I was thinking a while ago, what if a syther wasent killed, like u fight them off, and a bunch of them stumble off, badly damaged but active. the first thing they'd do is self repair. but the resources for the standard advanced mechanoid just aren't avalible. so they'd make do, and keep fighting. so imagined getting attacked by a group of damaged sythers covered with patches of steel and stone, and using basic ballistic weapons. this could be a weaker version of the current mechanoids, that can attack small colonies. when dismantled theyd drop some plasteel, but mostly steel and rock, and would drop assult rifles and snipers when killed.
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#182
Ideas / Re: Multiplayer
July 17, 2015, 11:43:38 PM
Id like a mulitplayer with two people. U pick a map size at the start like normal. The game then halves it between the two players. So say ur friends not on and you want to play, you get half the map to use, that way you cant grief his stuff in single player, but can still play that map. And you can build stuff on both sides, just you cant use that stuff in singleplayer. And the time controls could be the same as EU4. Where one player clicks it, and it changes for thirty seconds, before the other players aloud to change it back. This lets both players mess with the time speed, but they can also not keep it that way if the other person dosent want it. They could also be different factions, and useing the same system as other factions to interact. They can just message each ither, but in the comms they can exhange goods, which will have to be in trade beacons, like traders, and will drop down to the other guy. They could also manually change thier relashionship. So they could switch to being hostile if they want, then duke it out for fun. And raids from the A.I will be double strentgh, and will split themselves between the two colonies. If thr players want to build one colony together, they can disable the map splitting And could designate thier building together, meaning the maps off limits in singleplayer, and that pawns can use all bedrooms, and items, and productions, not just those in thier area.
I have other ideas, but this is the gist of it
I have other ideas, but this is the gist of it
#183
Ideas / Re: Suggestions wanted: Animals!
July 17, 2015, 11:27:21 PM
Gen-altered wargs with sections of metal plating and the ability to break walls.
#184
Ideas / Re: Scavengers
July 15, 2015, 12:52:55 AM
while adding napalm, why not add in flamethrowers too. it wouldn't hurt..... well
#185
Ideas / Re: Scavengers
July 14, 2015, 10:30:14 AM
Yep. And if u wait till a raid to do it, u can kill two birds, a bunch of people, and large portion of forest, with a napalm stone shot from a cannon
#187
Ideas / Re: Scavengers
July 14, 2015, 09:22:55 AM
That still dosent explain thousands of them, and dones get scattered, broken, and buried, so wouldnt last long together
#188
General Discussion / Re: What do you guys think needs added to Rimworld for it to be considered done?
July 14, 2015, 09:19:22 AM
Im not too fussed over wether people think the games finished or not. I like it as i is. I think it has huge potential, and im glad tynan takes our sugestions in acount in his development of the game. This is the first game ive ever played where ive had that, and i like it. I try to add my little bits in. If tynan released the game tommorow and said its gone, id still say it an excelant game, id just be slightly disapointed for that more that could be added. But i love the direction the games going, and while this feels more like a finished and whole game than most ive played on pc, id still like that little more. When tynan says its done, ill feel its done. Maybe there was more he could do, and maybe there was more potential there. But that dosent change the fact that this is an excellant game as is, and is well worthy to be called complete.
#189
Ideas / Re: Reverse the Decision on Trees and Fertilizer Pumps...
July 14, 2015, 08:42:05 AM
Yeah, but id like the fertaliser pump in order to do one thing in ice sheet. Growing devilstrand. Because of it long growing time and solar flares, its almost impossible to grow on ice sheet. But with the fertaliser pump i could grow a small amount indoors. Which'd be nice
#191
Ideas / Re: Scavengers
July 14, 2015, 08:29:50 AM
Hahaha so true. Although id like to know how on a predominetly unpopulated planet, there are thousands of tribesmen, outlanders and pirates. Who are somehow still alive despite the hordes of genocidal mechanoids
#192
Ideas / Re: Weapon Idea(Riot Shields)
July 14, 2015, 08:25:09 AM
Actually i find in most of my games that outlander towns are fewer than tribes, and pirates tend to be a mix of ranged and melee, and i think the tribals more survived against guns through huge numbers, more than extreme skill, i mean, every time ive had a problem with tribals, its been cause there a bajilloin of them, rather than the fact they can go toe to toe with a syther in melee
#193
Ideas / Re: Weapon Idea(Riot Shields)
July 14, 2015, 03:11:42 AM
Thats true. Maybe then they could throw and hold a shield. Then again our guys havent had years of training and expirience. But meh. Theyll do it
#194
Ideas / Re: Weapon Idea(Riot Shields)
July 13, 2015, 05:44:18 PM
Possibly. Although im not sure itd be easy to throw one when weighed down by a thirty kilo piece of steel (or whatever) strapped to ur arm.
#195
General Discussion / Re: "Nuzzle Powers"?
July 13, 2015, 10:09:53 AM
Colonist 1 nuzzles colonist 2
Colonist two require medical attention.
Colonist 1 has broken and gone beserk
Colonist 2 requires rescue
Colonist 2 was beaten to death
Colonist 1 is no longer broken
R.i.p, u wiredo
Colonist two require medical attention.
Colonist 1 has broken and gone beserk
Colonist 2 requires rescue
Colonist 2 was beaten to death
Colonist 1 is no longer broken
R.i.p, u wiredo