direct LoS, so you can still have your crazy doctor in his secluded lab.

There was a morale penalty of -15 or -14 I think for eating human meat. It grossed everyone out, except the lunatic.

I want us to be able to crash on a map that already has a mid level settlement devolped, and if we can, we assault or we make peace with them. It's entirely possible you land on a planet with anyone of the tech level civilizations already on the planet.
#81
Ideas / Re: A more Sinister Rimworld
November 07, 2014, 09:38:38 PM
Quote from: Dannywomack on November 07, 2014, 05:01:43 PM
After finding out you can harvest organs from Prisoners and sell them, I have been trying to create a type of evil surgeons lair down a dark tunnel where the victims are taken to be harvested. It would be good if there was a specific surgeons bed for operating rather than butchering the prisoners in front of the others in the regular prison beds.  After the harvest the leftover corpse could be put into an incinerator or made into meals for the other prisoners just to make it a bit more horrific on top of the organ removing.

For a rather morbid operating theatre, it could include a table full of surgical instruments, perhaps they are blood stained. Secret doors around the base so prisoners can be taken in the night. Would love to have this in the game.

Let me know if you have any similar ideas, Thanks

I just did this and more. I harvested the heart, then butchered the corpse and my colonists had their first taste of meat in a long time... hey, nothing is wasted in Fallville. It was an interesting back story, he was a captured pirate, recruited, mental break - went on a rampage, recaptured, then harvested, then eaten. I mean the dude was 65. He helped everyone out.
#82
Ideas / Re: What's with the walls?
November 05, 2014, 06:56:55 PM
Quote from: caffienatedjedi on November 02, 2014, 05:22:09 PM
I believe the mortars hitting through mountain roofs is part of rebalancing to keep everyone from just digging into a cliff and turtling. Cannot confirm though.

I still don't see what is wrong with this. It's a perfectly logical and solid strategy. If you don't want to turtle there is plenty of open range on the world in non mountainous biomes to build outside on.

It's really personal preference and shouldn't be forced on players one way or the other.
#83
Ideas / Re: A HUGE thread with ideas
November 05, 2014, 06:36:11 PM
I love all the ideas in the original post and I very rarely agree with everything. Great ideas!
#84
Ideas / Re: Your Cheapest Ideas
November 04, 2014, 10:32:57 PM
The cheapest thing to fix that really bugs me is the world map after you create a world. Could we use the standard weather radar type colors for rainfall amounts in biomes? Temperatures colors are great! I love the easy to read way it is laid out, could we get rainfall to look like this? A Fahrenheit measurement option would make this feature really useful to me. Also, shouldn't the poles both be cold? Out of the three planets I've made, the top is always frozen, the bottom is always hot and wet rain forest. A scale grade on the side or bottom of the map interface, off of the actual map, to show us the scaling grades would be VERY useful as well for a quick glance of the colors meanings.

Just a newbies thoughts :)

Edit: Also I forgot to mention, add some non-forest biome types. Just plain grassland, or get scifi with it and add lavender grass areas or alien plant areas. More variety is better!
#85
Ideas / Re: Colony Reputation
November 04, 2014, 02:24:43 PM
Right? This may also solve the turtling bases problem. If raiders come down, the player doesn't respond, so they start making their own outpost and start competing over the same map, the player will be forced to either accept resource loss, or fight back. Not sure how it'd be balanced but the idea is sound.
#86
Ideas / Colony Reputation
October 31, 2014, 06:55:45 PM
Hello all,

Was playing through my first game this evening and happened to think. Wouldn't it be cool if your colony could become specialized and earn a reputation based around that specialization?

Say if you produce a ton of medicine or heal a bunch of people. Word gets out your a great rim world clinic stop and you can barter goods for medicine treatment. The more people you help the larger your rep would become.

Colony full of cannibals? Suddenly you're known as people eaters and all cannibalistic lunatics flock to your colony to join your ranks, or hoppers :)

Booming hat business? You could be the best stop this side of the galaxy for western gear.

Weapons, medicine, crops, parts, people, people parts, basically anything in the game you're good at you could specialize and become widely known for. Boosting your income randomly as trade comes in.


Another idea I had was competition. What if we had another group or two of colonists to compete with? Permanent settlers building their own set of structures and competing with the player for the same resources. I feel hat would add some variety and depth, instead of just raids.

My experience thus far is limited, but this game is a ton of fun and I plan to stick around :)

Thanks all

Edit: Specializing your colony would of course be an entirely optional feature and not something the player would be forced to choose. You could remain a normal jack of all trades colony as we are now.