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Messages - Elixiar

#196
Ideas / Smoke - Asphyxiation
August 02, 2015, 08:23:16 AM
We have lungs and breathing but as far as I'm aware it doesn't affect much.

Smoke from fires.

Outside, 1 tile around the fire is a little darker from smoke, a colonist in it for 2 long begins to suffer from asphyxiation, eventually collapsing and later leading to death.

Indoors is the real issue. (like heat wasn't enough)
Black smoke builds up quickly.
It can be vented by leaving doors open.
Anyone in a room full of smoke will succumb to it in the same way as above. :(

Also, if you extinguish a fire or it expires itself and the room isn't vented, black smoke looms indefinitely.
#197
I want to create a blast chamber where I can lure a group of Raiders into a room and ignite it... to several hundred degrees. A 3rd line of defense if things go bad and I'm over run.

I thought of having a wooden floor, stone walls and incendiary IEDs, however, I have no way of containing the heat as a busted door allows the heat to escape.

Any evil genius inventors here?
#198
Ideas / Re: Different Planets
August 01, 2015, 10:55:11 PM
I love this idea.

Would be cool to have them as unlockables for various game endings.
(Provided we eventually get more.)
#199
Quote from: Thane on August 01, 2015, 10:30:29 AM
The OP doesn't look to be saying that we would be transferring consciousness. Only the actual brain. I mean that isn't to far fetched, but I would say that the Doc for a brain transplant would have to be god-like. Not merely an expert and possibly with a bionic arm to increase success.

Even then the failure chance should be up there in the 30-50% range and both bodies (and brains) will die as a result. The idea would be to stress that this tech is just at the edge of possibility with max abilities. This is a Rim
world; not some Glitterworld paradise!

Also another debuff: I'm a woman/man now, what was that madman thinking! -20

Pretty much got everything on the head there. :)
I think at maximum the highest success rate should not be above 85% even considering you have the best medical colonist on the Rimworld for the reason you said, it's not a glitterworld!

However something like this carries a lot of penalties already (death of another member, difficult to acquire station resources, de buffs).
I don't suggest this to be a cheap way of keeping people alive, but so that the medical system can be expanded in an exciting but risky way.

I like a hardcore experience myself and like to have my colonists at the front lines in most battles. I want the chance to see my best soldier barely survive an intense fight, although with a torso infection already at a deadly level. I want to pull out all the stops to ensure 'the perfect soldier' is preserved! Even if I have to break several morals in which to do so.

As I said initially, it wouldn't be like you could do this operation a lot. A low chance an exotic trader would have the special part, a high price around 7000 silver and godlike medical skill are just some of the things you would need to try the operation. May feel a little cheated if after going to all the effort you have only a low chance of success. Wouldn't be worth it then.

Also another penalty, which caters to the conciousnes point.
A successful brain transplant could result in the 'new person' having a disabled social skill.
#200
No of course not haha! But this is late game content, when you can build a fully functioning starship, geothermal power sources and confidently install bionic limps, and create cryo pods that can preserve life indefinitely. :o

Having an operation which requires expert levels (15 up to 20) to even attempt means either you are going to have to go through a lot of battles to get a colonist to that point, or that frail, bad backed 68 year old suddenly became extremely useful.
#201
To be honest with you I was always against it. But I was just looking at the changelog at the heart attack and I thought, hey why can't we do heart transplants under the right circumstances...
Then I thought the year is 5500 and medicine must have gone on some way. At the moment the game feels too present day and given heavy reasons against doing this, I don't know why more sci-fi wacky technology couldn't work.

Also, I can't imagine it would happen that offen, maybe once a game if that.
#202
Ideas / Re: Tech booming, realism, pacing.
July 31, 2015, 08:43:08 AM
Maybe a simpler solution to this, which while doesn't hard limit tech. It also allows it to make more sense.

When you crash land, everything you build should be 'improvised'

The solar panels are made at an amateur level. Smaller, with bits of tape in areas. The energy they generate is impractical, and inconsistent.

Same with generators, batteries and so on.
Sure, these are technological people. They have seen this stuff before, but it's like if someone asked you to make a handheld torch. You have seen it, you have a basic understanding and with time and the right materials you may be able to cobble one together.

Improvised and cobbled together tech would defuse the whole "how the hell can they build a fully functional solar panel 4 times their size!" Argument.

Researching these things could work like a manual to the colonists 'research - improved solar panels'

Suddenly it's not "I guess it's some panel things with a battery" and it's "so yeah, some light sensors here that are connected to..."

Obviously it's a game and doesn't have to make perfect logical sense.
Some people don't like the whole upgrade system as they think it's boring. Personally, I love it, especially if it 'upgrades' the visual of a construction and provides new build options.

In this way you are providing realistic context for a crash landing bunch of strangers, and also not hard limiting what tech you can build, just how effective it is. :)
#203
I know it's abit out there, but hey the game IS set in 5500 so I don't think it's too wacky.

But I was thinking - brain transplants!

Let's say you have an old colonist.  But the mind is sound and his skill set high. Oh look! That prisoner you tried to capture without harm is lying day and night in his bed chamber, his brains health displayed as Red, however the body is 20 years of age.

"But this is overpowered!"

Is it? If a friendly colonist has suffered multiple injuries, blindness, loss of the hands etc. Then while you could in time maybe buy the parts to repair him it may be more beneficial to preserve his brain by using another colonist... (Medieval Lord that only shoots and hunts I'm looking at you.)

A special medical suite would be required (15 glitterworld medicine, 40 plasteel, 50 steel and a 'stasis unit' bought from an exotic trader) And once a prisoner/ colonist has been selected to evermore push science forward!, the medical unit (let's call it a stasis station) holds 2 bodies for around 2 days. The reason for this means that the operation must be completed quickly, and a very high medical skill is needed (16) to attempt the procedure.

Considering all went well. Our colonist now resides inside our prisoners body.
Debuff to self: Foreign Body - "This body isn't mine. I don't know who I am anymore" -10

Debuff to colony: Body Snatcher (decays over 3 days) - "We used someone's body like we were repairing a machine." -15

All character information is preserved, just physical body health is discarded. A brain with dementia always has dementia.

Station can also do heart transplants as colonists can have a health issue (age irrelevant) "Weak Heart" - prone to more heart attacks.
Requires a lower medical skill (10) and doesn't need 2 people in the station since the heart is a body part. Brain transplants are direct, body to body.

The health system in this game is phenomenal. A way to keep patching people up encourages a stronger connection with colonists as their body being destroyed does not mean the end as long as they are not dead or have suffered brain trauma.

I'm not sure if any mod has done something like this but I'm suggesting this as a vanilla friendly addition.
Currently, there's nothing to do with hearts apart from sell them and I always despair a little when a colonist is frail or has a bad back.




#204
Ideas / Animal Research
July 26, 2015, 07:24:51 PM
Make something from the new animal husbandry mechanics require research (breeding, obtaining resources?)...

Well I would probably say some more here but my point kind of speaks for itself. It's a sad day when the research table runs out of uses, and also it allows for better pacing.
#205
Ideas / Re: Suggestions wanted: Animals!
July 26, 2015, 07:36:51 AM
Could we get some alien native animals?
Maybe some big ones that are muffalo size.
Even something fantasy influenced:

Hydras - Multiheaded, bluish, lives in wetter regions.
Vankors - pawn sized with angular heads, grunt alot.
Basalisks - Giant Snakes.
Raptors - dinosaurs that are an alternative warg event.
Anceta - Big worm creatures that eat trees.

Just, something that isn't normal earth animals, and something which makes you at least feel that animals are not there soley to be hunted and easy to kill.

We definitely need some more creative types than chinchillas.

Alternatively, rename some of the existing things to more exotic designs.
#206
Ideas / Re: Are frag grenades... op?
July 24, 2015, 12:38:32 PM
This term, 'OP'.

It is thrown (pardon me) around far too much.
#207
Or, just remember to un-roof a section first.

Make the mistake once? Annoying.

Make it twice? Still annoying but you should remember it by now.

Do it a 6th time? You're an idiot. Game shouldn't change because some players are careless. That's all this comes down to really.
#208
Ideas / Survival Tents
July 18, 2015, 08:16:29 AM
When you start the game, the first night I normally find myself sleeping outside.

What about tents? made from something like 10 Wood. - removes 'slept in the rain' debuff but still keeps the 'slept on the ground' debuff. (Bigger tent could remove 'slept outside'?

Since you sort of need to be able to see the colonists at all time, the art for the tent could be one of those with 2 sticks at one side, supporting the sheet to the ground.
Or a bigger tent that is 3x4 and like a normal one, except the walls are angled to show its a tent or something.

Just more content really. A bit of fun for anyone who wants to make a woodlands/ camping sort of colony I thought.
#209
General Discussion / Damn you visitors!
July 17, 2015, 04:22:16 AM
Colonist 1: "Look a fallen visitor, We must save him!"
Colonist 2: "Right away!"
*Some time later.*

Visitor: "Hey thanks for the help guys that crazed boomrat was nearly the end of me! I'll put in a good word when I return home."
+1 relation.

*Radio static, colonist 1 makes contact with village at the river.*
Colonist 1: Greetings. It would be wise we make an alliance considering growing amounts of Raiders in the area. Here is 300 silver of goodwill."
+15 relation. (Or whatever it is)

Some time later the colony defenses are overwhelmed...

*radio - Colonist 1 to village at the river*
"My friends! I call upon you in this time of need. Centipedes are over running us, send help!"
Village leader: "Meh, I don't know it could be a waste of man power and resources on my end... Hmm... Okay, il send you a few guys."
-15 relation.

The 3 measly reinforcements With their pistols and survival riffles are destroyed. The base is over run and sometime later they send visitors to the remains of the colony and find not everyone, is in fact dead.

Colonist 1: *gurgle* "at last... We thought help wasnt c-coming... I can't stand up, Colonist 3 is still alive too inside, I hear his cries. Could you please patch me up?"
Visitor:"yeah... Shame what happened to you guys huh. Sorry though mate we just came to see what was left. Got a killer nutrient paste meal to eat at home"
'visitors are leaving'

"So long dudes!"



What the hell.

#210
Ideas / Re: Thirst System
July 12, 2015, 11:56:15 AM
Maybe wouldn't need to go as far as water pipes.
Water could be stored in water barrels which colonists just haul water (in a bucket or capsule for animation) or even a well.
A device to-like said above, purify the water, and then something like a water basin which they go to get bottles of water which they then act like with beer. (Sitting at a table)

Sinks and showers, while it would be nice to have them just seems abit overkill. It's not like they don't have enough to moan about.