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Messages - SteveAdamo

#106
General Discussion / Re: Fan-Art
October 20, 2013, 09:54:35 PM
nice pieces nadia911! if you had three folks in that one landscape shot, it would be perfect... ;)
#107
Ideas / Re: Your Cheapest Ideas
October 20, 2013, 09:52:22 PM
Quote from: staffy50 on October 20, 2013, 04:17:46 PM
If you get the assassin class, they cannot do anything but fight and firefight. But without any patrol setting they just stand about :/
oh, good point! i've seen a few LPs where they end of with captured units that are really only good at fighting... being able to capitalize on this would certainly help, and make the conversion of those prisoners more worthwhile...

Quote from: staffy50 on October 20, 2013, 04:17:46 PMA weapons bench where you can modify weapons. Add a scope for more range etc.
this sounds very interesting... perhaps we dont have direct control over the improvements to be had (makes the idea a little "cheaper"), but simply use materials in the process, roll the dice, and see what results... small chance of damaging/destroying the weapon, etc.
#108
wow, the Spowl and Cheagle were particularly awesome...  ;D
#109
Video / Re: Pre-Alpha Spotlight: RimWorld
October 20, 2013, 07:10:13 PM
excellent job lolasaurusrex1234... loved the commentary overlaid on top of your gameplay....
#111
Ideas / Re: Your Cheapest Ideas
October 20, 2013, 02:44:12 PM
Quote from: staffy50 on October 20, 2013, 02:32:22 PM
Enemies with low health/high fear surrendering?
right, so instead of fleeing, they may throw down their arms... although, turrets and units would have to know to stop firing, if indeed the enemy was surrendering...

Quote from: staffy50 on October 20, 2013, 02:32:22 PM
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
i like the general idea, but given the map size, and the alerts already built in, im not sure how useful this would be... perhaps on much larger maps?
#112
Ideas / Re: Several suggestions I thought of
October 20, 2013, 02:30:46 PM
portable lights would be an interesting touch, but might simply be for cosmetic purposes? unless it could impact efficiency at performing tasks at night?

im not too keen on a encumbrance idea, as that starts to get into more of the micromanagement aspects of the game...
#113
Ideas / Re: zombies... lots of em.
October 20, 2013, 01:37:30 PM
no zombies please... ;)

doesnt Tynan mention zombies in the campaign video? something about being included in one of the original iterations of the game? it was a "phase" he was going through at the time... :p
#114
biomes! :D

and as noxmutagen pointed out, congratulations on 5k backer! :)
#115
Off-Topic / Re: Firefly
October 20, 2013, 12:26:14 AM
Quote from: Keystone on October 18, 2013, 09:19:33 AM
The best part of the show is the interaction of the various crew members, they all have very interesting personalities.

agreed... the dialogue/characters/setting all just "work" so well together...

im not sure if its available to you, but the SciFi channel regularly (well, perhaps semi-regularly) shows old episodes...
#116
Video / Re: Ecky Plays Rimworld
October 20, 2013, 12:22:06 AM
thanks Eckyman ... will give this a view tonight! :)
#117
General Discussion / Re: Press: Rimworld in the Web
October 20, 2013, 12:16:30 AM
it looks like Space Sector has posted part II of their pre-alpha story...

http://www.spacesector.com/blog/2013/10/rimworld-a-pre-alpha-story-part-2/
#118
Video / Re: TheWinterOwl Plays RimWorld
October 19, 2013, 07:01:21 PM
Quote from: Littica on October 19, 2013, 06:46:40 PM
Want to be one of my settlers?
were you asking me? ;)

sure... Steve has a nice "i can trust him to not have a mental break" sort of ring to it... :D

@White Owl ... very entertaining first video!
#119
Video / Re: TheWinterOwl Plays RimWorld
October 19, 2013, 06:13:14 PM
excellent... cant wait to watch! i've heard you are quite the LPer... ;)
#120
Ideas / Re: Your Cheapest Ideas
October 19, 2013, 04:27:03 PM
12 pages of responses.... my apologies if any of these have been suggested!

trip-wire traps (string or laser); triggers explosion of a similar radius to the existing explosive mines; enemies set them off, as opposed to player having to initiate

smoke grenades; disorientation in enemy units, reducing combat effectiveness

different colored lighting, to evoke different emotional responses in units?