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Messages - ITypedThis

#16
That gave me quite a good laugh.
#17
Quote from: makkenhoff on May 26, 2017, 12:07:51 AM
@ITypedThis

You can remove damaged parts as a trade off - more consciousness for less physical ability - might use drugs to dull the pain briefly for those important tasks, I know I use go-juice and wake-up in my games - though sometimes it does backfire on me. You might be able to peg leg her, or go bionic in later stages; assuming you've got a good enough doctor and medicines. Usually I can find a town or two that has what I need - though I have to admit preparing expeditions is more challenging in A17.

I think it's telling that it is a realistic option to just entirely remove a limb because of a small scar. :P

That's a decent idea though. The colony is still very young, so I don't have a hope for proper hospital and three bionic implants, nor to have a steady supply of drugs to fuel her every waking moment. (Plus extra bionics for whatever else must be replaced by the time I can reasonably acquire them.) Currently I've just shoved her into a cryopod for long-term storage, because she can't do anything useful and just eats without working for it. As a bonus I'm recruiting the pod's former occupant to replace her. ;)

The fact that I actively chose to put my favourite colonist on ice for who knows how long just because she got a few unlucky hits is just unfun. Frustrating to watch her fail everything and produce terrible goods because of so little.
#18
QuoteRedesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.

I really like the idea behind this, but I'm not so sure I like the execution.

Engie, one of my favourite colonists, is now almost completely useless in my current save. She got punched in the eye by a boomrat, scratched on the arm by cougar, and landed with a stab scar on her foot. Because of these three scars she now has, she is in a constant state of "medium" pain, and therefore has a permanent state of weakened consciousness. She consistently fails tasks, and often has to repeat construction jobs two or three times. (Fails building wooden flooring tiles twice in a row with a construction skill of 15 and an alleged construction success chance of 92%.)

When she gets food poisoning she basically becomes both mentally and physically handicapped, as her consciousness drops down to "poor." Engie crawls at a snails pace, can only hold half a stack of anything, and is effectively entirely unskilled at everything. She's almost completely useless because of a few unlucky injuries.

Ultimately I think this ties in to how scar in RimWorld are treated in general. Personally, I have a large surgical scar on my right upper thigh. The initial wound was quite damaging, and the scar still hurts on contact and occasionally aches. However, while uncomfortable the pain does not impede my ability to think and function, work with my hands, mind, or even the leg it occupies.

I have a rare musculoskeletal disease call Mc'Ardle's Disease. To put to bluntly, it makes life intensely painful when doing anything even remotely physical. While the pain is much more than enough to prevent me from doing many physical tasks, it does not impede my mental capabilities in any way. At the absolute worst possible amount of pain it has ever caused me, either directly or indirectly, I have been too distracted and distraught to perform complex thoughts or mental processes. At this point however I would be physically incapable of completing the tasks my poor colonists set off to do every single day.

Basically what I mean to say is that pain and especially scars have too high of an impact on a pawn's heath, consciousness, and general work capabilities; This seems to have a much greater impact this alpha than ever before. Comparatively, real-life consciousness is not weakened by large amounts of physical pain, only when in very large/exceptional to extreme amounts. The medical system is unrealistic in this regard and does not compare to the rest of the game where injuries, death, and illness will occur. All in my own opinion of course.

Side note: Love the new roads.  :P
#19
I would really like to see something like this.

If nothing else, it would really emphasize the difference between high and low skilled fighters, rather than the complete coin-toss if can sometimes feel like.
#20
The most useless tech by far in my opinion is the stupid coloured lights.

I only research them just to get them out of the way.
#21
Hmm... I really feel torn about this.

On one hand, space survival would be cool, and Tynan could capitalize on his spaceship prototype thing.

But on the other hand, ever truly being able to leave the rimworld would take away a large part of it, in my opinion.

I abstain I guess.
#22
General Discussion / Re: A Question for Tynan.
April 22, 2015, 05:24:58 PM
Quote from: rexx1888 on April 22, 2015, 01:06:37 AM
i think we as humans tend to forget how hard life is when you dont have a city or the internet. I find RW tends to mimic reality in a lot of hard, sad kind of ways(not as in the games hard or anything, but alot of lifes stories are kinda super sad when push comes to shove).

just couse i feel like it, ill give a parallel. My sister died last year in her mid thirties. Unfortunately, she lived alone, and it took a week to find out about it, and it happened because she got pheumonia while she had the flu(and she just generally wasnt as tough as others because of a lot of personal, bad choices she'd made over her life. Ive come to terms with it, though some doctors can be really shit at their job). Every time i lose a colonist to some disease, and they just sort of die without me knowing, i remember my sister. The two often seem like very similar events. I dont necessarily think of my sisters death as dark though, so i generally dont see that kind of death in RW as dark either.

I'm very sorry to hear that, you have my condolences.

I wouldn't really say that I think that loss due to disease is dark. I'd say that it is just a sad thing, especially as one may often see it coming for a while first. I guess that the "darkness" of RimWorld comes from the whole concept of pirate raids and such, in my opinion.

That people should see other people suffering and have the means to save them, but instead decide to come down and beat their faces in and take what little have left as their first contact. And if that fails, they just keep coming back. After only a short while, a single crash-survivor can easily have killed 20-50 people, and not always in self-defence.

And that RimWorld creates situations such that force people to tear into the flesh of the dead, just to survive. Or just because they had the misfortune of surviving several gunshots.
#23
General Discussion / Re: A Question for Tynan.
April 21, 2015, 07:13:36 PM
Quote from: Tynan on April 21, 2015, 05:24:33 PM
I don't really think it's a 'dark' game per se. I try to make it as dramatic as possible, which generally means pushing characters to extremes. Sometimes that comes off 'dark', I guess, but the real goal is more 'stories with crazy sh*t going on'.

I suppose "dark" really isn't the right word, but I can't really think of a better one right now.

Mission accomplished though, even only alpha.

Thanks for answering! :)
#24
General Discussion / Re: A Question for Tynan.
April 21, 2015, 07:09:27 PM
Quote from: KillTyrant on April 21, 2015, 04:46:51 PM
I dont think surviving a tramatic event such as waking up to the sounds of people screaming and the vessle youre on crumbling (the cause of which is also a mystery although my money is on mechnoids) Potentially being separated from your friends and or family you hurry into the nearest escape pod with 2 people of whom you have no history with. stranded on an alien planet, with nothing but scattered debris from your breaking up voyage vessle. You start from scratch. I think its safe to say, it isnt meant to be sun shine and roses.... although you can plant them :)

Well when you put it like that... :P
#25
General Discussion / A Question for Tynan.
April 21, 2015, 04:36:46 PM
Hey Tynan, I have a question about your thought process for RimWorld.

When you were designing the game and the lore and everything before you released the first alpha, did you intend on making RimWorld such a dark game, or was it, do you think, an unintended consequence of human nature?

Just curious! Happy as ever to be playing RimWorld.

Thanks for feeding my curiosity. ;D
#26
General Discussion / Re: Survival of the fittest?
April 21, 2015, 04:27:58 PM
Maybe he was part of a group of demented, half-blind seniors with bad backs, and he was the fittest one? :P
#27
Not too close to anything, 1920x1080, so I chose option 4.
#28
This just so great. Every aspect is just perfect! ;D
#29
Quote from: Coenmcj on March 01, 2015, 12:58:08 AM
Quote from: ITypedThis on February 27, 2015, 10:03:26 PM
Quote from: Coenmcj on February 27, 2015, 06:42:31 PM
Quote from: ITypedThis on February 27, 2015, 04:54:21 PM
Quote from: Coenmcj on February 27, 2015, 04:06:47 PM
Currently? I use them as slave labour. If they break once, 10 lashes from the whip. If they break twice, they're fed to their fellow slaves.
Do you have a slave labour mod? Or are you just roleplaying for the sake of immersion?
Slave labour mod, things havn't been this uh... 'fun' for prisoners since the fear system. c:
It was much easier when the beatings were automatic. >:D
Agreed, But now we can beat them until we deem their re-submission to the cause is sincere enough.
The threat of death looms over them always though. It's all to easy to accidentally send them to the butchery or to the fire.
#30
Quote from: Fruit loops on February 28, 2015, 03:20:39 PM
well... anybody know what the 'Donner party' was? well they got snowed in, in the sierras, and we're forced to eat each other and i live about 40-50 miles away from there...


The more you know!  :D
Such fun! ;D