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Messages - blub01

#91
Ideas / Re: Suicide
May 11, 2016, 01:06:29 PM
Quote from: Goldenpotatoes on May 11, 2016, 12:53:08 PM
Quote from: rexx1888 on May 10, 2016, 10:52:22 PM
what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink

I think if your berserk breaks are ending in colonist deaths then maybe you should reconsider not detaining them with longswords and rifles.

Berserk break also comes after a colonist hits a 'terrible mood', which is warned on the right side of the screen consistently. If your colonists are going into terrible moods, that's when you as the player needs to step in and change some things about how the colony is running to keep colonists from beating the shit out of eachother.

Suicide is dumb because the only way I could see it rolled in is as another hard break. Keeping track of colonists is bad enough as is at larger numbers in vanilla (EdB's colonist bar ftw), let alone if one decides to go out of their way purposefully with intent to off themselves. Yeah, sure sounds fun for the player to track down a colonist only to hear the event blip followed by the message "Jimmy Jimbo has killed themselves." Whoopie freakin' doo.

Giving a warning about suicide beforehand would kill the entire point of it as the player would just immediately send someone to arrest/incap said colonist, just like you'd do with a berserk.

gameplay fun trumps 'realism'.

that's what we're trying to figure out here: a way to implement suicide in a fun way. making the warning a chance, not a guarantee, would be a solution to the warning issue. on the other hand, as there is absolutely no fog of war right now in rimworld anyway, one might as well just guarantee it - at least when the pawn actually does it. that way, you can react to it even if you don't notice it, but it is still way easier to deal with if you notice it beforehand, and talk them out of it. on a side note, checking in on the colonists currently in a terrible mood once in a while shouldn't be too hard.
#92
Ideas / Re: New Guns
May 11, 2016, 08:08:08 AM
Quote from: MAKAIROSI on May 10, 2016, 04:00:29 PM
To be honest what i think the game is missing is some late-game weapons. I am assuming the sniper rifle is supposed to be mid-game. It would be awesome to have some beam weapons, or satellite weapons (provided you can build and launch a satellite - not the same as building a ship that can escape the planet), mecha weapons (with bonuses to accuracy - for example they could have an auto-targetting system) etc.

What i would suggest would be that these weapons become largely available towards the end-game however you can obtain one really powerful weapon or two using different means (i suggested somewhere else that researching the mechanoid cadavers you can perhaps get one of their weapons to function for you. So maybe you don't reverse engineer it, maybe you can't actually build that weapon yourself, but you can at least use it, and it could be really powerful - or maybe you could add a specific auto-targetting chip to one of your weapons - thus building a huge-accuracy minigun or mortar by applying that chip to those).

Speaking of mortars, in the version i played the mortars were extremely inadequate. With these suggestions you could greatly enhance the weaponry which is already there, instead of adding new weapons. But i'm obviously all for sci-fi weapons too.

just some ideas:

- charge lance, acquired from taking apart scyther corpses, more powerful sniper rifle.
    needs special research project to research a power source for the lance, as it usually
    operates of the scythers' power source.
- long-barelled minigun, not really so much high-tech as simply a minigun with a longer
    barrel, leading to higher accuracy, but also reduces movement speed more. (possibly)
    just completely remove current minigun/change its stats to this one.
- mortar targetting computer, works like the vitals monitor thingy for hospital beds, but
    connects to mortars and reduces spread to 2-3 tiles. requires either some science
    project consuming a bunch of mecanoid corpses or an ai persona core to build.

also, as ranged weapons in general have accuracy issues right now, I would suggest some kind of shooting range to train colonists in using their weapons.

also, fixed weapon mounts might be a good idea. these would increase shooting accuracy and possibly even increase burst shot count as the weapon is obviously easier to control.
#93
Ideas / Re: Suicide
May 11, 2016, 07:56:06 AM
Quote from: keylocke on May 10, 2016, 11:51:31 PM
i think mental break rather than being random, should be given separate signs to make it easier to determine the right approach or which one to prioritize.

ie :

-colonist A shows signs of depression and self-harm (or a similar warning message) <-- pre-suicide attempt. suicide attempts may have 50% chance of succeeding rather than 100%.

-colonist B shows signs of violent behavior.. <---- pre berserk mental break

-colonist C shows signs of being listless and unattentive.. <--- pre dazed mental break

-etc..

------

player can even look at the social interactions, the needs tab, character tab to see what are the traits and circumstances that contributes to a person's mental break..

different character traits should also make people more prone to certain types of mental breaks.

ie :
-depressive and pessimistic tends to be more suicidal
-abrassive and volatile tends to be more berserk
-etc..
[/quote

and while you're at it, colonists might talk their pre-break friends out of it, the chance of success of course being dependent upon the social skill. so a colonist might confront their friend about them being unusually short-tempered recently, or seeming really unhappy, and try to cheer them up.
#94
Ideas / Re: These are the turrets that we deserve
May 11, 2016, 07:53:46 AM
Quote from: CabbageFoot on May 11, 2016, 01:55:50 AM
Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

who is talking about machine gun only turrets? there are cannons that can lob shells for kilometers, outranging any sniper rifle easily. also, from a gameplay perspective, you usually want your active defensive elements to be the first things attackers get to, as they might just decide to start punching the wall otherwise, so having a way to counter sniper rifles with something that actually has decent dps (some kind of gatling gun with high-power shells and relatively long barrels, for example) would be nice.
#95
Ideas / Re: New Guns
May 10, 2016, 02:33:01 PM
Quote from: Rafe009 on May 09, 2016, 05:30:35 PM
Quote from: blub01 on May 09, 2016, 02:25:31 PM
Of course, the minigun is hardly a good weapon..

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. I will be converting all of mine to steel or to silver from now on.

I'm pretty sure it's worth a lot more than its ingredients, though, if you make a good one, so you might be able to build an economy using them.
#96
Ideas / Re: Suicide
May 10, 2016, 02:29:24 PM
Quote from: Goldenpotatoes on May 10, 2016, 10:21:49 AM
Theres a reason the 'colonist is leaving the colony' mental break was removed.

All mental breaks as of currently can end in damage to a colonist, but it never outright removes them from your colony. Berserk will leave them bruised but capable of work. Dazed and binging takes them out of your control for some time but they always come back.

A RNG roll on mental breaks shouldn't have a chance to outright remove a colonist from your control permanently. Thats just not fun. The game may have a progression that isn't necessarily meant to winnable but at no point does the game ever put you in a scenario that you can't control somehow.

That is why it was suggested that you can talk people out of doing it. also, if a colonist who wants to kill himself simply inflicts lethal (if not treated quickly) damage upon himself, instead of outright dying instantly, you could save them even if they do it.
#97
Ideas / Re: Multiplayer
May 09, 2016, 02:30:08 PM
Quote from: Anduin1357 on May 09, 2016, 08:26:23 AM
Quote from: Tynan on September 25, 2013, 06:12:32 PM
I suppose there's no real need to even set a goal on it. After all, we don't do that in SP either. Just put several groups in the map and let them do as they please. If they're friends on Ventrilo they'll probably cooperate. Or maybe not.

Not that multiplayer is planned or anything.

Agreed with Tynan except it's Discord now. :D
Quote from: blub01 on May 09, 2016, 08:18:11 AM
What I think would be relatively easy to implement would be some kind of trading mechanic - basically, while each colony runs on its own on different computers, players can trade, the way you can with trade ships, just that instead of automatically balancing the items against silver, both players would have to agree to the trade.
Then you need to balance the frequency of how many of such trades can happen because there isn't a thing like on-demand trading.

well, you obviously can't get anything the person you're trading with doesn't have, I figured this should be limited in the amount of players that can trade with each other, and ideally they should be at around the same progression level. so you can help your friend out if they need it, but you can't boost them from just having landed into the endgame (which you would need a lot of kind of rare neurotrainers for, anyway). a possible option (maybe you could even make this toggleable) is to infer a cost to it - basically, you have to make a kind of shuttle/drop pod hybrid for every so many resources traded.
#98
Ideas / Re: New Guns
May 09, 2016, 02:25:31 PM
Quote from: cultist on May 09, 2016, 10:43:23 AM
Quote from: b0rsuk on May 08, 2016, 03:37:15 PM
I'd rather see PDW and heavy SMG made more useful. There aren't enough useful weapons to add more bland ones.

PDW is a great early weapon for trigger-happy pawns. The sheer amount of bullets they spit out is a joy to watch. It's like a pocket minigun.

Of course, the minigun is hardly a good weapon..
#99
Ideas / Re: These are the turrets that we deserve
May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.
#100
Ideas / Re: Fall Foliage?
May 09, 2016, 08:19:17 AM
I second this.
#101
Ideas / Re: Multiplayer
May 09, 2016, 08:18:11 AM
Quote from: Tynan on September 25, 2013, 06:12:32 PM
I suppose there's no real need to even set a goal on it. After all, we don't do that in SP either. Just put several groups in the map and let them do as they please. If they're friends on Ventrilo they'll probably cooperate. Or maybe not.

Not that multiplayer is planned or anything.

What I think would be relatively easy to implement would be some kind of trading mechanic - basically, while each colony runs on its own on different computers, players can trade, the way you can with trade ships, just that instead of automatically balancing the items against silver, both players would have to agree to the trade.
#102
to be exact, the colonist has to be in pain for the bar to show.
#103
Ideas / Re: Building or Digging
May 09, 2016, 08:14:05 AM
Quote from: rexx1888 on May 08, 2016, 01:20:27 AM
why are people saying this is hard to implement or that the engine cant handle it O.o

RW is built in unity, a 3d engine that was repurposed for 2d work. its currently using older editions of unity, but that means its actually got less tools available for 2d than 3d. Tynan basically overhauled the engine for his purposes, but it still quite easily has the capacity to do 3d work, because thats what the engine was originally made for :\

as to implementation, RW is also code wise very flexible an well put together. it actually wouldnt be all that hard to extend it into 3 dimensions because of that. an i have a suspicion it was coded in such a way specifically so it could be modified that way if it was desired.

having said that, the idea that it uses 2 planes instead of 3 to focus more on characters tends to ring closer to truth to my ears. Expanding into 3d would open the game up to all sorts of neat stuff, but the game itself doesnt have enough in it yet. Hell, its still having core systems implemented. As such, the gains from going 3d arent all that great, at the moment. Sure, you get some more aspects to base building and you probably change the way kill boxes an mining work, but you also have a boatload of work to do with the ai of enemies, an you have to design and implement underground stuff an all of these things are things the game could use work on right now without the need to add 3d. My feelings are that 3d is a nice thing that might happen when everything else feels a bit more solid. Like ai, an various objects, an relationships get another pass, an so on an so forth.

Adding 3d will expand on whats already there, so the more stuff you have there the more valuable working on 3d becomes.

of course, there already is a lot there. I do, however, agree that expanding on what is already there is a better idea.
#104
I think that if anything, these buffs should go down slower than comfort goes up - because otherwise, you don't want to actually increase quality of live for your colonists.
#105
Ideas / Expansion on body status
May 09, 2016, 08:06:34 AM
Currently, we have 2 different kinds of stats in the game: skills (cooking, growing, crafting, etc.), and the status of the body (manipulation, movement, aso.). I believe the game could benefit from expanding upon the second concept, which could be a bit more detailed in my opinion. for example, manipulation could be anything from hitting something with a sword (in conjunction with the meelee skill), requiring control of the movement of your entire arm, without fine control of, say, the fingers being important, over crafting a gun or something (in conjunction with the crafting skill), requiring said fine control of finger movement for assembling parts, to, I think, hauling capacity, which requires more brute strength than anything else. This leads to events affecting pawn abilities in ways they clearly shouldn't, for example, while having the right hand replaced with a power claw will of course make building a gun or cook stove harder, it should not decrease meelee hit chance (which I think it does, correct me if I'm wrong).

my suggestion, summed up, is to keep that from happening, by differentiating between raw strength and fine control, arms and hands, etc. etc.