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Messages - Boston

#61
Ideas / Re: Skilled Labour // Aid Tools
October 25, 2017, 06:11:32 AM
Quote from: SpaceDorf on October 25, 2017, 03:57:32 AM
Quote from: Boston on October 24, 2017, 07:17:21 PM
-facepalm-

The colonists already have tools. Why is this so hard to understand?

Do people on this forum actually think the people in-game cut down trees, mine metal, or do pretty much anything and everything in-game by staring at the item in question?

Would it be so bad to make tools a prerequisite for some jobs ?

Workbenches are the Toolbox and Machines required to do bills there.
Toolboxes are the second screwdriver you need sometimes.

But actually using Axes, Picks, Hoes, Shovels, Shears .. Drills and Chainsaws for outdoor jobs would have a nice feeling to it .. and you had an additional animation, when attacking mountains or trees.

Per canon, they have all the tools they need already. Workbenches have tools on them (zoom in real close), and their drop-pods came with  hand-tools. Take a listen whenever a colonist cuts down trees, mines through rock, or builds a building.

'Actually' adding tools, much less requiring them, would add completely-necessary micromanagement.
#62
Quote from: Yoshida Keiji on October 23, 2017, 04:54:13 AM


About the medical concept, surgeons are modern era more or less, back then people resorted to other types of practitioners and you should include some sort of witchcraft. Instead of the traditional 3 clothes, 1 herb and 1 neutroamine...replace with chicken blood, Warg leg and monkey head maybe?



-facepalm-

Yoshida, people born before 1950 weren't morons, they were just uneducated. Medicine has been practiced for as long as humans have been human, or around 200,000 years or so.
#63
Ideas / Re: Skilled Labour // Aid Tools
October 24, 2017, 07:17:21 PM
-facepalm-

The colonists already have tools. Why is this so hard to understand?

Do people on this forum actually think the people in-game cut down trees, mine metal, or do pretty much anything and everything in-game by staring at the item in question?
#64
Ideas / Re: Start fires without weapons.
October 23, 2017, 04:57:02 PM
Quote from: SpaceDorf on October 23, 2017, 07:24:16 AM

Now take it one step further, that Pawns in general posses the ability to light things on fire.
Sappers and Tribals sound a lot scarier now, don't they  ;D

They already do, technically. I have had raiders set my crop fields on fire more than once.
#65
General Discussion / Re: CE - Is the armour system broken?
September 23, 2017, 11:50:35 AM
Quote from: SpaceDorf on September 23, 2017, 08:44:08 AM
Quote from: b0rsuk on September 23, 2017, 01:52:03 AM
Laws of physics and common sense still apply. If you could make an indestructible plane - let's call it a mithril plane - you would still die if it crashed in the ground, even if the plane itself survived. The impact would jerk you too abruptly. Now replace the mithril plane you're inside with a power armor.

Depends of the Space-Magic Technologies used in the Plane/Armor. Gravity Dampeners.

And on the use of power armor, as theorized by John Ringo. :

It is the same size as the enemies fighting it. Not all 50 can see it. Friendly fire and line of sight prohibits the following forces
to hit it.
So in Melee it comes down to 8 to 1.
With Shooting it comes to the spread of the attackers and the weaponry.
If their biggest weapon can't penetrate the armor, their number becomes obsolete and the melee situation applies.
A molotov or a grenade would have made all the difference in this situation.

For further comparison the game lacks some possibilites real fighters have.

But I would prefer if the discussion returned to the raised question :

Is the armor system of CE broken, or is the Power Armor just OP.

It depends, we have modern body armor now that is protective against grenades. Grenades kill through fragmentation, hence the term 'frag grenade'.

If you take a look at the Power Armor in WH40k, which is what the Power Armor in Rimworld is partially/largely based on ...... it basically turns the wearer into a walking tank without the firepower. Incredibly increased strength (to the point where a punch to the chest can kill an unarmored human), almost-invulnerability to most weapons, plus a whole slew of other benefits. In Dark Heresy (the tabletop game for WH40k) I've had a character in Power Armor casually stroll into an ambush and walk out on the other side with little more than some scuffed paint.

Unless your opponents have armor-piercing ammunition, or are otherwise equipped with anti-tank weaponry, Power Armor is really friggen good..... which is why it is so expensive, hard-to-get, and controlled.

In my opinion, Power Armor and other Glitterworld technologies shouldn't be capable of being manufactured on a Rimworld. Full stop. Want some? Gotta trade for it.
#66
General Discussion / Re: CE - Is the armour system broken?
September 21, 2017, 10:05:09 PM
Quote from: TheManWithoutAPlan on September 19, 2017, 12:09:04 AM
Alright I know some of you looked at the title and were thinking that I meant that the system is not working.
I don't mean that, I just mean that at times the system is straight up ridiculous.
Heres an example.
I did a test with a colonist who had these items
- Mac 10 (250 bullets)
- Ballistic Shield
- Power Armour
- Power Armour Helmet
- Tactical Vest
- Backpack
He was able to run into a horde of 50 tribal, or 25 raiders, and take them all on. The only reason he wasn't able to kill more than thirty was because I didn't give him enough ammo, but he has the capacity to hold over 500 bullets.
Now not only is this ridiculous, but its straight out busted, overpowered, and exploitable considering with an outdoor colony I got this setup at day 90 on one of my colonists.
Should CE'S Armour system be revamped? Bullets aren't getting deflected against Armour that high, and most times raiders don't bring high enough caliber or AP ammo to deal with colonists like that.

he is in friggen POWER ARMOR, mate. The armor of elite Glitterworld assault troops. He should be able to murder an army with his bare hands.
#67
General Discussion / Re: Mods you concider "must have"?
September 20, 2017, 09:16:40 PM
EdB Prepare Carefully- Because people with the level of incompetence exhibited in 'vanilla' colonists would never survive

Combat Extended- Because 'vanilla' combat is a lesson in absurdity

Vegetable Garden - Because 'vanilla' agriculture and cooking is boring and uninspired

Children and Pregnancy- Because it is how real-world colonies gained a sense of permanence and 'set roots', so to speak. Plus, my colonists have sex all the time, so children would be a natural result of that.
#68
....you people do realize that animals are fully capable of getting into ANYTHING and EVERYTHING humans can produce? Plastic, metal, it doesn't matter.

You are supposed to leave your food (and not just your food, but cleaning equipment and suchlike as well) 200 feet away from your sleeping quarters when camping for that reason. Animals WILL smell it, and they WILL go for it. It doesn't matter what it is, or what it is made of.

http://www.toothoftimetraders.com/smellables/642/dept (not just bears)
#69
Ideas / Re: Town: Shops and a Bar
August 30, 2017, 05:03:20 PM
Rimworld doesn't even have the concept of private ownership locked down, and you expect there to be actual commerce?
#70
The mod Romance Diversified fixes this, as well as adds several other romance-related actions
#71
General Discussion / Re: Saving before hunting
August 06, 2017, 04:22:05 PM
Quote from: SpaceDorf on August 06, 2017, 03:40:19 PM
Quote from: Boston on August 06, 2017, 02:14:40 PM
You people apparently do not understand what "predation" means.

Predation does not mean a predator kills and eats a human being. Not just one, or even a bunch. Opportunistic hunting does not a predator-prey relationship make.
my excuse would be that english is not my native language .. I prefer not to play this card, but I think in this discussion the wording is important enough ...
So I admit .. humans are not a prey animal per definition but one of the physically weakest apex predators which in turn makes them a prey of opportunity.

Flight or Fight, Self Defense and Group Behavior is something that applies to all animals.

To wrap it up for Rimworld.
A single human, with only one layer of force multiplication ( weapon ) is able to bring down equal to slightly larger herbivores and should avoid other equally sized predators.
A herbivore that decides to fight is still able to hurt or even kill said lone human.
Only additional force multipliers ( armor, different weapons, more humans ) ensure the survival of the lone human.

It seems everything works as intended  ;D

Again, not really.

99.99999999% of all animals are flat-out terrified of humanity. Even big, bad bears will flee from humans. Generally, animals will only really attack humans 1) when they have no other options; cornered in a place with no escape, there is nothing else to eat, the human places themself near the animal and antagonizes it, or 2) the predator is old, and isn't capable of hunting its 'regular' prey.

Rimworld isn't a very good approximation of this. You can have humans literally wander through a deer herd, and go up to animals and pet/interact with them. Only in the latest alpha do animals react to pain and injury by fleeing the hunter. In all alphas before that, you could have a colonist shoot an animal all day, wounding it incessantly and the animal wouldn't react. On top of that, weapon damages and usage is so far out of whack, you can't really compare them to reality at all. In reality, a wooden club is a lethal weapon, very dangerous, capable of killing someone with a single swing.. In-game? the tool of choice for subduing a target without hurting them too much.

A general 'rule of thumb' is that a human with a weapon is 'worth' a mid-sized predator in combat capability, if not more. Give a human a spear and chances are they could kill a wolf without too much trouble.
#72
General Discussion / Re: Saving before hunting
August 06, 2017, 02:14:40 PM
You people apparently do not understand what "predation" means.

Predation does not mean a predator kills and eats a human being. Not just one, or even a bunch. Opportunistic hunting does not a predator-prey relationship make.

In order for species to have a predator-prey relationship, the predator species has to regularly eat the prey species.

So, no, a grizzly bear killing and eating a human does not mean the grizzly bear species preys on the human species. It just means the bear got an exceptionally-poor meal.

Humans and bears are both apex predators, in the sense that very little in the environment actually feeds on us, mostly detritovores and other scavengers once we are dead, and we both occupy the highest trophic levels, feeding on all other levels of the food web. The food web in the environments inhabited by both bears and humans are dependent on them.

But, yes, SpaceDorf, our place as the apex predator is a result of our ability to toolmaking abilities, communication skills, and socialization efforts, not because the average human could fistfight a lion and win.
#73
General Discussion / Re: Saving before hunting
August 06, 2017, 01:30:35 PM
Quote from: tyriaelsoban on August 06, 2017, 01:21:05 PM
Quote from: Nainara on July 29, 2017, 11:50:55 AM
It's perfectly reasonable for colonists to be hunted by the savage native wildlife of a faraway planet. Baseline humans probably aren't the top of the food chain on every world.

Actually, we arnt even top of the chain on our own homeworld ...

This is entirely incorrect, to the point where I think you are trolling.

Name a predator species that regularly preys on human beings. I will wait.

Humans have been on top of the food chain since we discovered fire.
#74
in-game, the pawns have to stop and open manual doors before they can pass through. Autodoors open automatically, hence the name, meaning pawns don't have to stop to open them.
#75
Ideas / Re: We need more energy weapons
August 03, 2017, 05:22:20 PM
If you want to be technical, the charge rifle isn't a DEW (Directed Energy Weapon). It is a particle projector, which is technically a solid-projectile weapon.

Energy weapons are .... well, stupid, anyways. Those small-scale enough to be usable in human hands would do the same damage as a solid-projectile weapon, while being more difficult to maintain, supply and use.

Solid-projectile weapons are used in the Rimworld universe for the same reason solid-projectile weapons are used in the WH40k universe (which is 38,000 years in the future, to compare it to Rimworlds 3000): they work, and why fix what isn't broken?