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Messages - Gennadios

#31
General Discussion / Re: Visitors wait location
May 05, 2016, 01:25:22 AM
Quote from: Gennadios on May 05, 2016, 01:23:00 AM
Quote from: Boston on May 03, 2016, 01:11:42 PM
That is precisely why the visitors don't wait in specific areas, nor can be made to. Tynan was afraid of people cheesing the hell out of the visitor-trading system in order to get free stuff.

I understand the the game has a very low incident pool as it is, but that's a pretty bad justification. Even if game logic can't tell the difference between a player caused death and an accidental one, just have it treat the colony as a "bermuda triangle" type location. Too many suspicious deaths and the game stops generating visitors - I mean I wouldn't be keen on joining a caravan to the same place the last 3 disappeared. Force players to keep trade caravans alive if they want an economy.
#32
General Discussion / Re: Visitors wait location
May 05, 2016, 01:23:00 AM
Quote from: Boston on May 03, 2016, 01:11:42 PM
That is precisely why the visitors don't wait in specific areas, nor can be made to. Tynan was afraid of people cheesing the hell out of the visitor-trading system in order to get free stuff.

I understand the the game has a very low incident pool as it is, but that's a pretty bad justification. Even if game logic can't tell the difference between a player caused death and an accidental one, just have it treat the colony as a "bermuda triangle" type location. Too many suspicious deaths and the game stops generating visitors. Force players to keep trade caravans alive if they want an economy.
#33
General Discussion / Re: Tired of imbalance...
May 05, 2016, 12:59:12 AM
Quote from: Agent00Soul on May 04, 2016, 10:15:15 PM

Quote from: Gennadios on May 03, 2016, 12:22:42 AM
It's time for the storytellers to live up to their concept and actually start trying to figure out how to challenge a colony without sinking it.


Why should the threats all be scaled to your colony's ability.

Threats should also be scaling with time. You SHOULD have to increase your defense to keep up otherwise its all about throttling your own percieved wealth to stay afloat..

Only because time is yet another metric that the player has little to no control over. On it's own it wouldn't be a problem, but a game as random as this it doesn't guarantee any kind of advancement in a finite time frame.

On an anecdotal note. My current colony just went through it's first winter, literally every raider and visitor ended up dying before reaching the gates. I watched the raids ramp up from shiv carrying savages to pirates with R4 rifles over the course of a single season, none of my guys even left the home zone due to them being limited to cloth parkas.

I don't even know why the pirates bothered to attack, all of my colony "wealth" was just lying there for the taking. Just grab the jade clubs and golden spears lying next to the pack muffalo carcass and gtfo. Leave my four guys in peace!
#34
General Discussion / Re: Tired of imbalance...
May 03, 2016, 03:16:00 AM
Quote from: b0rsuk on May 03, 2016, 01:33:28 AM
Quote from: Gennadios on May 03, 2016, 12:22:42 AM
It's time for the storytellers to live up to their concept and actually start trying to figure out how to challenge a colony without sinking it.

Rimworld is already designed this way. There are very few enemies and events brutal enough to sink a colony. This is one of main differences between RW and DF. Toady seems thrilled to add stuff causing chaos and devastation, Tynan errs on the side of playing safe.

It's not about individual events and enemies, it's about the game spiraling itself out of control. A few early raiders with awful PDWs, once those are lying on the ground unclaimed the game ups the sakes with a few sniper rifle enemies, and if you survive that the storytellers figure that you can handle a crashed ship part before the player has a good enough energy infrastructure for their first turret.

The game being designed this way is one thing, but when I read about "Intelligent AI storytellers" before my purchase, I imagined an algorithm that would at least take my combat able population into account when generating threats. Instead, it's all based off of game length, the jade sitting around in storage or the slowly decaying tribal weapons on the other end of the map.
#35
General Discussion / Re: Tired of imbalance...
May 03, 2016, 12:22:42 AM
+1. Having 20,000 silver worth of sandstone bocks and awfl (15%) clothing items in storage doesn't automatically mean that a colony can withstand a crashed ship part. It's time for the storytellers to live up to their concept and actually start trying to figure out how to challenge a colony without sinking it.
#36
It's definitely the pawns. Most sandbox games out there either have generic pawns, or have a promotion based pawn system where the player just sets pawns class.

This is the only game I know of where your best warriors can also end up necessary in other aspects of running the base, creating a unique pawn management dynamic.
#37
General Discussion / Re: No uranium in trade ships.
April 30, 2016, 12:38:53 AM
I'm betting one of the plasma/nuclear generator mods, those things are a lifesaver.
#38
General Discussion / Re: Your uses for jade? (poll)
April 30, 2016, 12:29:01 AM
I'm fine with Jade as an endgame cash sink macguffin, but I really hope this isn't a precedent for the useful resources. I don't want any extra weapon tiers past Plasteel (or is Uranium technically better for melee weapons?) the game will just start feeling like an MMO grind at that point.

I like Rimworld with a small pool of base materials, and I'd much rather have more stuff to build with the resources that are available in the game.
#39
I didn't realize that it was possible to grow plants with normal lights, but I'm not sure if it's feasible for ice sheet biomes. There's already a hefty growth penalty when growing on Gravel, and my current game can just barely support 3 colonists on the plots I have access to.

Quote from: Britnoth on April 28, 2016, 12:35:41 PM
60% light is not 60% growth, but 20%. Even for rice in hydroponics that is only a 46% growth rate.

Does rice grow faster than potatoes? I'll need to try.
#40
General Discussion / Re: The 'vanilla' experience.
April 27, 2016, 03:14:23 PM
My line is drawn at extra items or free resources, I mostly go for things that I feel should be implemented.

Community Core, to save power on my unused workstations instead of manual flicking.

I use Prepare Carefully, this is kind of an old Warhammer 40K argument, but My Dudes(TM) are the source of my engagement. I'll work with other joiners, but the first 2-3 guys are mine.

I use DE Surgeries instead of the more feature packed mods because I don't want the 9 extra buildables and/or resources.

I got Recycle, but won't use Mending until a resource cost is added.

I really want a mod to build turrets out of existing guns but the one available has too much extra clutter.

I also use RTG for the two uranium powered generators, uranium is hard enough to acquire that it feels balanced.
#41
Before I discovered the Prepare Carefully mod I'd move my favorite colonists between the alpha builds, being able to simply re-create clones made that a whole lot easier, so not anymore.
#42
General Discussion / Re: Question(s) on Vents
April 19, 2015, 11:33:14 PM
I like building a freezer next to the infirmary to keep meds and organs fresh, then build the heater into the infirmary. It sometimes became a problem when the infirmary reached 130+ degrees. Vents are a cheap way to regulate temperature inside tundra mountain bases.
#43
Both of OP's comments are pretty much my main gripes. I just want a proper end game or infinite play mode.

At the moment, if you keep playing past the point where colony wealth is high enough for a ship, the AI will keep ramping the stakes 'till the end.
#44
The reason I chose this game over, let's say Stonehearth, is because of the deeper characterization. I wouldn't even bring Dwarf Fortress into the equation, gamers love the idea of it but only a tiny fraction actually learn the game, it takes an anount of reading equivalent to earning an Associates to degree to figure it out.

Liking the characterization that this game offers doesn't necessarily mean I wouldn't want a larger colony, 25-30 would be a decent amount. Visitor quarters and visitor trading would add a more lively, sprawling feel without going over that. Game tends to become unplayable after about 70 pawns on the map though, so I'm not sure how feasible. Either way I still check out the stat sheets of random visitors and raiders just out of curiosity, it adds to the experience even if it isn't as personalized.

What I'd really like to have is the ability to break off part your colony and have them settle other parts of the map however, once one colony hits it's technological peak, move on to another tile and work on turning the planet into a Glitterworld one area at a time.

Maybe some mechanics on the worldmap to group research techs that are too complex for single colonies to manage, and create more flavor resources/structures like the cryptosleep shrines to seed around the map to make the player actually want to colonize other parts of the planet. Could give the game that epic, civilization making feel while still keeping the individual colonies manageable.
#45
General Discussion / Re: Alternatives to killboxing
March 30, 2015, 11:04:12 PM
Quote from: lusername on March 30, 2015, 09:15:46 PM
while Sheep are very slow-moving and short-ranged, and can be engaged by mobile forces with rifles (which is even suggested in their description).

Just how short ranged? In my experience the flame cannon ones match survival rifles in range and take massive amounts of damage. Longbows and Sniper rifles can outrange them but your colonists will starve or go insane before they bring one down with a longbow, and my average game only generates a handful of sniper rifles.

Also, shooting colonists have also become incredibly hard to find in this alpha. Mechanoids tend to overrun my bases long before the game actually provides the means to take them on at range.