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Messages - MrWiggles

#46
Ideas / Re: NPCs
June 30, 2015, 01:30:25 AM
Towns rarely if ever split, they assimilate and expand.
#47
Ideas / Re: NPCs
June 29, 2015, 11:46:04 PM
Quote from: DDawgSierra on June 29, 2015, 02:00:41 PM
    There might be a language barrier? I was just thinking about how cool it would be to take over there buildings, raid there farms, recruit or imprison their members, or just peacefully coexist.
Lang. and cultural differences just result in "Little where-ever-we're-from" not a separate city.

It may be cool, but from the simulation aspect of RimWorld, it would more then likely try to model itself what happens when similar things happen.
#48
Why not just mod the game where the pawns dont need to eat or sleep?
#49
Ideas / Re: Born Disabilities
June 29, 2015, 01:45:27 PM
Well, hopefully, the pawn would avoid meals that contain their allergy. They would only consume it, after a certain threshold of hunger.
#50
Ideas / Re: NPCs
June 29, 2015, 01:38:50 PM
Then the player pawns wouldn't have formed their own community, they would have been absorbed into that community.
#51
Ideas / Re: NPCs
June 28, 2015, 03:45:49 PM
Why would they live that close?
#52
Ideas / Re: Your Cheapest Ideas
June 28, 2015, 03:36:38 PM
Quote from: Zerg HiveMind on June 28, 2015, 02:54:07 AM
Quote from: MrWiggles on June 28, 2015, 02:35:26 AM
None of that really make sense, since you're omnipresence about the entire map. The alarm, is there for player connivence. Now, if we're saying if the alert system should be woven into the simulation, then makes a lot more sense.
What i mean is that, you need a radar array to see if a raid or visitors are coming until you have that build up you wont know if your gonna die or not. Basically your blind until you have that scanner, radar, thing up and working, so you just have to be more watch full of the area. You'll start off with a cheap one that's not to reliable but will let you know if you have people on the boarder of your little map, then you get a slightly better one, that lets you know if your getting a raid or a visitor, then this is for the players who play till they die, a satellite that you can launch up to orbit instead of leaving the planet. This will give exact detail as to whats coming to you and how big the numbers, the weapons, things of that nature. Tbh i don't like the instant warning, and i want something a little harder as to where you have to look around from time to time.
It'll seem unfair when there is no fog of war. As it'll reward the player to simply just scan the area frequently, as the player scanner the area will be more efficient, since they don't need a radar system.

Introduce fog of war, then needing a radar like device with radar like coverage, and being defeatable like radar, could become very interesting.

But simply removing the alert and replacing it with a radar system is just creating more work.
#53
General Discussion / Re: feedback wanted
June 28, 2015, 03:32:27 PM
Its as as much cheating, as moving none king cards to blank spaces, or looking under all the cards that will be revealed to decide which valid card to move. (Like two columns have a a red seven, and you peak under both one to see which is the better move.)
#54
Ideas / Re: Your Cheapest Ideas
June 28, 2015, 02:35:26 AM
None of that really make sense, since you're omnipresence about the entire map. The alarm, is there for player connivence. Now, if we're saying if the alert system should be woven into the simulation, then makes a lot more sense.
#55
Ideas / Re: A handful of suggestions
June 26, 2015, 08:42:05 PM
There are the private testers, before the public release
#56
Why are you letting crap artists work with silver and gold?
#57
General Discussion / Re: feedback wanted
June 26, 2015, 07:01:09 PM
You're playing solitaire. Save Scum to your hearts content.
Just dont try to claim for awesomeness, and claim that it was done without cheating when you have. Cause thats bull shitty.
#58
Ideas / Re: A Gratuitous Amount of Suggestions
June 26, 2015, 05:57:02 PM
Well, actually...

Rimworld doesn't seem to be comedy. And as much as a talky the turret sounds entertaining, its inherently funny.
#59
Ideas / Re: A handful of suggestions
June 26, 2015, 05:54:02 PM
As stipulated, if he didnt, then the tester would have brought it up.
#60
Ideas / Re: A handful of suggestions
June 26, 2015, 01:23:25 PM
I get that. But some of the suggestions are /super/ obvious, in such a fashion the Dev must have known it'd a keen thing to do.

Like the stacking clothing thing. He's (the dev) played through the game, had lots of clothes, and more then likely went, "I wish my item system could handle stacking of those items but it can't right now.". And if he didn't then the early testers more then likely caught it. Its very obvious bit of tedium that is extremely space intensive and we all know from real life that clothing can be compressed and stacked into a very small volume.  Its not a leap there.

So is there some part of the thinking from the new posters, something like, "Well obviously, stacking clothing has escaped everyone thats played the game collectively longer then I have, as its not implement."