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Messages - blub01

#61
Ideas / Re: surgery ideas
May 23, 2016, 02:50:13 AM
I honestly think that any time you have lower than an hour or 2 needs to be lengthened just to accommodate for the incredibly low movement speed. you can't really transplant a lung into somebody if they've lost theirs because it takes about an hour to get one from a stockpile even moderately far away. harvesting one from a raider is even less possible.
#62
Mods / [mod request] realistic movement speed
May 23, 2016, 02:45:51 AM
can somebody please change movement speed to realistic levels to see what would happen? I'm kind of sick of having colonists move 20m/h, and I'd like to find a solution to that.
#63
Ideas / Re: Your Cheapest Ideas
May 22, 2016, 02:28:38 PM
Quote from: Songleaves on May 21, 2016, 12:26:20 AM
Quote from: InCreator on May 20, 2016, 09:34:08 PM
Most of it should be cheap.

* Make cats meow less. On full speed, it's full concert all time.

The game should cater first to people on normal speed. Although differential rate at which meowing occurs based on the speed of game could be done, although that might not be considered cheap.

dude. nobody uses normal speed for the majority of time played. normal speeds is for dangerous situations where micromanaging is important to keep your colonists alive, like raids or infestations. playing only on normal speed means you'll get really, really bored. I honestly think that as it is, we don't have enough time acceleration.
#64
Ideas / Re: Killshots and their effects
May 21, 2016, 03:19:13 PM
Quote from: Louisthebadassrimworlder on May 21, 2016, 04:38:23 AM
Yeah, the dodge mechanic seems interesting. I'm not so sure how you could dodge a bullet, but dodging in melee combat seems like a good addition.

well, you see somebody shoot at you and just kind of drop or jump out of the way or something and hope the guy fired without correcting for your new position.
#65
generally having pawns actively avoid friendly fire would be nice. either by making them pick a target without friendlies in the line of fire or by making them route around lines of fire.
#66
Ideas / Re: Multiplayer
May 20, 2016, 11:20:31 AM
Quote from: Xealyth on May 19, 2016, 11:01:08 AM
The way I see, the co-op aspect of Anno 1404, where two people can control one "civ" would probably work best in Rimworld. In fact, it's almost a perfect iteration for this game. No reason why it shouldn't/wouldn't work.

yes, but considering that tynan doesn't even plan multiplayer right now, our suggestions have to be as simple as possible if we want them to have a chance of being implemented at all.
#67
Ideas / Re: Multiplayer
May 16, 2016, 05:32:42 AM
Quote from: Jin Hai on May 15, 2016, 03:35:19 PM
The simplest multiplayer between 3+ players:

-Friend 1 hosts a server. This is as vanilla as the game can possibly be. Makes a world, chooses a spot, loads up everything to the colonists crash landing, and plays the game like you normally do.

-Friend 2 joins the server. Picks his colonists like normal and chooses an area to drop down on that is not the same area as Friend 1. He starts another Colony, and Friend 1 gets a notification of another Faction on the planet. With a Comms console each, they can start sending supplies, prisoners, animals, etc to each other. Maybe they could send AI traders with exchange rates/items and a muffalo for hauling (little more complex than desired, but a fun idea).

-Friend 3 joins the server. Picks his colonists like normal and chooses an area to drop down on that is not the same area as Friend 1 or Friend 2. He starts another Colony, and Friend 1 and 2 get notifications of another Faction on the planet. On the opposite spectrum, they send raiding parties at Friend 1 that are AI controlled and given one of three potential raid types with equivalent resource costs (Assaults/Sieges/Sappers).

-Friend 1 requests aid from Friend 2 to send over colonists to help defend/work at the Colony. Either AI controlled or temporarily controlled by the receiving player until time expires or the threat is gone, like NPC faction allies.

Careful what you send when aiding/raiding though; if they die they do not return to the Colony. This makes sending colonists a bit more of a high-risk high-reward than just always sending out help/raids.
The AI controlled benefit is primarily being able to send it out at any time, and arrive a day or two in-game for the recipient. That way players don't need to be 100% in sync for multiplayer to work, and it could be more like sending out a mission than personally doing the job.
If a friend goes offline, their Colony is treated as Offline and is not interact-able purely for simplicity's sake. A friend whose Colony is destroyed or has not played for a long time is treated as "Lost Contact".
Faction-based coop is infinitely easier than same-screen Co-op, and has most of the same benefits. The only real downside is that it's a little distant to call it real "co-op", but it's the simplest possible implementation I think.

Also, note that this is literally just barebones multiplayer. There's no point in talking about balance or anything unless it were implemented for competitive use.

as a minor addition I would suggest being able to see what is going on in another player's colony, and possibly calculating the overall resource output of a colony when a colonist goes offline, and using that to predict the state of the colony when they come back (or simply only allow palying when all players are present). also, what do you mean with raids?
#68
Ideas / Re: Multiplayer
May 15, 2016, 02:23:07 PM
all nice ideas, but I think anything that complicated will go far down the development pipeline. if you want to see multiplayer in the game, make it simple to implement.
#69
Ideas / Re: These are the turrets that we deserve
May 13, 2016, 06:21:44 PM
I honestly just want a way to counter raiders with sniper rifles/scythers without a colonist with a sniper rifle doing practically no dps.
#70
Ideas / Re: Your Cheapest Ideas
May 13, 2016, 05:00:28 PM
personal shields for animals. otherwise, they just get shot by my turrets.
#71
Ideas / Re: Your Cheapest Ideas
May 13, 2016, 09:32:30 AM
add the option to tell a drafted colonist to NOT shoot at an enemy. I don't want my shotgun colonist firing into a brawl.
#72
point, didn't think of that.
#73
Ideas / Re: Powered Hatches
May 13, 2016, 08:14:46 AM
Quote from: keylocke on May 12, 2016, 09:37:35 AM
Quote from: blub01 on May 12, 2016, 08:55:56 AM
on another note, I suggest that the death map would reset to its previous state if you kill all attacking raiders, but if some of them flee, the death map for that faction would be permanently updated.

oh yiiiss.. leave no witness alive.. hahaha.  ;D

exactly.
#74
Ideas / Re: New Guns
May 13, 2016, 08:13:25 AM
Quote from: cultist on May 12, 2016, 09:39:32 AM
Quote from: Rafe009 on May 09, 2016, 05:30:35 PM
I once sent two of my best marksmen to hunt a non-aggressive warg at about a 6 block range. it took 6 volleys but they finally killed it while it wandered about. The weapon is totally useless.

so that hit chances drop from "low" to "basically not there"?

That's because you're using the minigun for the wrong job. Miniguns are only good when used by trigger-happy pawns (shooting skill doesn't matter much) and only against groups of enemies. All the multi-shot weapons perform better when fired by trigger-happy pawns, but especially the minigun and LMG because of their high charge-up time.
#75
Ideas / Re: Charge Lance Turret
May 13, 2016, 08:12:45 AM
don't just make them drop them, add a crafting recipe at the machining table that turns one scyther into an unpowered charge lance, which would require a crafting skill of at least 15 or so, and a special research project.