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Messages - Covered in Weasels

#31
When alpha beavers roam the map, don't let your colonists with wooden peg legs out alone  :o
#32
I don't think specific tools are necessary or even good for gameplay. Colonist skill already has a huge effect on work speed, adding more variables like tool quality would be too fiddly. I admit I'm not overly concerned with maximum efficiency, but such a solution wouldn't be friendly to people who love min-maxing their colonies. What happens if your best builder is incapacitated and has to rest in a hospital bed, keeping his Master-Crafted Screwdriver out the hands of other workers?

Rimworld is a colony management game where you have to track the inventories of many people at once, not an RPG where you focus on one character. I would prefer to spend my time growing a colony and becoming invested in the stories of the people who live there, not diving through endless menus to ensure everyone has the proper sock color and firmness for the task at hand. Having more inventory slots opens up more options, but while players often want more options they don't always benefit a game.
#33
Quote from: BetaSpectre on March 10, 2015, 06:41:29 AM
Cents are tough already...
They already mess up kill boxes...

But they are even harder to kill with ordinary colonists. The proposed change would make them extremely effective against colonists in entrenched positions but allow some counterplay against them. Instead of hunkering down behind a wall of sandbags, colonists would flank the centipedes and shoot them in their weaker rear armor.

That said, I don't think the current game engine allows for different armor values on different sides of a creature, so it would require a lot of coding to implement this change.
#34
General Discussion / Re: Optimal hallway size?
March 10, 2015, 01:38:09 PM
On a somewhat related topic, I like to dig tunnels at least 2 spaces wide. That way, two miners can work side by side and have social chats to keep each other happy as they work.
#35
General Discussion / Re: Trading
March 10, 2015, 01:33:41 PM
Quote from: YamiKaitou on March 10, 2015, 09:38:24 AM
You can put the beacon under a roof now. The traders will pick up your items but whatever they send you in return will not go to a beacon that is roofed. What I did was have 1 beacon inside where all my tradable stuff goes and then another one outside for when I receive stuff.

A tooltip explaining this should be added in game, I've seen several people who were confused by this change or who weren't aware of it in the first place.
#36
Stone autodoors are noticeably slower than steel or wood ones. Steel and wood autodoors open fast enough that they don't slow down a colonist walking through them, but stone autodoors do slow people down. Build a line of several stone autodoors next to a line of wood ones and have colonists run through them to see this in action.
#37
It sounds like rocket launcher-wielding raiders treat them like normal guns rather than fortification-busting weapons. While they are definitely effective for killing isolated colonists like the unfortunate bionic sniper, their ability to destroy defenses is unique and potentially even more dangerous. Perhaps rocket launcher AI could treat a colonist behind two or fewer blocks worth of cover as being in the open? A salvo of three rockets is capable of blasting through two blocks of granite wall and injuring a colonist on the other side, and it would be great to see raiders use these weapons for this purpose.
#38
OP, your username is very appropriate :D
#39
Ideas / Re: Select prisoner rations.
March 09, 2015, 02:37:32 PM
A nutrient paste dispenser in the cell works as well. The prisoners can operate it themselves, so as long as they aren't incapacitated you don't need to bring your own food to them.
#40
I like the early-game combat of Rimworld, where you use cover, flank enemies and direct your colonists like a squad of soldiers to overcome a small number of raiders. But the late-game killbox style of defense, where enemies are herded through choke points and mowed down by a staggering amount of firepower, is much less interesting.

For those who don't enjoy playing with a killbox, what are your favorite methods for defending your base? Do you set up bunkers to provide cover for colonists, put sandbag fallback positions in strategic places, or anything similar? What role do melee fighters play in your defense? Walling in my base is ok but not preferred, I would rather build something that looks like a colony than a fortress.
#41
Ideas / Lower-quality prosthetics
March 09, 2015, 11:50:00 AM
When colonists lose a limb, the only options for replacement are expensive cybernetic body parts or dirt-cheap peg legs. In the case of anything besides legs, you basically have to live with the loss until you have the several thousand silver required for a cybernetic. These expensive upgrades aren't necessary for many colonists -- Meredith the 80-year-old gardener doesn't need RoboCop vision, she just needs some simple visual sensors to replace her cataract-afflicted eyes. I remeber seeing basic prosthetics occasionally, but for some reason these are more rare than cybernetic parts.

I propose altering the rarity of these items so regular prosthetic limbs/organs are more common than cybernetics. Prosthetics would function just like a healthy biological version of the part they replaced, possibly while being less resistant to damage as a balancing factor. Cybernetics would continue to be more effective and resilient than a biological limb/organ, but we would have more options to rehabilitate colonists with missing limbs.
#42
Ideas / Re: Remove Turret Explosions;Decrease damage
March 09, 2015, 11:35:24 AM
I think turret explosions should be less deadly to pawns but still harm other turrets quite severely. Exploding turrets seem like a safeguard to prevent over-reliance on static defenses, otherwise it would be too easy to build a giant line of turrets and mow down enemies with no losses. Perhaps turrets make a sort of concussive effect when destroyed, causing high damage to inanimate objects but only flesh wounds and a dazing effect to humans?
#43
Ideas / Re: Shields, and Air Conditioning changes.
March 09, 2015, 11:28:51 AM
Mechanical engineer here. Air conditioners work by sucking heat out of one area and transferring it to another, meaning that AC units need a "hot" and "cold" end to function. When vents are implemented in the game, they could be used to transfer heat from a cooler's exhaust to the outside world without leaving a wide-open corridor.
#44
General Discussion / Raiders and Rocket Launchers
March 09, 2015, 11:21:56 AM
I've noticed that some pirate raids include one or more enemies with rocket launchers. This was terrifying at first sight, but the raiders simply charged into the waiting line of colonists and tried to beat them to death instead of blowing my fortifications to pieces.

Has anyone else had a similar experience? I feel like these raiders are meant to challenge players who build elaborate killboxes, but their poor decision making means they aren't performing as well as intended.