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Messages - Fuhman

#16
Blimey.
#17
Ideas / Re: Raids ? Caravans ?! Expeditions ?!?!
April 05, 2015, 02:03:36 PM
It's much more manageable than the other suggestions made by most people on here that's usually along the lines of turning this game into SimCity or the like. It would add an element to desperate situations as well: if you're starving or lacking in valuable resources, you could risk your colonists lives to return with small quantities of items - therefore, the larger the group sent, the more likely the success rate and the larger quantity of items returned. You do, however, leave your colony undermanned and vulnerable.
#18
Ideas / Re: Start out with a visible shipwreck
April 04, 2015, 07:16:36 AM
Quote from: quxzcover on April 03, 2015, 08:05:16 PM
Quote from: Fuhman on April 02, 2015, 04:42:17 PM
Quote from: skullywag on April 02, 2015, 04:34:51 PM
if people can do me some art (use the ship in the menu screen as a style guide) ill add this in, I have the code just need the art.

If there was one essential mod in my opinion, you've nearly made it.

Skullywag aside, I don't agree with any form of benefit for the player; you've crash landed and it will be incredible hard to find anything particularly useful from the crashed parts of your ship. Food, for example, will have burnt up, along with most salvageable equipment. The crashed ship should simply stand as a permanent reminder of your beginnings and, at best, a minor shelter or impassable barrier to defend yourself behind.
i completely don't agree with this. high tech space age ship parts that are highly protected against the environment, heat and anything else. almost everything would survive except the stuff that blew up from the thing that made you crash land. if all the gear isn't that lucky there's a 100 percent chance you would have died to. a escape pod made to survive, parts of ship that were build to survive, fuhman, the point you made is inconclusive.

Ships stay in space and usually don't attempt to burn up in the atmosphere. Escape pods try to make sure the inhabitants and anything inside don't burn up. Look at contemporary shuttle crashes - despite the measures in place, it disintergrates: the fact you have even a lump crashing down with you is a miracle.
#19
Ideas / Re: Fire: Too much
April 02, 2015, 04:46:50 PM
Instead of looking for ways to make the game easier, why not find ways to balance it? Fire isn't an issue, but like most things it can be fatal if not kept in check, much like fire is in real life. Why make it less on an issue?
#20
Ideas / Re: Start out with a visible shipwreck
April 02, 2015, 04:42:17 PM
Quote from: skullywag on April 02, 2015, 04:34:51 PM
if people can do me some art (use the ship in the menu screen as a style guide) ill add this in, I have the code just need the art.

If there was one essential mod in my opinion, you've nearly made it.

Skullywag aside, I don't agree with any form of benefit for the player; you've crash landed and it will be incredible hard to find anything particularly useful from the crashed parts of your ship. Food, for example, will have burnt up, along with most salvageable equipment. The crashed ship should simply stand as a permanent reminder of your beginnings and, at best, a minor shelter or impassable barrier to defend yourself behind.
#21
Ideas / Re: NOW PLEASE
April 01, 2015, 04:02:14 PM
NOW PLEASe1!
#22
Stories / Re: Proposal: A rimworld novel
March 24, 2015, 09:59:35 AM
I'm skeptical but I'd give it a shot.
#23
Why is everyone incessant on the idea of the colonists buggerin'? Why not simply have a relationship buff (if in one, exacerbated by specific traits), and de-buffs (as mentioned). With the possibility of shared beds on the horizon, that can be the fulfillment of this idea made by many slathering, foaming users on here.
I'm partly thinking of any asexual fellows that would simply be alienated by whole fuck-race that society experiences these days creeping into games.
#24
Stories / Re: Proposal: A rimworld novel
March 23, 2015, 05:08:25 PM
If you can compile ten of outstanding quality between 3-5k words, then you're talking. You'll still need to compile about thirty for a novel though
#25
Stories / Re: Proposal: A rimworld novel
March 21, 2015, 08:12:01 AM
> Implying any publisher would take it seriously.

The quality of the writing here is enthusiastic but never outstanding, never even close to a publishing standard. The stories are just a creative output for the players as this game allows the imagination to fill in many blanks and tell a story of the colony.
If you wanted to, you could receive submissions, proof-read them and re-write them to a good standard and compile them for other users to the forum?
#26
Not only is the art incredible, so is the story telling! Compared to a good quantity on this forum which is enthusiastic but also appalling. Keep them coming c:
#27
These are spectacular! Keep them comin', yo! I'd love to see your interpretation / extended biographies of strange life choices. You know the kind - the Vatgrown Soldier turned Entrepreneur; he'll sell you that car you've always wanted! to death!
#28
I absolutely love these. This is exactly what Tynan must envisage goes through people's minds when playing the game.
#29
Ideas / Re: New tactics for the baddies
March 14, 2015, 05:41:06 PM
Quote from: DNK on March 14, 2015, 02:55:03 PM

Make auto-turrets require AI cores (or be manned of course).


I registered purely to agree with this. An expansion of the current Controller job would be to install a smaller, more common variant of the AI core into each turret before the battle. These cores can be purchased from traders, and are essential for non-manned turrets. They must be removed after active combat as there is a small chance for them to short circuit in wet weather, and they are expensive to replace. Essentially removes easily-replaced turrets, encourages active and dramatic combat and expands the Controller job.


Edit: We've all been in a situation wherein we man the front-lines and await the oncoming horde if they are quite the distance from your colony. This time could be spent installing these cores and turning on the turrets.
As an expansion of the short-circuiting, this would encouraged enclosed bunkers for the turrets which makes them extremely susceptible to fire attacks.