Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Elixiar

#181
Ideas / Re: Pregnancy as another way to boost numbers
August 17, 2015, 08:07:22 AM
I would not like this feature in Rimworld.

Just throwing out my 2 cents.
#182
Quote from: Tynan on August 15, 2015, 01:19:42 AM
I would prefer to have ground-based traders but it's a significant technical/design challenge. Space traders work quite well and could do so indefinitely; perfecting this hasn't been the top priority.

The trading system is fine really. The tribals might just be too stubborn to want change as is often the case but maintain a radio for stuff they accept they can't go without like metals and to trade animal skins. Being that far in the future I can imagine that some sort of better radio technology is available like a dirt cheap torch is today.

As for future tech, no one is really saying they NEED futuristic things because it's a rimworld. A place cobbled together from what falls from the sky and is already available.
It would just be nice to FEEL like we are more in the future.
For example,
A normal M-24 sniper instead being,
An L-34 Gauss Rifle.
Colt pistol - MKII Bolt Revolver.

A small change that feels like a big difference.

The survival rifle is good though I can see that basic type of projectile weapon always being essential. And it sounds nice!
#183
Quote from: Tynan on August 14, 2015, 12:13:11 AM
It's still a video game, it'll never be totally realistic. The goal is to make it interesting and basically believable; beyond that other concerns weight greater than fictional realism.

Absolutely. I think it would a little absurd to say otherwise, and I just want to reel the thread in a little from its tangent.
Basically, if the game is set so far ahead in the future why is there not more future style elements? Guns would be the easiest way to make that apparent.

It all reminds me of a space age 'fallout universe' in which humanity has blown itself to bits. Sure you have people running around with clubs,
Some fire arms have been improvised or hand made,
Some people have found old world weapons like pistols and m-16s,
Then there's the brotherhood who demonstrate to us that lasers, plasma weapons and orbital artillery were very much existent before the world ended.

Everything needs to be more hodge bodge in the same way. Like Adamiks said it wouldn't make much sense if halo kept everything it did (slip space travel, giant cities, super soldiers) if they were still running around with M-16s.
That's not to say it must go, but considering every characters great differences.

A raider from 3201 (frozen for 2000+ years) should Be running around with a sub machine gun that in the lore is 3000 era tech.
Another from 2253 could be using an early survival rifle.
A glitterworld test lab soldier with a 4674 charge rifle.
(Different eras of technology and when it was made is the point here not guns matched to raiders.)

The 'lost for eons' tribal idea is great, it's just we can only imagine glitterworlds are the pinnacle of human achievement but we don't really get to see it apart from medicine and power armor.
Again, that's fine. But what about everything in between now and then?

If charge rifles and power armor are 5000 onwards tech what can we see from humanity's progress in the
3000 and 4000th era even if it's one item or knowing a catastrophic event happened in this time (humanity as a whole)?

If we don't or there is no intention of it, then that's why the post is titled what it is.
#184
Ideas / Re: Greater Variety in Weapon Art
August 14, 2015, 05:34:52 AM
Also, about gun powder weapons.

It makes perfect sense they wouldn't be there. (Didn't see sir Francis drake cruising the stars). It only makes sense to have various eras of weapons from the moment in the lore when all this space travel took off.  Let's imagine for the sake of it that it is 2100 when humanity leaves for colonisation.

However there still wouldn't be many 'current' day weapons. Mostly stuff created after now which is why it's a little odd that modern weapons make up the majority in a future far past the likes of Halo.
#185
Ideas / Re: Greater Variety in Weapon Art
August 14, 2015, 05:31:09 AM
Quote from: Mr.Cross on August 13, 2015, 10:56:43 AM
If we are dicussing a lack of weapons in certain time frames why is the title "Greater Variety in Weapon Art

Because my original point wasn't directly pointed at lack of weapons as there's a decent amount in vanilla already mostly.
I simply want what we do have, to have different names and ape range from various parts in the future, hence greater variety in weapon art. Not just modern day + charge rifle.
#186
I made a couple of posts about, well, stuff that would make sense in the distant future: brain transplants, more futuristic guns etc.
But it made me think the opposite way, maybe rimworld is set too far in the future.

Because by contrast of them using modern day weapons, it's like us having just discovered you can hurt someone with a sharp stone.
Even with that fact that people could have been on the rimworld for Hundreds of years, there's nothing really that says futuristic.

Weapons range from tribal to a few years ahead pretty much. Both in names and type.

(I get the western outback kind of setting but borderlands has the right asthetic for its weapons.)

It's just hard to believe that our colonists, that I presume are from some sort of fairly tech savvy spaceport or glitterworld would be using a 4000 year old colt pistol after crash landing.

Others thoughts?
#187
Ideas / Re: Greater Variety in Weapon Art
August 13, 2015, 10:19:42 AM
But that just isn't true. In World War One the machine gun was a very new concept. (A reliable one anyway) we had to fight each other with bolt action weapons.

Fast forward to today where we have laser defenses, guns that can change course after firing and weapons that can fire thousands of round per minute.

And this is in just over 100 years. Man always wants to kill people and it's no less obvious in rimworld where everyone and thing tries to mutilate you.

Wouldn't be hard, just a few art and name changes.
#188
I didn't know this, thanks everyone!
#189
I think if we can make our colonists fly space craft and engage in orbital battles while also discovering colonists on new rimworlds that would be really awesome. And also we should be able to develop 5th dimension future humans that carry on after we have all died.

If the pawns could have realistic human AI that are smarter than Tynan himself that would be cool too.
#190
Ideas / Greater Variety in Weapon Art
August 12, 2015, 04:55:52 AM
From tribal times to charge rifles there is a good variety of weapons in my opinion. Except that current modern day technology is a little excessive. They make up the bulk of the guns which even on a Rimworld may not make a whole lot of sense.

No need to change stats or anything, but some different weapons from various years spanning more equally would be nice. Maybe have the year it was manufactured in the tooltip.

I can understand that having modern day weapons is easier for people to relate to and people already know what they are, but halo got round this problem while having non ordinary guns.

Something like 3-4 modern weapons are enough, like the survival rifle, pistol and pump shotgun.

It just doesn't feel like any part of the universe is really 5500. That IS quite far away.
#191
Oh nice one thanks. :)
#192
Not one shroom of the stuff has ever been harvested for me. The closest I got with it was 94%... And then the solar flare came.
I tend to play in colder climates mostly too so what can I do?
#193
If I have a long term colonist who gets brain damage I keep them alive in the medical ward, or if I'm far enough I preserve them indefinitely in my cryogenic chamber. I even try to build them a slot on the ship in the hopes one day a glitterworld like Palluma IV will revive them.

If a colonist is under 3 months since joining I consider them expendable.

(I like to role play ok)
#194
Outdated / Re: [A10] RimEffect (24-04-2015 v24)
August 03, 2015, 06:11:33 AM
I need this mod back! :(
#195
Ideas / Re: Tech booming, realism, pacing.
August 02, 2015, 01:21:33 PM
Menuhin raises an interesting point.

Maybe something along the lines of how the command and conquer games allow progression. Having to build a machine or device, (doesn't have to do anything by itself, or can offer an AoE bonus or minor stat improvement speed or something) Which then opens up new construction options. On the side of that, it also unlocks 'new research projects'.

This way it wouldn't feel mundane to just sit a colonist in front of a bench, but wouldn't over write it either as I quite like to build a nice room for the research table. Gives older or more useless colonists something to do as well.

Example: build tool cabinet. - research unlocked 'pneumatic drills'.
Building bonus: Construction and deconstructing work speed increased by 5%.
Can now build: Dining Chair, Armchair, Double Bed

Doesn't have to be that exactly but you get the idea.