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Messages - starlight

#16
Ideas / Re: Management, Leadership, and Roles
March 18, 2014, 04:18:46 AM
Quote from: Tynan on March 17, 2014, 05:32:28 PM
I was thinking of making a leader position once there are a few activities that demand it. Specifically, going to negotiate with travelers/besieging pirates.

The current system of capturing travelers and then recruiting seems like a lot of effort for very little fun.
Would really love to see this replaced with:
1. Either DF-style migrants: they are not fancy but they work.
2. Negotiating with travellers (2nd option for me)
#17
Ideas / Update Changelog for Release Versions
March 04, 2014, 03:41:05 AM
This is a minor gripe  - but I actually missed the fact that there was a new version.

I was following the changelog on a daily basis, visited the blog today and realised that there is a new version.

Everything else is there in the changelog - just need to add Alpha 2.
#18
Ideas / Tutorials in Rimworld Wiki
November 26, 2013, 04:17:55 AM
Hi there,

Maybe this should be on the Wiki but.......

And this is more a community idea than for Tynan.

Anyone interested in making tutorials for beginners. Or it is too early / too easy a game?
Could then be expanded later on as the game gets more complicated.

Would also help to share a few standard base layouts so that other people could make use of them.
#19
Ideas / Re: Second wind colony
November 25, 2013, 12:28:26 AM
Quote from: Littlemule on November 23, 2013, 04:18:37 AM
Quote from: Mazhon on November 23, 2013, 02:50:13 AM
Howdy.
So my colony got killed on like day 20, but I thought it would be interesting to see what would happen if I just kept on going for as long as it was still interesting. It's now day 52, and raiders have shown up, kept burning my ruins, and left. Travellers have walked on past, and crashed survivors have just died out in the wild.

I was reading a post from Mazhon and I thought that once a colony was overrun and burnt out by raiders that any lone drifters that wandered through could resettle the left over ruins....or another take on it could be you start another colony roll three new colonists and the back story is the same but the three crash survivors wander around first then stumble on the ruin

The beginning caption would read instead of "you wake to the sounds of tearing metal....." but instead "upon waking to flashing lights and sounding sirens your ship begins to brake apart in orbit and you escape with some fellow passengers, you have been wandering around for countless days now and after following a stream of smoke on the horizon you have chanced on a failed settlement of what seems to be survivors of your ship !!!"

also there could be some left over pistols or a shotgun and dead colonist bodies here and there

I'd like to play this scenario anyone else :)

+1
#20
Ideas / Complete Enemy Overhaul
November 15, 2013, 02:39:00 AM
Hi,

I just started playing a few days ago. Have played 2-3 colonies with just 1 raid happening.

But one thing discussed in the forums strikes very throughly. The in-game raiders have one very distinct objective - kill. The old tactical shooter comes back to life when this happens. And it creates huge amounts of cognitive dissonance.

I think that there needs to be an underlying economic / culture model to attacks, etc.
1. Wars and battles the world over are fought for access to resources like land (and the resources that it grants access to like crops and metal).
2. They are also fought on the basis of affiliation to groups like tribes, and nations. But the underlying objective is still point no.1

I suggest:
1. Introducing local people who will come and trade with you.
2. The option to settle in a non-populated  / moderate hostility / high hostility area.

In areas with moderate or high hostility, the local populace will ask for a levy which needs to be paid up daily / weekly / monthly etc in terms of resources.
In high hostility areas this could extend to turning over slaves.

Not meeting these criteria will lead to attacks.

Hence, I would like to divide attackers into:
1. Thieves: Will be invisible until 1 square away from a colonist. Will attempt to reach your stockpile and will then depart with y resources.
The game will inform you about the theft once the thief has completed the theft and left the screen.

2. Successful thefts will result in more thieves. This will culminate in a raid.
Meaning: Raids are the final stage, not the first.

3. There could be various groups on the planet.
Some will be focused on theft, some on levies.
A few could be focused on killing you. (Say: the cult of the spider goddess attacks you).



3.

#21
Quote from: ShadowDragon8685 on November 12, 2013, 04:15:33 PM
For those that liked the story, I'll reboot it. This time, the girls are getting a fortnight of Phoebe before Randy takes over DMing duties.

Can you change story-tellers on the fly?
#22
Support / What are Drop Pods Used for?
November 13, 2013, 05:16:12 AM
I get the message that "some stuff from your ship has landed".

So I get food, metal, and Drop Pods.

What are Drop Pods, how do I interact with them, and what are they used for?
#23
Ideas / User Interface Suggestions
November 13, 2013, 05:14:44 AM
1. Let people cycle through colonists using [ and ] keys. This is when they are selected with their thoughts / need, etc.
It will also help find a colonists who is at the edge of the map.

2. Show the skills of a colonist in the checkbox in the Overview menu, or at least in the hover.
Currently it only shows his overall aptitude.

3. Keep an in-box for system message like Crashland, or drifters that can be accessed later on.
Currently if you want to access a message later on you can't do that (or did I miss something)?
#24
Ideas / Re: Power Smarts / Light switches
November 13, 2013, 05:01:27 AM
Quote from: Thubin on November 12, 2013, 07:16:08 PM
Not a bad idea, however, you do know you can manually shut them off now right? You can click on them then you have the option.

Clicking on 30 lamps each game day is not my idea of a fun game.
Auto switch off when not required would be nice.
#25
Ideas / Re: Values, Conflict, and Consequences
November 13, 2013, 05:00:26 AM
I like the idea of values. Not commenting on the specifics since there will be many variations of what could be implemented.

IMHO, you could start by having:
1. A colony leader.
2. Implementing personal likes / dislikes: Nobles like nobles. Oafs like oafs.
Raiders converted to colonists are initially disliked by all.

I also think this kind of system is very hard to balance, though perhaps easier to superficially implement.
(Refer 12-year-old children becoming mayors in DF since they are the most social).

Hence, would think this would be one of the later priorities.

#26
Ideas / Re: Cats and dogs?
November 13, 2013, 04:52:41 AM
Quote from: ShadowDragon8685 on November 13, 2013, 12:57:53 AM
Dogs would be perfect.

There is a reason dogs have been called man's best friend. Working dogs do everything! Some breeds (like Corgis and Shepherds) herd the livestock, some breeds (Newfoundlands) will leap from a pitching boat deck to sieze a drowning man and swim him to safety. Some breeds are sentries, raising an awful ruckus if their senses (which are largely much more keen than those of the most alert human ever to live) detect danger. Some are big, ferocious guardians, big or bigger than wolves and fully ready to put the fear of the wild in anyone, human or animal, that threatens their humans.

Where do you think we get a phrase like "Cry 'Havoc!' and let slip the dogs of war!" from?

Frankly, dogs would be perfect. Herding dogs could keep the muffalo in line, attack dogs (the kind we need the most ATM,) could keep psychotic animals in check (though I pity the poor dog that chews on a boomrat,) and leap straight into melee with raiders. With a large enough pack, you wouldn't need turrets or explosives - let slip the dogs of war! Then your guys use rifles to plink off raiders while they're busy getting their bollocks chewed off by a ferocious-as-it-is-loyal Tynan Pinscher or something.


As for cats, well... They control pest populations. They'd keep the squirrels in line, and if we had a breed of fire-retardant cat native to this world, the boomrats.

Brilliant. Dogs can be:
1. Trained to attack.
2. Fitted with an explosive vest that has a remote that controls explosion.

Also, in their spare time they are haul stuff around.
#27
Ideas / Re: Your Cheapest Ideas
November 11, 2013, 06:15:12 AM
I would like to suggest a startup.txt file or (more user-friendly) an in-game menu under options that lets you control several basic but important options:

Invasions: Yes / No (Decides whether raids happen or not)
Visitors: Yes / No (Decides whether you get new drifters, etc)
Ship Drops: Yes / No (Decides whether you get ship drops)
Mental Breaks: Yes / No
Hunger: Yes / No

Most of these will NOT be used apart from by new players. But it helps new players to get into the groove by providing them a way to learn.

Just as an example, I set up my second colony and assumed that food would be easy to get (my 1st one got a lot of ship drops).
That was not the case.
#28
Ideas / Re: The Research
November 11, 2013, 05:59:07 AM
Quote from: Evul on November 10, 2013, 05:13:50 PM
I think that the current Research system is a bit empty, also cause it is an alpha, but. here are some ideas to improve the current research system.

Here are some examples:
Category: Type of Research: Levels: Cost:
Tools Mining 10, Miner's picks are 10% more effective per level level*1500 Research points.
Tools Firefighting 10, Firefighting are 10% more effective per level level*2000 Research points.
Tools Construction 10, Construction are 10% more effective per level level*1500 Research points.
Tools Growing 10, Growing are 10% more effective per level level*1500 Research points.
Tools Research 10, Research are 10% more effective per level level*5000 Research points.
Food Nutrient resynthesis 4, Nutrient paste dispensers consume 5% less food per meal produced. level*2200 Research points.


Instead of revoking it the system instead just expand it. :)
So what do people think?

I prefer implicit research compared to explicit research.

For example: start mining with stone picks.
Discover and set up Metal-1 Picks (say iron) which require forges, etc.
Mine faster

Then discover and Set up Metal-2 picks and mine even faster.
#29
Ideas / Re: Bringing back some old gameplay features....
November 10, 2013, 02:56:45 AM
Quote from: Lothar on November 10, 2013, 01:48:19 AM
I do not know how many people have access to the old prototype models of Rim World but i was playing the old Eclipse v177 i think it is and Tynan had in there a air making machine and it is required for rooms and stuff for your people to breath oxygen and such. Also he had air containers that would store any air you had been able to produce. I personally think this should be added back into the game because what are the chances of you landing on a habitable planet? very, very, very slim, it also adds another aspect of the game making it a bit harder for those who want a challenging experience. That is just my two cents what do guys and gals think?

I like the idea of oxygen and other complications. However, i think they would have been removed for a reason.

I would like these to be added back as an option. Will help create a challenge for more advanced players.
Over time, this would be part of the biomes features as discussed in the forums: less/more of:
1. Wildlife
2. Vegetation
3. Hostility
4. Resources
etc
#30
Ideas / Re: Suggest: Locate anybody - anywhere.
November 07, 2013, 08:23:34 AM
Quote from: City Builder on November 05, 2013, 09:25:17 PM
I'd really love an easy way to do the following:

1. Quick click an icon on screen for my warden(s) in case of more than one warden being in the colony have multiple icons on screen to choose the one that I want.

2. Click an icon that brings up a list of any non-colonists that are on my map, double click them and have the map move over to that non-colonist without removing the focus from the warden that I have already chosen.

I'm sure some people find it fun to go searching for their target but I don't, I consider that to be busy bee work, Just since starting to play today I can't tell you how many times I've had to go select a warden and then try to find where the space visitor is wandering around at which to me (to me) takes time away from what i consider to be the more enjoyable parts of the alpha game play thus far.

Thanks for listening/reading, I hope if this is not already planned that you will consider it.

+1