Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Keychan

#121
Ideas / Introduction of Meal Qualities?
March 07, 2015, 11:08:29 PM
With the introduction of clothing and weapon quality, are we going to see the implementation of food quality?  I know there's already simple, fine, and lavish meals, but a master chef could make a simple potato soup a lot better than someone who's never stepped foot in a kitchen.  I thought we could change the meals into, simple, complex, and harty meals.  Each level of meals already have a higher saturation restoration as quality goes up, with lavish and survival meals at 100. Those of you worrying about negative moods, simple meals could have just, normal and higher qualities, only skills below 3 can make lower quality simple meals.  Higher qualities of meals could give more mood buffs while higher meal levels could make colonist starve slower.  Or maybe I'm over-thinking and making it too complex, give your thoughts.
#122
Well obviously some of there endings are a lot more easier to come by than others.  Most of seem like they could be more like achievements than endings.  Everyone eating a human lavish meal?  I do like the idea of multiple endings, but usually an ending is means to an end, but you could easily have multiple of these 'endings' if you continue.  The ship leaving ending is everyone leaving the colony, ending it.

Here could be some potential terminal endings
> Homeland Protection
- Every colonist is killed or kidnapped by a raiding Tribe.

> Natural Selection
- Your colony fails to survive the worlds climate. (Colony death by temperature, firestorms, Razor-hail, etc.)
#123
Ideas / Re: Rideable horses
March 07, 2015, 08:57:53 AM
Ride-able animals would be a fun idea.  Imagine each biome has an animal for riding.  Muffalo for colder biomes, Dromedary for desert biomes, even Rhinos for the Tundra.  The only issue is the uses and mechanics for the animals.  Don't really need transportation when you're limited to a small map.  It makes sense for raiders and visitors had riding animals or even vehicles, but there's no need for you to have them if you're contained. There's the issue with feeding the animals, take the Tundra for example.  Grass or berries don't grow or not often enough to sustain a small population of animals.  As of now, they would have to eat your food supply.  There's a lot of imagination that could go along with this though.  Muffalos pulling in supplies for raiders or even a trading post.  Raids where tribes rush in with Rhinos (finally makes Tundra somewhat a bit more challenging).  Fun idea.
#124
Ideas / Re: Tamable Animals
March 06, 2015, 08:26:55 PM
This has been a popular topic and there is a mod for Alpha 8 for husbandry at the moment.  First, you have to have a reason why you'd want to 'tame' an animal.  For livestock and farming?  Wouldn't fit the whole, we just saved you scenario and they randomly join the colony, cause then their babies are lunch and a new shirt.  Second, how would you feed the animals?  You can't grow grass in the vanilla game and most biomes can't support grass all year, so you're left with animals starving or eating your food supply.  Thirdly, aside from farming for meat and leather, how would having them benefit you?  It would be fun to have a pet turtle, but there's no real reason to tame them.  Farming efficiently would only work in certain biomes under certain conditions.  If you could use them for transportation, it would be fun.  Muffalo rider raids would be entertaining.  Animal taming just doesn't fit the game right now.
#125
Ideas / Faction Traits/ Faction Leader Traits
March 06, 2015, 01:13:02 PM
With the introduction of faction leaders, which I believe have no play in the game as of Alpha 9e, it would be great if they have their own personalities that affect the faction.  If you have a world with two or more pirate bands, they're exactly the same, they hate everyone and everyone hates them.  Imagine if the traits of the leaders affected their tactics and behavior, same with Tribes and Outlanders.

Trait examples for faction leaders

>Reckless - This leader is all about bulk and quantity.  Low quality and less equipment, but attack in greater numbers and always immediately.
>Combat Veteran - This leader knows a defense and is always ready for battle.  Colony is well equipped combat-wise.  (New mechanic?)  During attacks, some enemy pawns with have siege ladders/ropes, once built allows climbing over single and double walls, slowly of course.  He/She knows a fortified defense when she sees one (Killboxes).
>Cannibal - This leader believes eating others makes them stronger, dog eat dog world.  As a friendly, loves to take fresh human corpses from you/willing to trade for them/trades human goods?.  As a hostile, higher prioritizing of taking wounded and corpse when fleeing or leaving.
>Diplomatic - This leader can be believes in cooperation before action.  Allows more frequent negotiations, may threaten an attack and allow you to pay them off.  Or will have the delayed attacks (where they wander around in an area before they attack) and asks for a negotiation to pull back his forces.
>Peace Keeper - This leader is dislikes fighting and will try to befriend you in many manners.  As a friendly, provides an active trading system and many visitors.  As an enemy, will try to give you many negotiable options to raise relationships, discounted 'bribes' event for example.  Will still attack you, to keep their own peace and safety, but would prefer to avoid it.
>Loyal - This leader is very loyal to his allies, a great ally, a scary enemy.  This leader will not befriend a newly built colony over older ones.  Must befriend his allies before he befriends you.  Becoming hostile with his ally will break friendly relation. As a friendly, will have more frequent reinforcements during raids.  As an enemy, if their ally, (also a hostile faction), raids you, expect them to be fighting along side with them.

By giving the Faction Leader's traits rather than the faction itself one, that mean killing/kipnapping them during visits/raids would give the faction a new leader, thus new traits.  Also, some factions won't have some traits, imagine a Peace Keeper pirate leader.
#126
Ideas / Re: some thoughts
March 06, 2015, 12:03:42 PM
1) Trees don't die, they just stop growing in cold weather, and the berries are just there to provide some other source of food, whether they make it or not doesn't matter.
2) I've also noticed after a few prioritizing of jobs to a sleeping colonies makes them uninterested in resting, but eventually they will after some work.  Never had a problem with exhaustion like that.
3) Some nudist just don't wear underwear to satisfy their habits in real life, and there is no underwear or bras in Rimworld, so off goes pants and shirts.  And having a nudist in cold and hot regions would be undesirable if they couldn't wear insulation clothing.  Now that Tyran will make them have negative moods if they're clothed with 'underwear', having no clothes at all would be a hassle if they couldn't wear parkas and torques in 5 F temperatures.
4) Answered
5) I've just used a mod for colonist managing so can't help you there.
6) Corn and berries shouldn't be giving the -12 mood debuff, if you're getting that then something is wrong.
#127
Ideas / Re: Food preservation
March 06, 2015, 11:46:34 AM
I've always liked the idea of making drying racks or smoking for meats and such.  Make jam out of berries and turning your potatoes, corn, and rice into flour.  It would keep each type of food preserved longer and would make cooking a lot more diverse, but then again it would be an unwanted chore for some people to just preserve their food with an existing freezer mechanic. Maybe adding some benefits to cooking prepared ingredients would be a way to make it useful and desirable. Also, it would be nice for a backpack system, like visiting pawns have, and your pawns could carry around dried meats to satisfy their hungry a little longer.
#128
Ideas / Re: Suggestion: Huntable humans
March 06, 2015, 11:16:30 AM
This wouldn't work because of the faction system.  Let's say you 'hunt' some visitors and travelers.  After a great hunt, the chances are is that those factions would immediately become hostile to you.  Makes sense, you're hunting their people.  Hostile factions don't visit or travel through your colony, only attack it.  So hunting humans would be useless after you slain each faction's visitors once, then you get no visitors, no humans to hunt. Unfortunate drop pod survivors would be your only prey once everyone hates you.  You're better off giving visitors a lunch table in a luxurious sauna with a malfunctioning door.  'Accidents' are a lot more excusable than chasing them down gunpoint anyways.
#129
Ideas / Re: Write an event!
March 04, 2015, 09:53:12 AM
Personal Business
An allied colony asks you to hand over one of your prisoner's for 'personal reasons.'  The prisoner may have had good/bad ties with the allied faction, maybe the allied faction wants to use him as a hostage, the prisoner may have been a spy for the allied faction, it's up to your imagination.
Accept = +Faction Relationship, maybe some random supplies, more for the imagination considering how bad they wanted the prisoner.
Decline = -Faction Relationship

"Tax Collector"
A hostile/neutral/not great relation faction who believes they own the area requests you pay a tax, in silver to scaling to colony wealth, for use of the land /year, /#months, randomly.  If you decline, maybe repeated, - faction relationship, you receive a threat of a large invading force to wipe you out, or not, they could have been bluffing.

UFO
An unidentifiable object hovers above your colony. (Small, Large, Massive, as in blocking out the sun massive.) (Interesting if it's shown as a large moving shadow on the map)
It may leave over time, causes worry to colonists during it's stay.  Event could also lead to dropped goods, junk, abandoned people or mechs, or hostiles from under the ship.