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Messages - Elixiar

#166
Outdated / Re: [A12] Project Fallout v1.1
August 26, 2015, 01:16:40 PM
Can you make a 4x2 vault door with like 1500-2000hp? Which opens sliding one way of course
#167
Ideas / Re: The problem with Rimworld
August 26, 2015, 01:05:35 PM
Quote from: The13thRonin on August 25, 2015, 05:41:35 PM
If there's a tool at a players disposal then using that tool is not 'abusing the game'.

They didn't all hop out of their trenches in WW1 and have a pitched field battle for a reason. Most people are going to use every tool at their disposal to win.

Don't give players auto-turrets and embrasures and then expect them not to be used ???. Especially considering enemies always naturally funnel into the same spot so there's no reason to spread your defenses out.

I tried Skullwags defense mods and the wave assault mod together.
Interestingly, when tribals or whatever began the attack they would all rush at various parts of the wall. It created an awesome looking spectacle and one where colonists could actually get a shot off before having that sniper tear Leystrats head clean off!

All of this stuff should be behind carefully balanced time walls so you unlock at a fairly similar rate to enemy increase.
Would reduce the auto reliance a lot of people find in kill boxes I think. :)

Also, if you exploit the game, you can't really justify that it SHOULD be played that way, otherwise it would be a tactic and not an exploit.
As I said earlier, if you choose to play exploiting the game you can't really blame anything other than yourself for a lack of threat. (Falling on own sword)
#168
General Discussion / Early Mechanoids Should Stay
August 26, 2015, 12:53:15 PM
I would really like them back.

Sometimes I can't play in long sessions, or play much at all with most colonies averaging around a year or 2 for me before destruction or evacuation which means I may not encounter them that often.
An early mechanoid assault really throws me off and I like to create a successfully colony built on the sacrifice of my colonists so that others can go on.

Please don't bend to people who say they want challenge and then get upset when it comes, that's why there is different difficulty settings...

It feels like some people love to build sand castles near the sea and cry when the tide comes in. Some people.
#169
Quote from: zandadoum on August 23, 2015, 07:21:34 PM
Quote from: Elixiar on August 23, 2015, 07:12:11 PM
Sigh.

Mechanoids are not OP.
Some people just don't know how to fight them/ can't accept they are superior alien forces yet.

That is all.
please enlighten me... how do you fight 3 poison ships (3 mechs each, if opened) + 1 evil ship (7 mechs if opened) right after a toxic fallout, when only 6 month into the game, your only weapons are a sniper rifle and a shotgun, you only have 5 colonists and a warg, barely any cover due trees dying in the fallout... and all this BEFORE the evil ship drives your colonists crazy?

but as said, never mind the evil ships. never mind alpha 12. never mind early game.
my gripe with mechanoids comes a long way, even in previous alphas.

late game, 10 years into it. 40 colonists well geared, happy, etc. base with defenses both outside and inside.
mechanoid raid right on top of my base. around 20 scythers, 15ish big guys. half of those with inferno launchers.
EMP grenades? riiiight. their rocket launchers have like 3x the range of grenades.
(emp) mortars? i did mention, they dropped right on top of us, right?

and i could go on and on and on...

every single time someone came with a late game screenshot on how he "easily" destroyed gazillions of mechanoids, every single time they had mods on like the one with huge shield dome over your base, improved turrets and guns and whatnot.

If they kill you so what. That's the nature of the game.
Regarding late game I consider it doing well at 3 years in. 10 years? Colony has been around long enough, lower difficulty if you don't want tranquility lane to end!
#170
Ideas / Re: The problem with Rimworld
August 25, 2015, 05:16:15 PM
"I'm not playing to lose"

Well, that's not entirely true. The raiders keep going up and up and up.
Eventually it's going to impossible and I think by design a colony is not supposed to survive forever if played with threats on.
I think the game is about the journey to a giant colony and not actually sustaining a giant colony. The game eliminating you preserves the longevity to try again. Always surviving gets boring quickly.
I've personally never made it to anywhere near 300+ in the raids, I've either abandoned my colony through space travel or had my colonists lay dead and dying in burned out ruins.

On the other hand, we have nothing to scale with the increased enemy.
Different turret types can never be acquired and our colonists can only really fight 1v1. Shotgun turrets or sniper turrets or shield emplacements may sound overpowered but really they are not. Considering the rush tactics of the enemy, embracsures Would actually allow colonists to enter the fight. Enemies would spread out along the walled defenses and overall more interesting fights would occur.

But we don't have these outside of mods... So, to those saying what other way to defend, a couple of ideas I tried and have at least thought of. (Obviously I'm not telling you how to play just some new defense ways I thought up).

The lighthouse -

A sandbagged, turret heavy area away from the main colony that Colonists rush to, the position covers all sides in a circle. Turrets on outer level, colonists more packed in. Traps randomly around perimeter.

The marketplace -
Colony structures are built around a central marketplace, which also acts as the defensive hub - sandbags And turrets covering all sides.

Castle and village (3 walls) -
Fortified armoury and medical bay at centre of colony (or against a mountain, not in it)
Turret perimeter followed by a wall.
Lower town buildings like homes and production tables in the second layer, turrets and walls.
Final layer is mostly farm fields with a few turret placements around entrances.

These aren't designed to be impenetrable, but other ways to defend a colony that is not just a kill box.

Just throwing ideas out :).

Lastly about the people that would riot -
FTL was brutal even on easy difficulty. Normal was insane, and then they released a big update that made it even harder! No end of people complained. Let them riot. ;D
#171
Ideas / Re: The problem with Rimworld
August 25, 2015, 08:05:47 AM
 This question must be the ultimate dread for Tynan.

I think everyone has contributed some excellent points.
In my opinion, I think maybe people are beginning to expect too much.
For me, the materials for emergent gameplay are already there, they are just not tied together.

Multiple events (as someone suggested) is really the way to go.
Colonist 1" tribals, a-around 150 incoming!"
Colonist 2" nothing to worry about, our point defence weapons should take care of this."
*lights go out and guns shut down*
Colonist 2" @.@ !!!"

Combining events together will create these emergent plays and events on a smaller scale would keep the game always active (celebrate birthdays, colonists become good friends."

I think the detachment is that everything affects the world state and not the colony in a personal way, also longer fallouts and crop blights would stop them being so trivial. At the moment if a crop blight happens in like, oh? Meh so what. What if there was an alien parasite that ruined all the frozen carcasses? Then we'd be in trouble. 'Crawlers' that live in caves in the mountains and can quickly mutilate an unsuspecting miner who happens to expose them.

Debris or meteor showers could be quite impactful (like crash landing mod). A destroyed engine part or damaged reactor falling into the colony could be devastating which brings my next point to the community.

Since their introduction I have never had any issue with the power of Mechanoids, if they did happen to fall early in the game when I was unprepared - oh well.

Is the nature of the game not to be about a group of people surviving hardship?
Now I can appreciate that not everyone likes the more rogue like gameplay and that's fine. The problem, is when the game as a whole becomes balanced around these player types. Another game/mode difficulty could be suggested which juggles balance changes or raid frequencies.

As you know, people are always more vocal about what they don't like than what they do.

Lastly, those who use a kill box are falling on their own sword in a way.
In 2 years of constant playing I have never used a kill box, I have also never got bored, and only very recently tried mods (no total conversions or packs though).

If your game formula is
1. Build hitbox.
2. Build colony to max.
3. Get bored from lack of threat.

That is not the games fault. An exploit it is sure. But not one you ultimately have to do.
Sometimes it's better to just let a colony rise and fall naturally than to just make the perfect home as obviously this will grow the game stale.

Yes, the game could use more events, big and small.
Yes, the impact of these events should be bigger.
And yes, social interaction would help greatly.

But the other half of 'the problem with Rimworld' is
'The problem with how people play and what they expect from Rimworld'
No matter how much Tynan adds to the game the second 'problem with' can only ever be changed by us.
#172
Sigh.

Mechanoids are not OP.
Some people just don't know how to fight them/ can't accept they are superior alien forces yet.

That is all.
#173
Ideas / Re: Artillery Mechanoid
August 22, 2015, 03:51:39 PM
Quote from: Z0MBIE2 on August 22, 2015, 02:58:18 PM
Quote from: Elixiar on August 22, 2015, 02:39:12 PM
Quote from: b0rsuk on August 22, 2015, 03:22:04 AM
Flashstorm, the new event, will satisfy all your firestarter dreams.

What's a Flashstorm?

Judging off a picture and the name, I imagine it's probably a lightning storm without rain that happens quickly and sets tons of stuff on fire.

So, a dry thunderstorm (Obviously ingame already) or more intense? Is it an alpha 12 thing?
#174
Ideas / Human Varients.
August 22, 2015, 03:17:12 PM
Human description is along the lines of "base line human. Nothing special."

Got me thinking. Sub types of humans with slightly different perks.
Human types:

Androids -
Can survive critical injuries that destroy body organs.
E.g. Artificial heart (destroyed) -80% fluid filtration. (Affects All)
They can also take more punishment in total before dying of normal shots. (Head loss is still insta death or 100% fluid loss)
Though they have no social skills and always have a -3 mood debuff to others. (The Android is emotionless. It's creepy.)
Construction skill increase.
White fluid blood.
Space Born -
Being born out of gravity has affected the brain in a positive way.
100% increase in skill learn.
Usually a shorter life span from radiation. And can't take as much punishment from bullets.

Derelicts -

Being lost in nebulas without power has altered their DNA.
Lifespan is longer than usual - reaching 65 before seeing any age effects. Repair skill speed increase.
Purple blood.

Long Stasis -

Thousands of years of slumber has resulted in needing to sleep for longer each day.
With their blood frozen so long it now has a permanent slower cycle. (Bleed out speed reduced)

Rimworld lineage -

Generations upon generations born on a new world has resulted in a thicker skinned sub breed of humans.

Basic survival like cooking and growing skills increase at a faster rate.
But with the distant glitterworlds all but a passed down tale they are void of research skill.

Glitterworld Prototypes -

Humanity has attempted its first steps to enhance itself.
High research, good medicine skill and Shooting. Physical lifting has been left to advanced machines however.
Hauling and construction speed decreased.
Recovers from diseases faster.
Blue blood.
Colonial Travelers -

Base line, planet born humans traveling to distant worlds.
No changes.


Traits would have to be revised a little.
#175
Ideas / Re: Artillery Mechanoid
August 22, 2015, 02:39:12 PM
Quote from: b0rsuk on August 22, 2015, 03:22:04 AM
Flashstorm, the new event, will satisfy all your firestarter dreams.

What's a Flashstorm?
#176
Ideas / Re: Your Cheapest Ideas
August 22, 2015, 02:34:48 PM
Lightening gun. Extremely expensive, very accurate (short - medium range)

Abnormally long warmup meaning colonist must be protected while it charges. Best weapon vs Mechanoids.

Uses same graphic as thunderstorm weather.
#177
Ideas / Re: Smoke - Asphyxiation
August 20, 2015, 11:44:52 AM
Quote from: Z0MBIE2 on August 20, 2015, 03:22:21 AM

Might want to tone down your language a bit mate.

As for modelling it off temperature, if you did then it would work like it, so smoke wouldn't collect outside or anywhere with a roof open or anything. If you wanted smoke to gather even outside or slowly leave from open roofs and such, it would have to be quite different from temperature, and probably wouldn't be too simple.
[/quote]

Well, if it was to be a whole new system I guess so, but if it wanted to be done cheaply, as in an open slot in the roof would be a cheap fix, (still would have maximum effect inside a mountain where roof removal isn't an option) then it would still be a nice feature to have.

I guess it would be up to the player if they wanted to cheat the system abit, although it's not much different from save scumming. Well, sort of.
#178
General Discussion / Re: What Are The Mechanoids?
August 20, 2015, 07:25:49 AM
That pictures amazing hahaha!
#179
General Discussion / Re: What Are The Mechanoids?
August 20, 2015, 07:24:23 AM
Quote from: kahlzun on August 20, 2015, 06:12:16 AM
Ingame lore page exists on main menu.


Links to here:
https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
and the lore is here:
https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub

To answer original question, i think they are meant to be parts of your ship. It is odd how commonly they fall, and how they all are evil, psychic, and defended by armed mechanoids.

Ah. That's what fiction primer is. Never really thought to click on it with the 'primer' part of the name, Thanks :)
#180
General Discussion / What Are The Mechanoids?
August 20, 2015, 06:01:32 AM
All seen them. All had loved ones lost to them.

But what are they? What's their goal? To destroy all life on the rimworlds one town at a time?

The ancient ship part, what is it? Why is the AI so malevolent?
Where did they come from in such frequency in an era that never discovered warp or FTL?

I know the game HAS a lore, I just don't know anything about anything despite playing since alpha 3. Would an ingame lore page be viable?

...So just what the hell is a centipede?