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Messages - tommonius

#46
Ideas / Re: Slavery and Population Growth
October 08, 2014, 09:10:34 AM
I think the concern is:

A) balance, spamming colonists for example which could be balanced by a long growth time, large power requirements and regular maintenance and an ingame cap so if there are to many vatgrown/ resurrected cloned colonists then the machine could break or power down.

B) immersion, sure they exist in lore but how likely would it be for a struggling colony with wooden buildings, bows and arrows and melee weapons to also have a super high tech vat growing colonist machine. It could be a hidden event to be discovered in game justified as lost technology of an advanced civilization or perhaps a late game crashed item event that needs repairing which could of came from the ship we was on and it just fell from orbit and is used to help bulk out late game numbers when the attacks are becoming there most fierce

C) usefulness, if we get random stat characters from it they could suck and generally not be very useful which would be a problem especially as more colonists usually means less chance to get other colonists like trying to convert say a really good miner you found, I know at least I have had a 95% conversion chance and the guy refused repeatedly.

in the flip side being able to say pick the stats of a colonist to min max them to be say a max miner and shooter or doctor/warden or whatever else the colony really needs would be great

but these superior colonists would mean people crashed in pods, people brought as slaves, people captured as prisoners and converted, people who walk up and join your colony would all be redundant as they would never be as good as a vat frown colonist.

So sorry about long post, I like the idea but even I am wondering how to strike a balance with the rest of the game.
#47
Ideas / Re: Slavery and Population Growth
October 06, 2014, 07:34:14 PM
I really like the idea of potential cloning or vat grown colonists as they could be created to maturity as opposed to having a bunch of under-aged colonists who would realistically have no traits and no skills and would have to start from scratch and probably would spend the first few years of their lives unable to actively do anything useful.

Putting a corpse of a dead favoured colonist into a discovered cloning machine to get him back would be neat, there is always one colonist with great stats for a certain job (that everyone else sucks at) who ends up dying leaving your colony in a pinch.

it could be balanced by having said machines only being able to be used every so often, a vat grown machine could be researchable but takes a fair few months to make a colonist.

heck I guess if Rimworld went down the relationship makes babies route then there could be a research tab to make children grow faster via some kind of growth enhancer which would make children less of a drain on your recources waiting for them to be useful.
#48
phew I am now up to date, was a great read and loved the progress of the colony.. except at times the colony was teetering on the knife edge of destruction but damn if I was not hooked reading through it all  ;D When does the next alpha come out and is this playthrough going to be abandoned and a new one made or is it going to be god modded into the new alpha so the story continues?
#49
General Discussion / Re: Agents of the enemy!
August 12, 2014, 05:44:07 PM
In fairness I like the idea of this event, I just think it needs some tweaking. Perhaps have it so only colonists that were captured may choose to try and go back to there original group perhaps when said group attacks your colony.

It would seem weird if your starter colonists or slaves who have no where to go and you rescued them just walk off to a group that hates you and has been trying to kill you all.

Would tweaking the event to effect only captured colonists be to hard to put into practice?
#50
Ideas / Re: More Research Please
August 07, 2014, 12:04:36 PM
More research is a great thing!!

I would like to see some more turret customization and different methods of fire, a rubber bullets firing mode to learn how to incapacitate people easier would be sweet and tougher turrets would be great.

I would love to be able to research a clone machine so you can vat grow more colonists. Maybe have an  event to have one get dropped onto the map and you capture it and research how to use it and even then it takes a month or two to grow one and you can pick stats with it taking longer with each new grown person.

#51
Ideas / Re: Exchange prisoners for goodwill?
August 07, 2014, 11:59:33 AM
Hostages eh? Interesting suggestion I like it. I really want a way to increase rep with other factions and more versatility with them so you can like pay them off to receive some additional colonists even if it is a temporary basis for like a year.

Also ransoming captured colonists back to the other factions and perhaps holding off enemy raids or have them killed would be an amazing option. I hope this gets added into the game, if not then I guess it would not be to hard to mod in.
#52
I really hope we get hard hats to stop damage from falling rubble and so they can see in the dark, my miners keep loosing there minds with darkness and looking at dirty rooms while mining them out.

Can get really frustrating to be honest. Hoping we can get an immunity to those effects or at least a reducement of unhappiness if you are a high level miner as it seems odd that miners hate the dark and hate getting dirty.
#53
General Discussion / Re: Cabin fever!
August 04, 2014, 05:55:34 AM
No roof zones can help with cabin fever? awesome thanks for the tip. I captured a raider and he had max mood but only a 5% persuade chance. All I could think was, if you join us you won't have cabin fever you can walk around and pick rocks up for me for a living... but outside!
#54
Ideas / Re: Making Muffalos useful
August 03, 2014, 09:26:03 PM
Quote from: StorymasterQ on August 03, 2014, 09:13:49 PM
"Oh, good, we've tamed this muffalo. Let's ranch 'em."
"What are we going to feed it, though, potatoes?"
"Can't they just eat the grass? We'll make the pen where the grass is."
"A herd of muffaloes will decimate any patch of grass. It won't be sustainable."
"We'll plant grass!"
"Who's gonna go gather grass seeds, you?"
"Ahh, eff that, let's just eat the muffalo."

But the Muffalos in game seem content to wander around and not eat to much, they either eat small amounts of grass, they sustain themselves perhaps on water alone or some other means as they an alien creature.

In future patches we may see them more active and go grazing and migrating but for now there ain't a lore problem with sticking a fence around then when they are content to stay around in the same place anyway.
#55
Ideas / Re: Making Muffalos useful
August 01, 2014, 07:02:22 PM
I absolutely love the idea of having a ranching system, extra awesome if we can have our colonists wear a cowboy hat.

Also hopinng we can possibly start to domesticate other animals into other useful roles and have guard pets for attacking/ scouting/ fodder and running down fleeing enemies.

As there is nothing that irks me more than a raider who got away and my colonists just cannot catch him, but imagine us unleashing the hounds on him!  :D
#56
General Discussion / Re: RimWorld change log
August 01, 2014, 06:58:49 PM
Hey, I was just reading the updates and got a bit confused with the latest one (01/08)
does anyone know what the "stuff system" is that Tynan is working on?
#57
*Raises hand*

If there is room, I am up for a game of this also. So the jist of the team playthrough is to send save files, take screen shots and write some sweet story to go along with it?

I am so in if you would not mind me taking a turn  :D

I just really wished we could rename the colonists so we could "rim" ourselves into the game kind of like getting Dwarfed into Dwarf fortress who by the way have some of the best random stories I have ever read.
#58
Stories / Re: The Chronicles of TOWN
July 29, 2014, 10:38:08 AM
wow! I really like this story, great humor. Kept me entertained and I oh so pouted when I reached the end. Here is to hoping you update it.
#59
*raises hand*

I literally cannot wait for traits it just makes every character so unique so I really hope eventually we can increase how many colonists we can get through different means.

I also hope we can rimworld ourselves into the game complete with name and maybe a stat distribution pool, you have so many points so you can balance every skill or min max a couple of them.

This would be great for roleplaying and I read a couple of dwarf fortress team play throughs and I loved the community putting them selves in game and seeing what happens.
#60
heya all, I am from The UK. Also my first post on the forums (long time lurker)