My 2 cents is i would pay more specifically for something redefining, like zlevels, visiting different areas, ect. This would be good both for feeling more worth it, AND Adding new systems "officially" would also encourage more people to buy, if mods then take advantage and use the features in mods. (for those 2 ideas, z levels are obvious, relocation / visiting mechanics i could see plenty of mods for, ect.)
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#1471
General Discussion / Re: Would you fund another round of RimWorld development?
August 29, 2015, 11:38:44 PM #1472
General Discussion / Re: Real-life depictions of sculptures!
August 29, 2015, 11:54:40 AM
Wish i took a screen shot, but had one depicting a woman who just took a molotov to the face (!!!) and was writhing on the ground. It was devoid of suffering, background, including the guy who hit her / the town was cartoonish while the main scene was photo realistic... Would love to see that.
#1473
Ideas / Re: Timer power switch
August 29, 2015, 11:47:13 AM
I agree, having lights at night is impossible, but it would save power. So would syncing work stations power with colonists usage. Instead they leave the stove on all week.
#1474
Ideas / Re: Small but not necessarily cheap suggestions
August 29, 2015, 12:01:34 AM
Still think this could be handy, and honestly doubt its hard to code. I would be nice to see how much stuff is left from a pod crash for instance
#1475
Ideas / Re: What would you would change,add or remove from Rimworld....
August 28, 2015, 11:39:20 PM
Add : traveling to areas, needing to face xcom style situations (assaulting unknown areas. Ship part could literally be an enterable ship like xcom enemy unknown.) . Fog of war for pawns (effecting raiders too, so they can't magically track your colonists. Would also be cool if small animals were hidden by brush, would make animals useful in hunting) . Deeper history stats (let miners have higher melee damage output, and higher haul skills, military people hardened, but not immune to violence, make history add more than skill stats, add / subtract to effectiveness of other things, add traits, ect.).
Remove : mortars from raiders. This was added pre sappers, to negotiate kill boxes. While assaulting a position is fun, it can be easily waited out, and i would much rather attack a full outpost than a few sandbag covered punks. Also scythers. Too fast, accurate, and damaging per shot. Would honestly prefer a 3 shot burst because high damage single shots kill, while light spammy stuff incaps.
Change: add in a psychological system, where you can shape colony "standards" and change people (slowly, and perhaps with a bit of persuasion) to change. So things aren't set in stone as good or bad, and traits can slowly, and difficultly be added, or taken. I think the rimworld would harden and improve people, and i refuse to believe someone on the verge of death would not try Changing (being disabled in mining / construction, short of being physically crippled, i think if things got bad enough, they would try.) more "life" to pawns, namely self preservation (animals don't steer clear of humans, you can go from squirrel to squirrel attacking, they don't run / hide. Maybe make animals / pawns have small, random activities so they seem more allive, especially animals. Rolling on ground to seem cute, playing with things, ect, animals in particular feel robotic. But even the odd colonist goofing around when unexpected, or singing during work would be fun.
Remove : mortars from raiders. This was added pre sappers, to negotiate kill boxes. While assaulting a position is fun, it can be easily waited out, and i would much rather attack a full outpost than a few sandbag covered punks. Also scythers. Too fast, accurate, and damaging per shot. Would honestly prefer a 3 shot burst because high damage single shots kill, while light spammy stuff incaps.
Change: add in a psychological system, where you can shape colony "standards" and change people (slowly, and perhaps with a bit of persuasion) to change. So things aren't set in stone as good or bad, and traits can slowly, and difficultly be added, or taken. I think the rimworld would harden and improve people, and i refuse to believe someone on the verge of death would not try Changing (being disabled in mining / construction, short of being physically crippled, i think if things got bad enough, they would try.) more "life" to pawns, namely self preservation (animals don't steer clear of humans, you can go from squirrel to squirrel attacking, they don't run / hide. Maybe make animals / pawns have small, random activities so they seem more allive, especially animals. Rolling on ground to seem cute, playing with things, ect, animals in particular feel robotic. But even the odd colonist goofing around when unexpected, or singing during work would be fun.
#1476
General Discussion / Re: So, can we talk about this for a sec?
August 26, 2015, 11:54:00 PM
"teen" colonists are already a thing, having it in their title. "teen male colonist". I think it doesn't effect anything though.
#1477
General Discussion / Re: How many AC units does it take?
August 26, 2015, 11:49:42 PM
There's many factors. Size of rooms, insulation of walls, outside temp (your freezer in a normally 80 f area WILL thaw in a 120 f heatwave) surrounding electronics, frequency of opening doors, ect.
But generally 1 or 2 for trade beacon size rooms, more for cooling a whole base. Keep in mind that open roofs automatically function as heat vents, and that temp takes time to fluctuate. (indoors is cooler during day, warmer during night, because night / day slowly cool / warm up inside)
But generally 1 or 2 for trade beacon size rooms, more for cooling a whole base. Keep in mind that open roofs automatically function as heat vents, and that temp takes time to fluctuate. (indoors is cooler during day, warmer during night, because night / day slowly cool / warm up inside)
#1478
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.
#1479
General Discussion / Re: How do you become a moderator?
August 25, 2015, 11:53:04 PM
Subtlety, discretion, respect, and being active on the forums. This goes for pretty much any forum.
Also, i think its safe to say tynan already has bionic fingers to make all the progress he has on rimworld. +20 % typing ability.
Also, i think its safe to say tynan already has bionic fingers to make all the progress he has on rimworld. +20 % typing ability.
#1480
General Discussion / Re: No cats?
August 25, 2015, 06:24:01 AM
No, cats are just impossible to train.
#1481
Ideas / Re: Expanded Bionics
August 25, 2015, 03:39:50 AM
Id love to see a bionic that can rapidly close / heal wounds without medical attention.
#1482
General Discussion / Re: mechanoids way to OP and more and more OP in every single patch?
August 25, 2015, 12:50:06 AM
Honestly fixing the "shots through walls" glitch would make them much more tolerable. This glitch makes fire fights SUBSTANTIALLY more difficult.
#1483
Ideas / Re: Ability to perform surgery on animals
August 25, 2015, 12:00:40 AM
Amputation x 4 = stump the no legged dog
#1484
General Discussion / Re: Do NOT mess around with the dev console
August 24, 2015, 09:18:31 PM
Pregnant heart would mean a chest burster i guess.
#1485
Ideas / Re: The problem with Rimworld
August 24, 2015, 06:25:24 PM
I do agree there needs to be more availability for immergent game play, stuff which happens with x circumstances, and the possibility of it causing a chain.. Right now , short of big events, you control your colony pretty fully. Small, more quirky events might address this, like workplace injuries, "finding" items buried in sand, and maybe making the ai more likely to combine events. Raid and centipedes? Solar flare and appropriately small raid?
I also think more events, big or small, (Though especially small) could be nice, things like people injured during labor, finding an abandoned weapon in the sand, hail storms, more complex interactions with factions, ect.
I also think more events, big or small, (Though especially small) could be nice, things like people injured during labor, finding an abandoned weapon in the sand, hail storms, more complex interactions with factions, ect.