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Messages - Anduin1357

#151
General Discussion / Re: How's the disease balance?
January 10, 2015, 01:21:48 AM
Alright guys, let me crash this party now. Those pirates might as well siege us with biological bombs and wipe us out. The worst that can be had from eating from cooked food is a stomach ache since most cooks overcook than undercook. The moment you develop an immunity,  the harder it is for infections to hurt us again. The body's stages of healing is ineffable in a simple percentage. He is not pandemic .inc , he should not design diseases to be the focus of the gane. There are more diseases that spread through other means than airborne. Lemon sprays help alot.
If in doubt, go and bathe, spray everywhere with lemon juice and hope for the best. Please dont overcomplicate this thread, I know you guys want realism but just to be clear, be educated about it. realism is not everything in a game too.
#152
General Discussion / Re: Multiplayer - how?
January 10, 2015, 01:09:24 AM
Quote from: Johnny Masters on January 09, 2015, 01:34:46 PM
This game can be categorized as a singleplayer, yet here we are, discussing multiplayer.

It's not uncommon for RTS games to feature rpg-like situations, missions & or entire systems. There were plenty of mods and maps in games like Starcraft and Age of Empires where you control a single person, so it's not such a far-fetched mention as you might think. Sure, they were mostly mods or custom stuff, but the base game supported such thing, which is what i'm advocating.
I'm not saying that it is not possible but multiplayer wise, it requires a large number of players and a very bad sync rate depending on locations. When it comes to singleplayer, it is possible but there is a lot of content to make, a load of things to balance. Depending on how your RPG-like story pans out, colony generation is still in the works.
This is a largely content based mod that would need updates to no end, it could be akin to a mmorpg or a small rpg in multiplayer and a very hard singleplayer.
You would need cooperation in multiplayer to get anywhere.
Griefing would be a huge issue since you would be sent back in a new spawn even in PvP.
I do not have experience playing any of these singleplayer RPG-in-an-RTS but the big question is, how far would you go to complete a perpetually incomplete-able mod or how far would you say that it is complete?
#153
Ideas / Re: Biomes
January 09, 2015, 11:27:33 AM
Possibly, the whole craft survived instead and there is little life support, your mission is to dig into the seabed (since the craft is half in it), build a viable solution to having an entrance that does not allow water to enter your base/ repair the hull of the ship and revolving the story around the ship that protects the entrance of the colony.
//Underwater Biome.

Islands would need vehicles and I think Rimworld needs a few more alphas to go before it supports vehicles officially.

Gas Giant planet. It would be impossible to survive where it is atmospherically dense enough to slow down and essentially stop a 10+ km/s per second rapid atmospheric deorbit break. Just play KSP, you would barely get anywhere near atmospheric density level. Unfeasible.

Floating colony. A beautiful idea that needs work in "how to gain resources?" "How to handle transport?" Still too early in alpha for that.

#154
Ideas / Re: Packed Lunches, Food on the go?
January 09, 2015, 10:41:40 AM
Quote from: Johnny Masters on January 07, 2015, 11:31:41 AM
There was some talk about canned food a weeks back. I'd just introduce a new production building that transforms already made meals into survival packages, so it'd would require energy, materials, operator and a meal. If it's too bothersome to introduce survival package quality types, based on meal used(simple, fine, lavish), then it could simply be "crafted" by the station.

I also don't think we need a new type of food just for traveling. Survival packages fits the concept and could be used for a lot of things once it becomes craftable.
I would like to add that although Johnny is correct that Survival meals fits the concept, I personally think that something along the lines of an MRE for long distance travel is much more logical. It would be something with a really, really long shelf life of like 6 months, tastes like ****(mood impact) and fills the colonist to a very high percent like 95%.
If inventory was made, this meal would take the least space due to it being dry and the fact that preparing it only requires a liquid (urine, anyone?), it would be the perfect meal for exploratory fieldwork. Survival meals are more like nutri-bars, plain water packets, stuff that takes up lots of space for civilian use on large transport spacecraft in case of emergency.
Ready made survival meals need lots of packaging while MREs need very little packaging and uses very little space.
All we need to really craft MREs is a stove and a vacuum packing machine.
Canned food is a good idea, though, it uses some metal to create a can which seals cooked food from the elements.
Maybe all we need is Survival Meal research to Canned food research to MREs. Is that good?
#155
General Discussion / Re: Multiplayer - how?
January 09, 2015, 10:05:53 AM
Quote from: Geertje123 on January 09, 2015, 03:50:15 AM
Quote from: Anduin1357 on January 08, 2015, 11:51:35 PMThis game's intended audience is exactly opposite of the RPG genre. You might be hard pressed to find someone else who shares your particular interest and plays this game.

Is this because Tynan said so? Let me quote you here:

Quote from: Anduin1357 on January 05, 2015, 08:00:49 AM
We don't need Tynan to say what we can or cannot
Do.

::)
This is not what Tynan said, this is what this game can be categorised as. I am not saying that it is impossible for it to be so BUT, I said that "You might be hard pressed to find someone else who shares your particular interest and plays this game." I did not contradict myself on this point.
#156
Ideas / Re: The Grand Exploration thread
January 09, 2015, 12:00:26 AM
Quote from: Johnny Masters on January 08, 2015, 09:02:07 PM
Quote from: Anduin1357 on January 08, 2015, 08:15:41 PM
Although the game is not about killboxes, every fort's front gate is a killbox. We all built our colonies as forts because it made it very easy for us to defend ourselves.  This is the practicality of fort building and this is how we all intend to play. The story is bland atm because all the AI can throw at us are weak mobs and siges with no tactics. I expect multiplayer will change things due to the use of strategy.
Nobody is at fault for building killboxes, it's just us adapting against the game.

Perhaps you should read my entire post, mentioning killboxes was a very little piece of fluff from everything i said, and i never said they or who built them are at fault  ;)
It was a little fluff I commented upon, I read your entire post and only happened to disagree on a little point that said
Quotebut IMO the game is about the colonists and their stories, not building killboxes.
Which I took to mean that you oppose further development of killbox mechanics.
#157
General Discussion / Re: Multiplayer - how?
January 08, 2015, 11:51:35 PM
Quote from: Johnny Masters on January 08, 2015, 09:06:16 PM
Who is this nobody? I'd like to meet him for i too would like a rpg-like singleplaying multiplayer, he doesn't need to walk alone anymore :) 
You are kidding, right? This game's intended audience is exactly opposite of the RPG genre. You might be hard pressed to find someone else who shares your particular interest and plays this game.
#158
Quote from: Asero on January 08, 2015, 11:41:23 AM
Quote from: OmegariusWolf on January 08, 2015, 09:46:17 AM
(...reload main base repeat steps 3 to 7 to Spam unlimited resources\clones in new colony...)

One possible way to prevent this is to create a second file keep sort of a 'transaction log' of gate activity between the colonies.

For example (Generated at main base):
Transaction Id* | Gate Idc | Gate Status | Gate Buffer Flag
2165468            Chmntn      Inactive**    Full (Buffer file created)
*Id stored in buffer file for added verification...
**User did not send outgoing wormhole. If he did it would be changed to *Outbound*


User load game at new colony:
Transaction Id | Gate Idc | Gate Status | Gate Buffer Flag
2165468            Chmntn      *Inactive      Full (Buffer file stored until gate is activated...)
**2165469        Atlantis        Outbound    Full (Can safely receive at main base)

*Gate checks last entry in log file > sees gate was not activated at main base and sends absolutely nothing ;D
**When user loads second colony and send new outbound connection for example...


Of course the Gate IDC is superficial and I only used it for demonstration purposes...

Good idea. I would also like to see that log in the saves instead of in the root game.
#159
General Discussion / Re: Multiplayer - how?
January 08, 2015, 08:19:34 PM
Nobody wants an RPG-like singleplaying multiplayer.
The premise of the game is group survival, nobody walks alone.
#160
Ideas / Re: The Grand Exploration thread
January 08, 2015, 08:15:41 PM
Although the game is not about killboxes, every fort's front gate is a killbox. We all built our colonies as forts because it made it very easy for us to defend ourselves.  This is the practicality of fort building and this is how we all intend to play. The story is bland atm because all the AI can throw at us are weak mobs and siges with no tactics. I expect multiplayer will change things due to the use of strategy.
Nobody is at fault for building killboxes, it's just us adapting against the game.
#161
Ideas / Re: "Terminal" RNG solar flares
January 08, 2015, 07:10:58 AM
There is such things as over dramatising things to the point of disinterest.
Randy is more like: I might send in 2 raid teams in one day and screw you further with a crop blight.
You can still survive day to day in randy if done right
Solar flare is just too terminal to be of any story use UNLESS there is a way to stop it.
#162
Ideas / Re: Your Cheapest Ideas
January 08, 2015, 06:07:02 AM
*Cheap Ideas*
#163
Ideas / Re: "Terminal" RNG solar flares
January 08, 2015, 06:05:52 AM
So far, I have  not yet experienced a solar flare, a raid, a siege and a mechanoid pod all at once. But when that day comes, I might curse Tynan's name for it. :P
It's a recipe for disaster that makes no sense, going into a shielded place (mountains) should mitigate the em and flares happen only once every few years but they don't.
It's OP and Tynan says "Oh, it's for fun."  ::)
#164
Ideas / Tool for editing definition files
January 08, 2015, 05:55:40 AM
Somebody should write dedicated tools for editing .defs than plain old notepad.
When your .def gets really large, searching for a specific object might be a hassle.
Parsing the xml and categorising them by definition name.
Easy editing and parsing checks.
#165
Ideas / Re: "Terminal" RNG solar flares
January 08, 2015, 05:49:09 AM
Quote from: Tynan on January 08, 2015, 02:38:17 AM
Solar flare plus freeze - build a room/tunnel to a geothermal geyser and use that heat?

Solar flare plus heat wave - that's trickier; I can see that being terminal, maybe. OTOH people should be able to survive heat waves, with much discomfort.

Is it really a terminal event when these events happen? Certainly I don't intend for there to be situations where the RNG says, "You die now." But nor do I want to playskool-ize the game and reduce all those extreme, dramatic, ultra-risky situations that make it interesting.
Tynan, you don't need ultra-dramatic stuff to make it more interesting, little things add up, this is no TV show like Star Trek where a lot of near terminal stuff happens and the plot's all rubbish.
Make a way to avoid the event or mitigate it or else it's just gonna be a crappy plot point everyone hates to happen.