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Messages - Joshuasca

#16
Ideas / Re: Pathing Orders
March 24, 2015, 08:18:26 PM
I think perhaps the pathing should prefer to walk on any kind of constructed floor.  I too have been frustrated by pawns walking all over the stuff and plants, when i had carefully dumped alot of bricks into a thought out way to get arround the base.  But im not sure if more ui micromanagement zone juggling is the best way to fix it honestly.  I find myself pretty busy with the orders already implemented.  Sounds like the pathing ai should automatically choose constructed pathways, which i naturally expected it to - and was pretty surprised to see my colonists ignoring my 5000 sandstone block highway in favor of climbing over boulders and wandering around in my stuff piles.
#17
Ideas / Re: 2 weapon slots / sidearms
March 24, 2015, 08:05:49 PM
I will proudly ride on that wagon. 
#18
Ideas / 2 weapon slots / sidearms
March 24, 2015, 06:47:59 PM
I really think that every pawn in rimworld, or at least colonists, should have 2 weapon slots with a button on the interface to switch them, similar to many other games such as fallout 2.  This would make many of the weapons much more usable, such as frag grenades and shotguns.  This would make combat much more interesting.  Yhis would really help the player without lowering difficulty. 
#19
Ideas / Re: Your Cheapest Ideas
March 23, 2015, 02:53:43 PM
* Equip 2 weapons.  Make a little button that switches back and forth in the UI when you select the character.  Now you can use grenades and switch to pistol when targets get on top of you, or have you're sniper pull out a sword. 
#20
Ideas / Re: Cleaning Bots
March 23, 2015, 02:49:34 PM
Sounds like a good way to use an ai core.  I don't want to build a ship unless it lets me start a new game with the colonists i put on it.
#21
Ideas / Suggestions on combat
March 23, 2015, 02:26:01 PM
Hello I've been playing for a little while and had a few ideas i didn't see in the forums, and maybe i just didn't read them but i figured i would put forth my 2 cents.  First of all i love the game and thank you Ludeon it's very fun and challenging.  I really like the combat in this game but keep feeling like it needs just a little more depth and a few things i would like to see would be:

2 weapons.  I think pawns should be able to equip two weapons and have a little button that switches between them when you select them.  In many ways this simple feature would vastly improve combat.  I like all the weapons i find in rimworld, however because a pawn can only carry one weapon it limits their flexibility and therefore limits player strategy.  If my sniper could switch to a longsword, or my grenadier could switch to a pump shotgun, I feel like i would be able to switch tactics on the enemies and it would help me actually use the arsenal of weapons.  Many weapons i find i don't use because they have disadvantages in certain situations (frag grenades vs. melee is suicide), but i would use them if i could switch to a sidearm when i find myself pinned down.

Non Lethal Takedown.  I find myself using brawlers with clubs for this right now.  I like to mop up the end of a raid with my clubbers because they seem less likely to cause bleeding and deathblows.  But i dream about tasers or cattleprods, a weapon that could disable an opponent for capture would be nice.  It could potentially be balanced with a long cooldown.

I really like the nuances of the combat system, and the battles are my favorite part in rimworld.  I do not really build killboxes very much, i build more of a fortified obstacle course where i can deploy my melee fighters through doorways behind the enemy to sandwich them between my snipers and turrets.  But it is very hard to play like this above the rough difficulty.  I don't think it needs to be watered down at all, but a little more tactics and strategy for the player to use would bring the ballance.  Also i don't understand how someone looses their limbs to arrows or javelins, i think weapon lethality needs ballance too.  But i really enjoy it so it's good.

 
#22
NO WAY! I don't know how so many people think this is a good idea!!! The way i play, i have my best builders be REPAIR ONLY.  During a siege i lock them in my killbox and undraft them so they will run around and fix the walls and turrets - and it's the only thing that holds my colony together!  Last thing i want them to do is run off to go build a potted plant while the SHTF...
#23
Something i noticed on my latest game... I arrested a neutral tribe member, and after a bloody battle i lost 3 colonists.  I decided it wasn't worth all that so i reloaded.  Upon reloading the tribe was still hostile, even though the save was loaded before the arrest.  Loaded a save way earlier, and the tribe was still hostile.  Loaded the very first save for the colony, and yet the tribe was still hostile.  Started a new game in the same world, and the tribe was no longer hostile.  Tried to edit the save, could not find faction relations in the data.  Not sure what it all means, figured i'd post it since i didn't see it in the bugs.  I have been able to reproduce this with any save game on any world.