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Messages - Professor Cupcake

#31
It sounds like you want to turn Rimworld into a competitive RTS.

I could not be more against this idea.
#32
Ideas / Re: Some kind of Transportation
January 03, 2015, 01:16:59 PM
Given the size of the maps in Rimworld, I wouldn't say this is required.
Yet.
#33
Ideas / Re: Story Popups
January 03, 2015, 01:06:39 PM
+1 to this entire idea.
I particularly like the thought of a limited-time quest-esque system.
Anything which can let you define more of a "personality" for your colony, I guess.
And we definitely need alternative solutions to some events.

... On a side note, I think "quest-esque" might be my most favourite use of that suffix ever.
Quest-esque.
Quote from: Professor CupcakeQuest-esque.
#34
Ideas / Re: Alcohol
January 03, 2015, 12:57:43 PM
Quote from: Dwarf Fortress
Booze does all the work in forts. Dwarves are just booze exoskeletons.
#35
Ideas / Damage Threshold for Armour
January 03, 2015, 12:49:54 PM
I find it pretty annoying that being pin-pricked with a shoddy shiv is still capable of dealing.. well, any damage at all through power armour. I feel like there needs to be a more meaningful measure of protection for the armour, but just increasing the stats of it starts to make it a little OP and still doesn't solve the problem.

I suggest the addition of a damage threshold (hereafter, DT), as well as the already-present damage reduction (DR). This DT is simply a minimum amount of damage to even get through the armour; before calculating the DR, you deduct the DT from the amount of damage. If it's 0 or less, then the damage was completely absorbed by the armour and does no damage to what it was protecting.
#36
Ideas / Re: Multi-Level construction.
January 03, 2015, 12:44:56 PM
Quote from: Playbahnosh on January 02, 2015, 10:08:30 PM
Z-levels have been requested countless times, mostly because it's a logical addition to the game. But it's much harder to implement than most people think. Terrain generation, pathing AI, the graphics engine, the combat system and basically everything else has to be completely rewritten to accommodate the new dimension. New physics engine for gravity and effects on pawns, objects, projectiles, etc. Revamp combat and cover mechanics for vertical line-of-sight. Not to mention extending the existing weather and temperature system for Z-levels... and fluid dynamics is not even in the game yet. Many people bring up Dwarf Fortress "that game has Z-levels no problem", and that's true, because DF was designed from the ground up with Z-levels in mind (mining is what dorfs do). Rimworld is using Unity for a baseline 2D engine. And while theoretically could be modified to include a sort of fake-3D with multiple 2D layers, the implications of Z-levels are way more far-reaching than most people can imagine. Basically you have to rewrite almost the entire game to do it.
And to continue the point here, the performance would decrease at a geometric rate. It's bad enough already with larger colonies; until serious optimisations are made, Z-levels cannot be a thing.
#37
Ideas / Re: End game suggestion
January 03, 2015, 12:41:21 PM
So a New Game+ option, essentially.
Sounds like an idea I can get behind.

Quote from: DrakePork on December 31, 2014, 09:26:50 AM
Maybe that the ships was more complex? that you actually built a ship you could live in and that stuff, so when you launch into space to a new planet it takes like 1 in game month for you to come to the new place and that time you can spend growing stuff on the ship and build on it. This would add like that you needed oxygen tanks,  space suits, cockpits, and maybe even a new skill.
Why would you need any of that?
Everyone is in longsleep.
#38
Ideas / Re: Prisoner exchange/ransom
January 01, 2015, 06:51:29 PM
+1

Doing something other than just releasing these idiots would be nice.

Also, I feel like there needs to be the distinction in severity between someone simply dying in a raid, and being kidnapped.

(Is it already possible to buy back kidnapped colonists, by the way? I've never had one successfully kidnapped yet.)
#39
Ideas / Re: Your Cheapest Ideas
January 01, 2015, 06:49:27 PM
A slight aim bonus when shooting from cover would be nice (to simulate resting the weapon on the cover). Would hopefully emphasise its use a little more.
#40
Ideas / Persistent Faction Population/Strength
January 01, 2015, 06:46:41 PM
Something that has been bugging me about Rimworld is that, no matter how many of these damn pirates I slaughter, there are always so many more to throw themselves against my wall of turrets and snipers. My colony has barely gotten into double figures for its population, yet there are 40+ tribals knocking down my door every other month, with barely 2 or 3 escaping afterwards.

What I'm suggesting is some form of population tracking for factions, or perhaps a "faction strength" that is consumed when they attack (and regained for every one that returns? Possibly with extras for kidnapped people?). This could also expand into the possibility of completely eradicating factions, removing them from the world forever.
#41
Ideas / Re: Night Owls / Working at night
January 01, 2015, 06:35:08 PM
I had a similar idea of a nocturnal trait that makes a colonist active at night and asleep during the day, with perhaps a mood negative if they're up at daytime. Wasn't really sure how it would work, though.
#42
+ all of my 1's.

Characters are the foundation of storytelling. A game that claims to tell stories not allowing its characters to realise themselves in any meaningful way seems a bit odd.

I'm pretty sure this is already coming, but I really want this to float at the top of the suggestions until it's actually here :)
#43
Ideas / Re: Organ Scarring
January 01, 2015, 06:31:02 PM
This is... already a thing?

Pretty sure this is already a thing.

Scars only occur if a wound isn't treated, or sometimes if a wound is treated badly. Certain organs (eyes and brain are definitely in that list) will always scar, and cannot be healed.

I guess you're just asking for a higher chance of scarring, and longer recovery times. Right?
#44
Ideas / Re: Animal hunting
January 01, 2015, 06:27:32 PM
I know it's a bit of a cop-out, but there is a mod for that, and it's a very good one at that.

EdB Interface
#45
Ideas / Re: Multiplayer
January 01, 2015, 06:20:49 PM
Eah.

I struggle to think how it would multiplayer would even work in Rimworld. There are so many potential problems that the whole concept faces.

The best idea I can put forward for it would be a sort of pseudo-MMO style affair. Everyone is on the same world, but with different colonies. You can interact with the colonies of other players in much the same way you do already. Pausing and speed controls should probably be given to whoever "owns" the tile, though determining who that actually is after a successful raid (or similar possession-swapping event) could get a bit clunky.
Not sure how interaction with an offline player's colony would work, though. All of the potential solutions for that problem seem like they're equally bad ideas.

Of course, a major prerequisite for this idea would be the ability to move the game to different world tiles.