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Messages - killer117

#106
Ideas / Re: FTL+rimworld
August 30, 2015, 06:50:24 AM
Yeah u can, but u can also mine or colonize astroids. Fight other space ships, expand, upgrade and live in ur ship, attack mechanoid hives, orbital bomb the odd tribal or pirate (or outlander town  ;) ) and u gotta survive in ur ship by stocking up food, or growing it. Gotta stockpile weapons, ready to fight off boarders. U can attack pirate ships, traders, mechanoid ships, or even glitterworld ships. Live in ur own impactable universe, a rimworld open world RPG.
#107
Haha cool
#108
Ideas / Re: FTL+rimworld
August 27, 2015, 01:42:58 AM
Thatd be cool
#109
Ideas / Re: FTL+rimworld
August 26, 2015, 10:14:58 PM
Thats one thing, and yeah tvat ships something like what im thinking for building ships. But as well as just starting on new workds with old colonists and stuff, i want to add more as well. Such as astroids. I want to add areas were, imagine a regular rimworld map, except ur ships there, like the one built above, and theres only black for a background, with maybe some stars. U can send ur guys out in pressurized suits, with limited oxygen to make it a little more interesting. And they can go out, and mine the asteroids. They're like a mountain area in the backdrop. U can mine presious matirials from these, or use them to build a space station on it, with the occasional pirate ship coming by to make life interesting
#110
Nice. Thats badass. How u gonna do the shot texture? Having fired these things i know that it a pretty interesing shot, although i guess u could just put in a super fast beam with a slightly expanded head. But what r ur thoughts?
#111
Ideas / Re: FTL+rimworld
August 26, 2015, 06:46:42 PM
Thats just a portion of my idea. Yeah theyll be all this stuff to do with planets, but what if they'res a mechanoid hive nearby bothering u. Then go out there and take it down. U can build stations, live in space, or find another planet to mess with, ect. Its whole universe of gameplay i want to put in. Not just with planets, but with so much other stuff as well
#112
Ideas / Re: FTL+rimworld
August 26, 2015, 10:25:54 AM
Thats a good idea, but only a small portion of what im talking about here. I dunno if youve played FTL but if u havent watch some vids on it. Its an awsome game, and once u see it u might see the similar ship designs as to rimworlds room designs. And im trying to link these two together to hugely expand the game. Im thinking of making a full blown, pressurised, armed, armoured and havitable spaceship (although it may not start like this) and fly across a random gen galaxy, taking ages to get places because of no FTL so u have to use cryptopods instead, and while yeah u can setle back on another rimworld, u could also mine, or even inhabit, astroids. Go to soacestations, to attack, trade, or just repair and tqke a breather. U can get new weapons, everything from and assult rife strapped to the front with a string leading to the bridge, to R-4 charge turrets all over your hull. Youd have different consoles, with two seperate power readings. Those of normal rimworld, that are used to run lights, temp control, doors, production ect, and second system made up of points like in FTL. Each reactor generates a certain number of points, and more may be added, or the exsisting ones upgraded, in order to obtain more.

Now this is just a small portion of what i plan to do. While ill only be adding in a few actual new items, i plan on making tons of new game mechanics, and loads and loads of new gameplay.
#113
Thats an awsome texture, although im pretty sure theres more of a box on the left hand side, and theres rings along the barrel in order to do the magnetic buildup. But im not entirely sure because i havent seen one in a while. But its still an awsome texture.
#114
Ideas / Re: FTL+rimworld
August 26, 2015, 07:38:40 AM
And also trying to draw up a spacemap sorta design. Im thinking of using empty circles to show unexplored areas and full circles to show explored areas, with minor variations to show planets, stores, heavily populated planets, mechanoid hives, glitterworlds, and maybe even danger, if its detectable using sensors on ur ship. I dunno how to impliment this, because i have zero C++ expirience or knowladge, i only know Html. But if any experienced coders or modders like my idea, there more than welcome to help trying to make it into a mod. Ive got lots of oyher ideas as well if anyone wants more details, because ive thought out a lot except for the actual coding and implementation
#115
Ideas / Re: FTL+rimworld
August 26, 2015, 07:20:04 AM
Yeah ive been thinking of how to do that. And i know tynan dosent want to do this and that he has a different vision for the game. The point of this post is to see what others think of the idea. I thought it was just such a badass idea. And i also wanted to see what other ideas other people could come up with for something like this
#116
Ideas / Re: FTL+rimworld
August 26, 2015, 05:09:08 AM
Hahaha why not?
#117
Ideas / Re: Better armor?
August 25, 2015, 05:39:17 PM
They do degrade from being shot. And no, enough rounds can break any bulletproof vest. And besides, have u seen the description for the armour vest. Its a hunk of steel with some straps. Its not rated to take anything. Its the cathedral of the armours. First u wear them, then u pray. 
#118
Ideas / Re: Petition to Stop autoroofing!!!
August 25, 2015, 05:35:43 PM
Yeah it may suck when it goes wrong, but if this feature of designatable roofing was implemented then think of all the addable new stuff. Armoured roofs and glass roofs and all would be so good. Because personally, i hate normal roofs cause sieges in a compound base are a nightmare, because if ur not under a mountain, ur basically have to go out and kill them, or take massive damage. Ive lost battery banks, dining table (and the people sitting at them) people asleep in beds, people in the fields, even once a guy tribg to research inside my base. Id love for there to be roofs that cost a bit of steel, but can withstand a couple of mortar shots   
#119
Ideas / Re: Target practice?
August 25, 2015, 05:28:06 PM
If u really want some fun, get the zombie apocalypse mod, then build a huge graveyard full of the dead, then put ur colinists nearby in defenmsive formations, and use dev mode to make the virus airbourne. And ta-da, loads of targets  :P
#120
Ideas / Re: Better armor?
August 25, 2015, 05:24:42 PM
How is this an armour improvement. Armour already stops bullets. Not all. But some. Some go right through. Some are blocked, and others are stopped from murdering ur colinist straight away. So i dont see how ur saying we can get beter armour, or why we need to change what we've got.