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Messages - keylocke

#181
to prevent embrasures or killboxes from being OP, i think the AI for the raiders with rocket launchers need to be overhauled. ie : (they should function like sappers) and all pirate raids should probably have sappers in their group.

but the other stuff i previously mentioned (about pawn population and craftable bionics) ought to be implemented before hand to balance things out and make it easier to cycle combat-ready pawns, be able to replace damaged limbs, or recruit new pawns to replace the permanently damaged ones that can no longer fight or contribute to the colony.

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as for mechanoids. the minigunner and the charge blaster centipedes feel kinda redundant. i think one of them should be able to bust through walls like a sapper.

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as for tribals. i think their arrows should be able to arc their shoot through walls (with an aim penalty) at targets that are in unroofed area.

++++++++++++++++++

but even then. i don't think killboxes or under mountains will get removed. ever.

people would still use it and i don't really think there's anything wrong with it.

i'm mostly interested about making it more exciting.
#182
Quote from: NolanSyKinsley on August 26, 2016, 07:43:50 PM
You can also place televisions with line of sight to the workers at workstations so they are joy filled while working too. I am unsure about the attacking of statues, I assume they will attack anything you build. I have seen them go after generators, turrets, random walls, drills, all sorts of things.

wait, is this for reals? woah. nice.
#183
-make recruitment easier
-make desired min pop = 10, max pop = 30, crit pop = 50
-make bionic craftable

as others have said, the main problem in a long game is the accumulation of injuries for the pawns.
which means, players need the ability to cycle pawns from varying states of injuries as well as being able to efficiently replace or "repair" your pawns back to a combat ready state.

i think there already mods that addresses these. (like modifying popcaps and craftable bionics)
#184
Ideas / Re: Prostitution
August 26, 2016, 11:27:11 PM
people like sex and people like money, so the question is : where does the trauma actually come from?

i think the problem isn't about sex or money, i think it's mostly about the abuse (both physical and psychological from johns/pimps/whatever) as well as the stigma they get from society, which is what's creating the trauma.

abuse isn't even isolated to sex either. the world is just filled with so many abusive people. heck, even in a normal convo you can get abused by trolls or whatever.
#185
Ideas / Re: Will there ever be void gods?
August 26, 2016, 11:21:05 PM
i would like to see actual void gods like the way megabeast wrecks havock in DF.

but that could only happen if tynan decides that is not a "waste of effort" and instead see it as an opportunity for an entertaining spree of ultraviolence.
#186
i just dropped in to say, these statements are awesome.

Quote from: milon on July 28, 2016, 03:55:27 PM
A Vote's Consequence and a Voter's Conscience
"Vote as if your ballot determines nothing whatsoever - except the shape of your own character."

Quote from: KillTyrant on August 20, 2016, 07:33:23 PM
"but if you vote for <insert 3rd party candidate here> then the person i don't like might win because <ill-concieved logic here>."

Or

"You're wasting your vote because they aren't going to win, so you should vote for <insert D or R candidate here> so the person i don't like wins."

Its not wasting your vote if you pick a candidate you would actually want in the office as compared to just voting for someone you think is the lesser of two evils. The lesser of two evils is how we got into this shit show in the first place.
#187
Off-Topic / Re: Transgender bathrooms? What's next?
August 26, 2016, 10:45:31 PM
i'd say borat stole it from me (no, not literally. duh). but i really did fantasize about pamela anderson (among many other females like demi moore or winona ryder) when i was a kid. coz that is sexy, shabadadoo.

but the sack thing was indeed a borat reference.

secondly, my reply was about mumblemumble's earlier statement. just as your reply was about my post, which also has nothing to do with the OP. (it's a minor tangent of convo. like in a party where a bunch of guests are talking about sports and another bunch decided to talk about pokemon go.. but they're all attending the same party. multitasking and stuffses)

also, just as the title says : "what's next?" <---- that is a pretty open-ended topic. i could throw in cannibalism instead of burial to solve world hunger, and i don't think it would be "off topic"

tru story.
#188
Ideas / Re: RimDrugs. Recommendations for 15!
August 26, 2016, 03:11:42 AM
i think game needs some form of detox procedures. ie : maybe a new type of nutrient paste from the dispenser can have detoxing effects or whatever.

-limitless : a drug that lets the user have faster learning capacity (as if they have 2xpassion for every skill). they suffer consciousness penalties for a few hours when it wears off. detoxes after a day.

-adrenaline shot : can be carried in inventory. (can be administered to self) when used on incapacitated pawns, this temporarily cancels their current incapacitation for 1 hour. but increases hunger and tiredness of the pawn. this basically allows incapped pawns capable of movement to run to safety when the coast is clear.
#189
woah. that cooler exploit is fantastic.

also these ones :
Quote from: Jstank on July 26, 2016, 04:32:14 AM
I just realized that you can upsurp the only one pawn per square rule by making a 1x1 animal area and assigning all of your animals to it. Strategic placement of this area can prove disastrous to invaders.

Quote from: SimpleMachine88 on August 25, 2016, 06:57:22 PM
PS- I've never actually done this, but I've been told that if you knock out the corners between rooms, you can place a sculpture there, and it will raise the impressiveness of all the adjacent rooms (so up to 4x the beauty).  There's lots of janky optimal ways to construct bases and kill zones that have to do with diagonals, many already mentioned.  Has anything been done about these strats in A15?

Another exploity thing is that very often sterile tiles will increase the impressiveness of a room far more than they should, as in they're better than gold or silver tiles.  The solution, I think, would be to have cleanliness above 0 not increase impressiveness.

And is there ever any reason to make a reasonably sized chicken coop.  You seem to be able to jam as much livestock as you want into as little area as you want.  200 chickens should probably not be able to be housed on 2 tiles.
#190
General Discussion / Re: Escape Pod Survivors
August 26, 2016, 02:38:46 AM
they should add this to the tutorials :

-if you want someone to join, you need to gank and kidnap them, then patiently coerce them to join you or to rot forever in a cell.

this is the rimworld formula for making best friends forever.
#191
Off-Topic / Re: Transgender bathrooms? What's next?
August 26, 2016, 02:23:21 AM
when i was a kid, i used to fantasize about pamela anderson, like putting her inside a sack and then running away towards the sunset beach.. so if she suddenly teleported in front of me wearing a lifeguard swimsuit bikini, i would've totally banged her 24/7 if she'd let me.

but in a hypocritical society, old folks would've labeled me as a "victim" and if pamela anderson would've allowed me to bang her, they'd call her a pedophile and get her banhammered for life.

what a silly world we live in.
#192
i rescue people and replace their limbs with wooden replacements before sending them out on their merry way. this is to prevent them from being too depressed about their squishy meat-sack inferior bodies.

tru story.
#193
Ideas / Re: Prostitution
August 24, 2016, 09:25:47 AM
intriguing suggestion though i doubt tynan would actually implement it.

at least that's what i would have thought earlier and then BAM! tynan shouts "say my name!!" and all who hear, bows down and grudgingly whispers.. "heisenberg".

hello 420.

------

i'd rather start thinking that rimworld has transcended the point about people mulling about what it "cannot and will not do" towards the point where "nothing is real, everything is permitted" and the only limiting factor is the technical limitations of the game engine.
#194
Ideas / Re: Some ideas on improving coastal maps.
August 17, 2016, 06:19:56 AM
the power of the +1 is strong in this one.
#195
ooh another add-kids-and-water-suggestion. i'm just popping by to say again that when adding new tasks. ie : taking care of kids long enough until they grow up, or additional tasks like drinking, peeing, pooping, etc..

the main problem that needs to get addressed is the timescale. especially the max fast forward game speed. (i think the max is currently set at around 3x normal speed). so waiting for kids to grow up at 3x normal speed is gonna take up so many hours of the player's time that a lot of people thinks it's unfeasible at that rate. but if there's an option to set the max speed to around 10x of normal speed, 1 year of game time could probably be less than an hour or so of real time (just a guess).

secondly, humans should have different life stages similar to the animal system (babies, juveniles, adult). so a human child should be functional and be able to do menial labor at the juvenile stage (but maybe they can't fight they just flee). at 10x max speed, that's probably gonna be more or less 5 hours of gameplay to reach juvenile stage. it's really not a big deal.

if there's another option to go 20x max speed, things would get easier to switch between pause, normal speed, and to whatever fast forward speed the player wants (ie : being able to chose from 2x, 3x, 10x, 20x, whatever speed)

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for additional tasks like taking care of kids, or drinking water, peeing, etc.. the main thing to tackle with that is to re-balance the amount of time it takes to do a task or to move between point A to B.

in real life. a normal human being is capable of taking care of kids, working, sleeping, eating, playing, workout, take care of pets, etc.. all within 24 hours. and the reason they can do all that is because the amount of time it takes to do those tasks are more realistic compared to rimworld.

in rimworld, the time it takes to do a task is a bit too.. "gamified". it seems to be balanced in such a way not to necessarily reflect real life as a simulation, but rather it is balanced in a way that the devs probably think would be "enjoyable" or "challenging" to the player.

so there's this disconnect between what some people expect from a simulation of a real life, compared to the gamified version of that simulation.

i for one think that a more realistic depiction of time is both enjoyable and challenging at the same time. there's really no need to "gamify" it's balance especially if there are more versatile options in the fast forward speeds.