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Topics - FyrnSkulblaka

#1
Ideas / Stealth cloaks/cloaking technology
September 27, 2016, 03:25:13 PM
Something I've been thinking about recently is how much more it would add to the game if your were able to have your colonists sneak around a bit. How you could turn a raid on it's head by sneaking a good colonist behind the enemy and using a charge rifle to full effect. Hunting would be affected too, when an animal decides it wants to fight back it might not see the hunter. It would be enraged and would likely try to attack a different colonist. However this would stop a lone colonist from have no chance at all from being able to defend themselves whilst they're out there alone. Of course this being Rimworld you can't have everything work 100% of the time. I have two routes that I think that would be effective in balancing this.
The first route is for the cloaking device to be used in the same way as personal shield. You equip it to a colonist (In the same slot as a personal shield, you can't have the best of both worlds) and they activate it automatically whilst hunting. You would have to activate the device manually during combat though. The duration of the cloak would be determined by the quality of the device and it's state of deterioration. Shooting will also decrease the time you are cloaked also.

The second route would be to equip it in the same way as a personal shield however it would be a passive effect. The limiting factor would come from the cloak not being 100% Effective. The chances of being detected would have to depend on several factors: Cloak quality, Deterioration, Distance and Enemy's eyesight. If there are more enemies then you are more likely to be seen.

Another limiting factor to these devices would be the fact that raiders could come equipped with them also. What new and "Exciting" ways would there be for the enemy to kill you? Whilst they're charging your lines a few seconds of not being seen could be vital. Whilst attacking an enemy's siege site it would be vital to know exactly what you're up against and a sudden well equipped/well trained enemy could make all the difference.
#2
Ideas / Desktop Background/Mobile Background.
August 15, 2016, 09:35:01 AM
I'd like to be able to have a Rimworld Background on my phone and laptop and have done so for my laptop. Unfortunately though it looks like a heap of muffalo dung. So, would it be possible for you to make some professionally done backgrounds and make it possible to download them? I wouldn't mind paying a couple of extra pounds for them either. (Which gets me to thinking about Rimworld merchandise and now I want a muffalo plushie, Rimworld shirt and my very own bezerk cannabilistic tribe chief.)
#3
General Discussion / I'm a bad person.
August 14, 2016, 07:27:28 AM
Ok, so, I'm going to start off with the fact that I seriously don't like small yappy dogs in real life. So, Yorkshire Terriers in Rimworld really annoy me. They're small, annoying and just don't do much other than waste resources. I just started with the tribe load-out. I have enough food to feed it, and all the other animals and my colonists. I decided, however, that I didn't want this annoying little rat of an animal; So I set for it to be slaughtered. Unfortunately the colonist bonded with this creature wakes up early and guess what's first on the day's list? Yup, you guessed it! I think the worst part is that I could have waited for another colonist to wake up. I didn't.

TL;DR I made a colonist kill his own dog, just because I didn't like it.
I might make him eat it too.


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#4
Ideas / New powered melee weapons.
April 04, 2016, 09:26:17 PM
Something that has bothered me for a while is the fact that there is no higher tier close combat weapons. To fix this I'd suggest powerful glitter-world type weapons that you can't craft but you can find/trade them.

Why do I feel this is needed? Well, I've found that my melee fighters are just there to subdue enemy melee fighters whilst my marksman shoot them down. I hardly ever use them offensively and keep them in a line in front of my marksman. If not then I only ever use them in ambush tactics where the odds are entirely in my favor. We need something to strive for in terms of better melee options and to make highly trained melee fighters a viable option in head on battles (Especially against mechanoids)

How would they work? Well, what I'm thinking of is things like the power swords and axes from the Warhammer 40k universe. Electrified fields of energy lopping through limbs in one slice. That's basically the long and shortsword of it. (Sorry, I had to make that pun) overwhelming power.

What would the drawbacks be? Well, the obvious would be the power cost. You would need a charging workbench (Placed in the security section) which would draw immense amounts of power whilst in use. The uses of the weapon should be limited also, say, 10 uses? And then it would need recharging again. Other drawbacks would come in the form of not being able subdue enemies without causing severe harm (Like the sniper rifle) and the fact that it wouldn't cause bleeding damage (Because it would cauterize a wound like a lightsaber). It would also be fleetingly rare to find and very expensive to buy. There should also be a high skill limit to be able to use one, just like with training animals.

It would seem there are a lot of negatives that I'm putting to this weapon, however, I believe they are needed to have a realistic chance at having a weapon like this implemented.
#5
Ideas / More plants to grow and more uses for them.
April 01, 2016, 04:07:46 PM
Ok, so we all know of the standard plants we grow for food, clothes and wood. However, what if we could grow plants with toxins in them and coat our arrows with them? What if our enemies did too? Tribal groups would be even scarier than they already are. What about hedgerows? A way of cheaply, yet slowly, building walls. They would be very weak but would make the colony look much, much better. And why stop there? Why not have colonists sculpt hedges into beautiful pieces of art? Of course, they'd need the skill as both a gardener and an artist. What about plants that can produce bio-luminescent light to brighten up your mountain home? What about brambles out in the forest that slow you down and have a chance of harming your colonists who walk over them? You could even cultivate them and slow your enemies whilst you pick them off one by one.

These are just a few ideas that I think would be interesting to play around with in-game.
#6
I was expecting there to be an update titled "Alpha 13" and when we download it the title in the menu screen has changed from Rimworld to April Fools. I'm seriously glad he didn't though.
#7
Was there a particular prison you made that was more than just the ordinary tiny room with a sleeping spot?
Is there a prison you're particularly proud or ashamed of? If so, why?

This isn't technically a prison but I once went on dev mode and and built and arena. I built a single colonist in the middle of the map. I say "Built" for a reason: He was kitted out with all the toys. I gave him legendary Power armor and helmet with a legendary charge rifle. He had two bionic arms and legs, bionic eyes, the lot. I built equal amounts of cover and open spaces and placed random amounts of all types of pawns (Not animals, but definitely mechanoids) and then pressed play. My colonist actually won. It was insane.
#8
General Discussion / Your best colonist?
March 27, 2016, 11:12:43 PM
So, there's always that one colonist in each of our colonies that we're always rooting for and no matter what they're just not allowed to die. It might be because they're an utter badass or that they have lots of good traits and seem to carry half the colony on their own.

Currently my best colonist is a guy called Dadealus 'Dade' Lebowski.
He's not my best fighter to be honest, but he is pretty handy with his charge rifle. This guy is a great bear of a man made even larger with his set of power armor. His construction skills are unparalleled anywhere in the universe and his skills as a doctor are not far behind. Not only this but he's pretty handy with crops and social work. He was also one of the original three to crashland on the Rimworld. He is pretty much the father of the colony. Or, if you will, the "Dade" of us all.

So, what colonist is your favorite? Have there been times you've lost your favorite in a tragic way? (Of course you have) What badass feat have they accomplished? Or, what awful deeds have they committed?
#9
Ideas / Speakers and custom music.
March 15, 2016, 02:43:00 PM
Ok, so I would like there to be a way to boost the moods of pawns inside a room (Not by much, mind you, to keep things balanced) by playing music through some speakers that you can build. How I'd do it is have a central music playing device (Like a jukebox or a Dj booth or something) and then connect it to the speakers through power cables. I'd also like for the Speakers and the jukebox to need to be powered as well, just for realism.
This is where the cool part comes in: Having a "Custom music" file where you can place whatever music you want in there and then play it from the jukebox's menu. That way you can put on the perfect song whilst your colony is burning. I'd also like a way to turn off the custom music's sound just so you can get that mood boost for your colonists without having to listen to anything.
#10
(I thought I'd ask here because it seemed too specific a question to type in the search bar, so if anyone could link me to anything, that'd be great!)

Ok, so I played the crap out of the demo for absolutely ages before buying Rimworld. (Also, admittedly pirated it for a while) And I really enjoyed the Fear mechanic being an option.
I mean, presenting me with the option to be a benevolent leader or an absolute dictator? I don't honestly understand why it was removed to be honest, I believe that using fear as a route to obedience had different challenges to it (Like making sure your Colonists are constantly reminded of your evilness everywhere they are otherwise as soon as they stop fearing you they'll probably break) and that it could have been expanded further. Like, seriously? Who wouldn't want to decorate their colony with the heads of their enemies mounted on pikes outside the entrance?
#11
Ideas / Multiplayer, but not as you think.
December 01, 2015, 03:02:40 PM
I know, I know, Multiplayer Rimworld is and unlikely concept, but hear me out here:

Multiplayer death matches/capture the flag between four players each with a 6 colonist squad of troops. Fighting in a pre-constructed arena. No respwans. Fight for the objective or to death.

The armour/ skills of your colonists you can choose at the start of the game with a system like EDB prepare carefully. Games are picked on a points basis, so if you want a low-tech tribal like brawl to the death a lower points game would be best. However, if you want high-tech, trained efficiency fighting you would go for a higher points map.

Game modes could include
Deathmatch (4 Teams spawn in the map, given 30 seconds to look at the other team's equipment and the map, and duke it out)
Team Deathmatch (Same as above but 2vs2)
Capture the objective (Have to take and defend an objective against all other competitors, 4 Teams)
Object Retrieval (All four teams aim to collect 5 objects scattered across the map, not sure if it'd be something like an Ai core or a prisoner or something)

I won't lie, If this was introduced as Dlc I'd pay for it.
#12
Mods / Mod idea/Request. Rimworld religions!
November 06, 2015, 10:41:13 PM
I'd like to have a mod that's fairly low-key but should really help with colony's mood buffs. Thus, religion.
What would it do?

Well, first off you'd be able to name your own religion and have your colonists follow it. Maybe you could even write a bit about your religion in a description box.

Assigning people with levelled social skills as priests would spread the religion to other colonists and give then mood buffs. Such as from praying, talking about religion to other colonists and confessing to a priest. Even lessening the debuffs from things such as friends dying, because they believe they've gone to a better place. Certain things would become even worse to a religious person (Even more so for priests) such as cannibalism and leaving bodies to rot. And if a colonist isn't religious his religious friends will get a debuff like that of an abrasive character. The same goes for the atheist colonist.

Why do we need this?

Because in the early game, getting hit hard by disasters can wipe you out incredibly easily. However, if we introduce a cheap way of giving low-levelled mood boosts, as opposed to hugely exspensive methods, things might go a little easier, if not easy.
#13
Mods / Mod Idea - Prehistoric Planet
October 05, 2015, 06:21:15 PM
I've been doing some thinking about a mod I'd like to make, however I haven't the slightest in making mods. So I decided I'd leave it up in the air to see if anyone would like to take it up:

The mod would include a new world generation type, one of a prehistoric world, with completely different animals and biomes. The core of the game would remain the same, however.

I was thinking of having Dinosaurs replace all existing animals in Rimworld E.g Utah Raptors for wargs, Tricerotops for rhinos, That sort of thing. Along with this I'd also like to see a new feature implemented: Animal territories. Like an animal zone, however if a colonist or animal enters the zone the creature will attack. The territory would be a designated area around a central point (Say, a nest or something.) This could mean that while building your colony you may have to worry about that T-rex's nest just over there. Or, if you're running low on food, you can brave the animal's ire to steal some eggs for breakfast.

Events would largely stay the same, other than to change the Warg attacks to Raptor attacks.

Of course I'd like to see dinosaurs being tamable as well (If anyone can create a motorcycle mod on the side, we can be one step closer to having a Chris Pratt mod)

In short, I'd love to see this sort of mod made, and I'm rather surprised not to find one like it out there already. I'd also love to be able to help in any way I can on this, as I've said: I've put in a little thought into the matter.

I mean, who doesn't want to fight a Rampaging T-rex with a group of raptors backing you up?