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Messages - Elixiar

#136
Quote from: billycop32 on June 04, 2016, 08:39:58 PM
sorry but no. this would make things so much harder to early to early mid game that the benefits to late game balance would not be worth the cost.

I don't think so. There would be a more steady based progression through weapons. Bows and simple weapons fast to make as well as small firearms like pistols. Better equipment would be valued much more in the early game such as a good condition weapon from a space trader.
#137
Ideas / Fixing the issue with dropped enemy weapons
June 04, 2016, 10:41:58 AM
Even though we can now craft our own weapons it seems pretty pointless considering how many good quality weapons you gain from killing raiders. Unless you specifically want everyone using for example a PDW.

Like Clothing, their quality should be diminished greatly if killed by being shot, and only drop in good condition if killed by melee. This would encourage the use of melee (to gain good quality weapons) and also provide an actual cause for crafting weapons if you wish the colony to have a strong power advantage.
I put forward these suggestions.

-Weapons should be below 10-15% on drop (killed by gunfire)
-Weapons should always be below normal on raiders (and occasionally normal but rare)
-Faction leaders carry masterwork grade weapons making them priority to incapacitate by melee.
-Weapons degrade outside faster.
#138
Personally I've just discovered how useful traps actually are.

In the early game I relied on choke points in the main streets of my village (I don't like using walls much until late game if at all)
Once mid game hits I tend to rely on a perimeter defence around the town using trenches of sandbags and people armed to the teeth. I try and set up a base when they will naturally pour through a smaller gap to maximise hit count.

In the late game when enemy numbers begin to far outweigh what individual colonists could take out I rely on extensive Minefields, mixed of both IEDs and Incendiaries as well as a Mortar line within the colony to thin the numbers.

It takes time and resources to maintain but hey, got to use all those components for something by the end. :)
#139
I need this mod back in my life.
#140
Ideas / Faction Pictures
May 10, 2016, 08:15:34 AM
So the streams of allies and enemies are endless.
It would be cool if we could see a picture (Like a screenshot from gameplay but with roofs showing) of each colony type in each biome.

Theu don't have to be unique, just set images, if the tribals come from the desert, theres a desert town screenshot, from the forest, fires in the woods etc etc.

These could be well realised with outlander towns having fairly modern looking towns (Each has to high of course, spanning off the screen to show scale) and pirates could be shown with multiple starships to show that they have orbital drop capability.

I always personally like to image where they come from, and if there was something to look at on the faction window it would be really cool, even if its the same each time.
#141
General Discussion / A Discussion about Weapons
May 09, 2016, 06:19:49 AM
At least half the weapons in the entire game don't feel worth crafting.

While making a tribal type village would be fun, mechanoids and armed raiders would soon see an end to anything there. So the crafting spot doesn't really seem all that relevant.

Once you hit late game the only three weapons I seem to find myself using is the charge rifles, Assault Rifles (purely because I like their sound and look) and sniper rifles.
There could be a greater variety in why to choose one weapon specifically over another. A shotgun should be perfect against large groups of enemies but all in all it is as much a single fire weapon as a pistol.

Bows drop off substantially after the early game, but a research in tribal poisons could bring them back in the late game if hitting someone with a bow caused them to frenzy, catch fire or an instant 'major' infection state.

Charge rifles still feel like the dominant final weapon for all but max distance really.
A greater reason to take a large LMG (Large damage, continuous firing but inaccurate) or a PDW (Short range, very fast startup) or a shotgun (Wide spread, decent damage) would just be a much more pleasing and tactical thinking experience, than just looking for the nearest good condition charge rifles.
I know theres mods but they shouldn't be relied upon for everything.

Anyway those are just my thoughts, sorry if this should be more in the 'suggestions' thread.

Discuss.
#142
General Discussion / Re: Scaring
May 09, 2016, 06:06:09 AM
At least 10/14 of my colonists have scarred eyes, some both (some with bionic eyes).

It really needs to be a little bit more rare because it honestly just feels absurd that everyone in my colony is half blind and hates each other because they are disfigured and can't hit anything in an actual firefight for crap.
#143
Help / Re: Custom Music
April 26, 2016, 06:59:56 PM
Hey sorry for the late response, thanks a ton!

Will go ahead and try this out now!
#144
Due to the usual events on a rimworld (Storms, assaults and factional crossfire) my map has devolved from a peaceful and iddlic landscape to a barren waste where absolutely nothing grows.

How do I cultivate, shape, and restore the forest and the eco system? (Boars swarmed one of their own dead the instant I hunted one)
How do I make the seed spirits return to this cursed land?

Woe.
#145
Ideas / Fires And Gravestones
April 15, 2016, 03:18:37 PM
For a lot of the Alphas gravestones showed the 'Health' Tab of the dead body in the grave, please can we have it back? I can never remember exactly everything about the colonist but it was really helpful to be like, oh yeah that guy had his head blown off.

Also, if the room is above 90'c can pawns not throw themselves into a burning building? Lol.
#146
Help / Custom Music
April 15, 2016, 12:16:49 PM
Hey guys,

The music in this game is great, but sometimes I feel like adding a more sci-fi 'Deus ex Machina (film)' type thing to it, how would I go about implementing it?

(not replace battle music just ambient downtime playlist)
#147
Wow! thanks for all the amazing tips!
I'll put these into practice.

Unfortunately the battle makes its way into my streets whether I dispatch colonists or not, also, that tactic tends not to work on zerg rushing Raiders.
The beer is definitely a really overlooked idea by me. I normally see it as a commodity though I should maybe start to see it as a necessity.
#148
This must have happened for quite a few of the past alphas now though I don't exactly remember when.
I dont tend to use turrets very often. If I do manage to get some up, a raider with grenades or a triple rocket launcher (I never save scummed until one of those BS weapons insta-murdered my colonists all the time without much room for counter play) destroys them in one fight.

So this leaves me relying on my pawns to head to the front lines. Sometimes the battles can be tough but only once every few skirmishes usually do some colonists not make it back. They are not the issue, they are dead.
The problem is what happens after a battle.
Everyone is injured, the base has likely been breached so dead lay scattered,
buildings damaged and dirt and blood is all round.

Then the spiral begins, a never ending event of a colonist going mad, being beaten up, sent to bed, only for another to go mad and injure the first 2. Only for another and so on, so on.

How the hell do I get around this because sometimes it gets so bad that the cycle never really ends and micromanaging that in particular becomes a real ball ache to the point I (regrettably) save scum to before the fight simply because I cannot deal with my colony on a path of self destruction after a battle.
How do others deal with this?

Maybe the colony could get a short burst of morale to counter this? E.G *Not today* - "The colony survived another assault, we were lucky."

A mental break is one thing but I find the game turning un-fun after 20 breaks in 5 minutes. I want my pawns to be at the front of the action, but the penalty for getting them hurt has too much post battle cons, especially when they can't pull themselves together and end up destroyed by the next wave the colony isn't ready to fight.

Sorry for the long read.
TL;DR - The colony kills itself after an attack.
#149
General Discussion / Gravestone History
April 07, 2016, 12:03:09 PM
Apologies if this is in Alpha 13 (Haven't got round to playing it yet but it looks absolutely fantastic!)

Before alpha 12 you could click on a gravestone and still see the health tab of the colonist in there. Is this back in the new alpha?

I found it was a really quick and easy way of being like "ah, Gaunt was killed after being shot through the neck in the massive battle for the colony"
Tracking heros by wounds was easier than just by name. :')

Thanks.
#150
I think it would be nice if there was at least shoulders, like actual shoulders not just body shape.
Then you would be able to see tank tops or shirts distinctively.

Yeah... That would be cool.