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Topics - mumblemumble

#41

Milon says:
These posts were split off from
another thread in the Suggestions forum.  The thread was clearly becoming 2 separate issues, so I split the off topic one here.  Many posts contained both on-topic and off-topic comments, and I can't (and wouldn't) split parts of a post.  I apologize if you don't like how I divided things. Let's keep this thread for the off-topic discussion that was evolving, and keep the thread in the Suggestions forum for making & discussing suggestinos about RimWorld.  Finally, you guys have done well keeping it together on a touchy issue.  I have faith that this will continue, which is why I spent a lot of personal time on this, and didn't just lock it outright.

PS - I have no idea why the thread subject went insane.  Sorry about that too.


These kinds of threads are why i wish gay was never added,  because lgbt people argue over how it should be,  and in a simulation game simulating so detailed,  there will NEVER  be peace because people will want more features for all the super obscure weird alphabet soup of the lgbt  ,  and people will argue over and over "how"  stuff works.

"we need transsexuals now"
"why not make everyone gender fluid,  and love everyone"
"giving a label to things is bad"
"we need to add a gene therapy machine for transsexuals to get new bodies"
"in the future there should be way more lgbt people "

Ect ect

They dont realize if tynan appealed to every single minority,  nothing else would get done  ,  and a lot if these requests would make it worse for players in general.

But I've already said how i think most lgbt people aren't really stable... Oh well.

Guess the arguing about such issues will remain as long as rimworld lives..... Great.  I can only hope eventually the requests and threads stop,  but i doubt it...

Also,  still have not seen one case of someone being thankful gay was even added,  just people insisting it was done wrong, or needs more.

As for children  ,  if you really were stranded,  children would be important,  as if you grow old and frail with no new generation to take care of your sorry ass,  you will be dead.  So procreation in an area where society is what you make of it,  kids would be extremely important in the long run.
#42
Bugs / Amputation of internal organs
April 08, 2016, 05:47:30 PM
By definition, amputate is external, shouldn't removing a kidney for instance be "removal" of "excise" ?
#43
Ideas / Orbital bombardment of manhunting animals
April 08, 2016, 06:43:20 AM
An event where an absurd mercenary group is hired by x enemy, and attacks you by dropping several drop pods of extremely pissed off, wild animals either right near your base, or possibly in your base. Could be any animal, even ones not built for the climate (boom-rats right on your lawn in the arctic, polar bears in the desert,  rhinos up in the boreal forests) And , in addition to giving a rather wacky, unique event, could double to provide meat / possibly exotic animals if you can capture / train them.

After all, what better way to demoralize an enemy than raining small, strange animals on someones like frogs, or squirrels.
#44
Ideas / Hail weather
April 02, 2016, 04:16:52 PM
Falling of large chunks of ice, very quick and fast to end weather, which can potentially injure / incap outside colonists, damage items outside badly, and damage walls / roofs / outside buildings.

Lasting around an hour ingame, maybe 2 to keep it balanced, it being a very swift, very dangerous weather event.
#45
Ideas / "Cannot haul because on fire" - 1123
March 29, 2016, 02:34:47 AM
So, one thing which is rather annoying, is items on fire cannot be grabbed, and to put out fires, you need a home region, which seems just slightly micromanagy... Could we possibly get a reverse designation to put out fires by right clicking them? This would be nice for grabbing boomrat bodies that get killed without throwing down a home zone. Also, if you try to send someone to haul something and its on fire (assuming it is commanded to a person who can fight fires) I would think the command should still work, but first also command them to put out the fire on it, instead of straight telling them you cannot haul it.
#46
After playing fallout 2, I noticed something interesting...the effectiveness of a spear, or any weapon really, was astronomically more in a player with high rank, not because of static higher damage, but ability to reliably hit spots that aren't center mass, combined with critical hits.

Tactics emerged, like kicking enemies in the nuts and robbing them while they were critically in pain from a particularly accurate kick (critical hit, which wasn't often, but when it did, it was extremely effective) Gouging an eye out of a guard with a knife, rendering them useless despite being well armored and armed (by the way, how can blind people shoot at all in rimworld) Or even straight up killing tough geckos in a single blow to the eye, when the blade of a spear goes right through the eye socket and slashes up the brain.

And I got to thinking...these would be very interesting in rimworld, BOTH critical hits (and possibly misses) and being able to target selective body parts.

so heres how I picture it...

First, for aiming, add in 3 "set and forget" settings for fighting... center mass / opportunist fighting, essentially going for the highest possible hit rate, with no regards of where to hit. Fatal shooting, aiming for the spine, heart, brain, CPU in mechs, ect with much less chance to "hit" than normal, but increased chance by far to hit THOSE parts. And non fatal, focusing on limb shots, hitting feet, shoulder, legs, and generally trying to drop someone without completely destroying / killing them. Both the specialized targeting might be useful for only high ranking shooting / melee, with less experienced people just missing all the time. Could also include a manual, case by case basis to target a particular pawn in any organ, just for even more control (with higher rank, of course, because obviously low skill wont work)

As for critical hits, I wasn't thinking just a flat damage multiplier (but that might be nice for some things) but instead, a certain effect based on where a crit hits. For instance, a crit to the leg might make someone fall down, cause more pain, but without necessarily ripping off the leg.  A punch to the eye that crits might make the eye swell shut, lowering vision substantially, but with little long term damage. A crit to the junk ( I don't think genitals are added yet, but they should be) could be just instant absolute pain, immediately incapacitating, and leaving them that way for a few moments. Crit to the arm / hand could make the weapon be dropped, ect.

Critical misses might also be rather interesting, like a misfire, jam, shooting one-self in the foot, dropping a grenade, throwing a grenade without removing the pin, knocking yourself down from a badly postured strike, or hurting ones limb with a bad strike.

Oh, and another though, people who are "down" should face a hefty aiming buff to anyone attacking them....This was also in fallout 2, if I knocked someone over, I could easily ram my spear right into their eye to finish them since they were now both stationary, and low to the ground. This would help with hunting, and make tactics deeper.

I would also, honestly, make pawns melee stat also influence defense against melee, that way a melee warrior can deftly dodge a few drunken punks punches with ease, while said punks with low melee stats might just get their clocks cleaned, being unable to dodge the punches.

Really, if these could be added, combat could become extremely interesting.
#47
First, I hope this next update fixes the "projectiles going through walls" glitch finally, as I've lost too many people from this (an otherwise missing sniper rifle shot going through a wall, blowing off a guys head). Glitch has been around forever, and is a pain, especially with things like Molotov burning vaults, with a bad toss going through a wall, lighting the room over. (I also think tossed items like Molotov should impact on the wall, and have no chance of spilling fire past that wall).

2nd, due to the sheer disappointment with fallout 4, and playing a bit of fallout 2..I just want to say, please, if kids are ever added, NEVER give "children" plot armor. Having game-play things taboo is never fun, but having consequences is definitely a good idea. What got me thinking about this is fallout 2 / 3+ comparison. In fallout 2, kids, particularly in 1 very ghetto town, could pickpocket you and generally be little shits. Now, I never KILLED any kids, but I did kick them in the privates to the point they vomited, and fled in fear from me on sight, out of fear of me whooping their ass again, but the point is, I had the CHOICE to do so, and people hated me for doing so. In 3, despite having a town of kids who threaten and insult you, and typically being armed to the teeth, you cant, despite them being able to kill you...yeah, just dumb.

Anyway, I assume both these things to be granted but want to put them out there...

also, now that I think of it of it, some fallout 1 / 2 like effects for limbs hit would be awesome, as would genital damage to incapacitate enemies...though, having a choice to try to aim for specific parts, or groups of parts would be nice. Would really accentuate skills if there WAS a sort of targeting / critical system like the old fallouts, where a high skill shot can drop otherwise hard targets in a single blow, or you can safely disable  an enemy with a nut shot to capture them. particularly if enemies also used it. Just picture a sniper getting a mace to the balls, collapsing, and being hauled off by raiders.
#48
Ideas / Less severe "incapable"
September 04, 2015, 10:52:17 AM
I find that the "incapable"  thing is a bit much,  and most people don't bother with colonists who have any,  at least for the first 3. Not to mention the joke video of 3 nobles, who barely made a home,  only because a random dude showed (who they arrested once he was done).

This gets me thinking. What if, instead of them literally unable,  there was just so massive downsides ,  its not worth it?

Incapable of violence? Make them shaking and ineffective in combat, with giant mood debuff for hurting, or especially killing.

Hauling? Half the speed, mood debuff, can't carry as much,perhaps stops halfway through.

Construction? Prone to breaking what they build, or wasting material.

Social? Besides being unable to warden (this i get)  perhaps have them fuck up on trader orders,  ordering the wrong stuff


Medicine? Cause huge pain on any medical procedure, mood debuff patient.

These are just ideas,  but it would be funny to see an assassin sew up another colonist with no anesthetic  , and having the colonist in question scared for a month since he was almost butchered by a calous doc
#49
Ideas / Deeper "history" stats
August 26, 2015, 11:48:08 AM
Right now the history behind colonists seems to have very static effects.  Yes there are stat boosts to skills,  but there could be far more things,  like traits specific to histories, certain boosts to certain stats (give people who have physically strenuous backrounds higher haul limit / greater melee damage? Military backgrounds given a slight resistance to violent bad thoughts? Rough and gritty backgrounds very illness resistant?)  or other effects. Would really make people seem different even more,  and make history more interesting.
#50
Ideas / Workplace injury
August 24, 2015, 01:16:12 AM
Random chance for labor to hurt colonists,  perhaps with burns from stoves, bruises from mining, scratches from construction ect. Perhaps like surgery,  having minor and major accidents. Could be based on skill level,  manipulation, consciousness,  ect. Could be an interesting event,  since its very controlled,  unlike raids,  but still requires attention.
#51
General Discussion / On growing and priorities.
August 17, 2015, 11:46:57 PM
I've noticed growing is without both priorities favoring certain plots over others,  and more importantly,  ability to prioritize someone sowing. Kinda gets irritating when you have several plants, but want one more.  Plus,  adding in prioritizing sounds very easy. And it would be nice to prioritize,  say,  cash crop hops,  over pottted plants.
#52
Ideas / Tech booming, realism, pacing.
July 29, 2015, 10:36:58 PM
I find it funny with research being a thing, that you can go from landing completely desolate, to building solar panels, automated AI controlled turrets, conduits, ect.

I know that tynan added wood, and other stuff to make it feel more basic at the start, but it really doesn't feel that way...here is bit of input on it.

First, perhaps making research a bit more complex, like needing materials to study, ect. Like reverse engineering a turret makes far more sense than just having someone sitting at a table, and suddenly understanding how to make a massive geothermal generator.

Second, more simple means of dealing with issues such as light, cooking, defense, with easier, but more tedious means... campfires are a good step, lanterns for light could also be nice, more traps, using certain items with wood for fuel (cook stove could use wood, right?) ect... That jump from wood age to modern is a bit jarring, and if the player had to spend a month at least to get a turret, then it could really lengthen the game, something people have been requesting anyway.

These are just a few thoughts, any other input is appreciated. I actually think this would fit incredibly well with animal husbandry. As for worries about raiders, I think it could make sense that, short of an occasional punk, a wood age settlement with nothing important wouldn't be worth raiding, compared to a base with electricity, light, heat / cooling, ect. And I myself like the idea of having a more "old west" feeling, but this doesn't last long, before your only way to advance needs electricity.
#53
So one very annoying thing I've noticed, campfires cannot be made to be "refueled". I think it would be easy to do, like having more wood put on when x % burnt out,  but right now, you have to relight it manually every few days. Very irritating starting out early, or if you want to have fires around your base for any reason.

Also, just an idea, couldn't a really good cook make do, cooking on a campfire? I do think mixing a couple ingredients could be possible for a talented chef, even just cooking meat and potatoes together.
#54
Ideas / Mental breaks VS breaks
December 28, 2014, 04:51:21 PM
So its kind of known that, at least with the current alpha that mental breaks can get out of hand with multiple corpses, AND that managing peoples moods is hard when they do not take breaks to begin with. So what about a break function which functions like a mental break, only with far less severe consequences, and far earlier / more frequent? It could happen whenever a colonist goes past a certain mood thresh-hold (which could be set by the player wherever they find it best, either very high as a safety measure, or very low when they just want to get things done) and raise their mood by letting them just goof around, relax, whatever. Good side of this would be being able to prevent mental breaks easier, while its also double edged by potentially being a giant hamper on your colonists productivity, assuming you set the thresh-hold high enough they are never at risk for mentalbreaks. A fair trade off if you ask me...
#55
Support / Flash drive save file?
October 02, 2014, 03:30:41 PM
Ok so, right now I have no 1 computer I can call my own, and I have rimworld and brutal doom (another game I love dearly) on a flash drive. Only issue is, changing computers so much means I can never keep a save file. Is there any way I can make rimworld SAVE to the flash drive? would be great to actually play past an hour per save...
#56
Ideas / new mental break effect : the zone
September 24, 2014, 07:14:45 PM
An effect which, instead of giving disobedience, grants bonuses to pain thresh-hold, movement speed, ability of work, fighting skills, ect. It would be rare of course, and perhaps wouldn't even reset stress like mental breaks normally do, but could be based on the colony situation. For instance if there is a large raid, and reason for people to fight, there might be a larger chance for someone in bad shape to go into the "zone", where they will ignore pain and work harder, to give your colony a fighting chance.
#57
Ideas / More "hoard" appropriate weapons.
November 07, 2013, 11:08:02 AM
So far for hoards of enemies (zerg rushes) there's only grenades, charges, or fire to stop hoards effectively. But all of these are incredibly slow, and a bit difficult to use. I recently had a pretty big colony wiped out by a squirrel attack (like 50 of them!) and it was too much for 7 guys armed to the teeth. As a last ditch effort, I tried lighting my main door ways on fire, but that took so long that they all got through before burning. Would be nice to have some indiscriminate guns, like a flame thrower (short  range, maybe 13 blocks, but hits anything in the way) an improved shotgun (having an actual spread, instead of 1 fat bullet. Could also use a damage buff to go with it, if it was this way, maybe a range Nerf)

Grenades and blast charges DO work, but they take so much time to prep, and its very easy to mess up, especially when dealing with a hectic hoard. Would be great to have something effective for them, which can be use on the fly, also, an option to not have melee completely disable using fire-arms would be nice. That was the main thing which UTTERLY destroyed my colony, since squirrels outran them, outnumbered them, the guns they had were useless since they could hardly get shots off before being in melee range, and being stun locked into being unable to run away.
#58
Bugs / Odd trait combos
November 05, 2013, 06:15:30 PM
I realize traits are almost entirely non functional at the moment, but I got a guy who was deaf, and afraid of loud noises.

Seems...Odd. May wanna fix this in the future.
#59
Ideas / Punji traps.
October 14, 2013, 04:49:55 AM
Traps which have relatively low cost, but can accidentally kill your own colonists if they are careless. I could see these being used as cheap, but HIGHLY risky weapons, for players on a metal budget. Very cheap to make, but with poor planning one could easily get their own colony injured or even killed.

A few examples are pits covered with cloth / brush, which if someone / something steps on, they will get pierced by spikes, and injured. This of course effects anyone however, so you could easily injure / kill your own party if they step on the tiles, and not around them. Alternatively, a door trap of a metal "swing" lined with spikes which releases when a door is opened, swinging into the person opening the door and stabbing them. Could be used to brace for raiders breaking in, so the first one through a door would be gored by the blow, making it easier to fend off breaking in raiders.

Both of these could be very cheap to make, but a 1 time usage, so ideal for entry level because of the high risk, and ineffectiveness later on for big numbers. Also, perhaps make raiders more paranoid to check for them and move slow if someone falls victim to them, so someone cannot spam punjis and win.

To anyone who doesn't know what I'm talking about, here are a few videos to show what these are. Very NASTY traps they are.

Punji traps : http://www.youtube.com/watch?v=jo7XBaG_-SE
Door trap : http://www.youtube.com/watch?v=_BrCSyONCBU