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Messages - DeltaV

#31
Stories / Re: Pity for the enemy
August 15, 2014, 05:31:07 PM
He can still shoot with one eye if he's good enough. One of my best siege-breaking snipers only had his left eye, and he could still routinely score headshots from the edge of his range at night.
#32
General Discussion / Re: noob
August 15, 2014, 12:53:58 PM
It can be a difficult game at times, but I'd still say that it's not anywhere near, say, Dwarf Fortress levels of confusion. A good amount of time has been put into making sure that the game is accessible to everyone. For example, you can adjust difficulty levels now, and there are different storytellers that alter how brutal events are.
#33
Off-Topic / Re: Peter Molyneaux - your opinions?
August 15, 2014, 08:36:29 AM
Godus had microtransactions when I checked it out a little over a year ago. No idea where it's at now, but if it still does it's an immediate "DO NOT BUY" for me.
#34
General Discussion / Re: Wounds
August 14, 2014, 09:55:24 PM
Quote from: ZestyLemons on August 14, 2014, 09:45:14 PM
Quote from: DeltaV on August 14, 2014, 09:33:20 PM
Quickly, someone remove all of a colonist's body parts and see what happens! For SCIENCE!

EDIT: I've also found that losing a kidney either stops pawns from regenerating health or caps their maximum health at about 50% of normal. I can't quite determine which it is.

I think the health bar shows how close to death that colonist is.

Missing one lung? Alive, but half dead in the sense that if you lose the other they're dead.
Missing one kidney? Alive, but half dead in the sense that if they lose the other kidney, they'll die.

I'm going to make a big assumption and say that it looks at the ratio of the lowest health body part required for living as the "health" bar of the colonist.

Thanks for clearing that up! I have noticed, though, that my one-kidney colonist has the bullet wound effect on her permanently as a result of her 'health' being at 50%.
#35
General Discussion / Re: Wounds
August 14, 2014, 09:33:20 PM
Quickly, someone remove all of a colonist's body parts and see what happens! For SCIENCE!

EDIT: I've also found that losing a kidney either stops pawns from regenerating health or caps their maximum health at about 50% of normal. I can't quite determine which it is.
#36
General Discussion / Re: Alpha 6
August 14, 2014, 09:32:00 PM
A lot of your points are very much valid, but I've found personally that even though a lot of your captured people are injured the new system seems to lead to a /lot/ more incapacitations. Once in a single raid I got probably six prisoners, two of whom were injured to a point of being useless. I personally like to capture anyone who can be captured and then let the ones without legs rot in jail until the next slaver comes around.

As far as RNG with doctors goes, I don't know if it's just me but it seems like as long as your doctor gets to a person within a half-day or so the quality of treatment hardly matters. I can't list the amount of times I've just put everyone who can walk on doctor duty and gotten the entire hospital badly-stitched in half a day, and most of the time they're no worse off for it.

Also, on a side note, combat traders will sell medkits for 25 silver instead of 50, so it's generally worth waiting for them instead of buying the 50-silver ones from everyone else.
#37
Tribes can be appeased with silver (Open comms with them, there should be an option to give them 300 silver for +10 opinion), but I've found that even then they generally find another reason to hate you eventually. Pirates will detest you for all eternity and cannot be convinced otherwise.
#38
General Discussion / Re: Love the new combat system
August 14, 2014, 08:19:05 PM
Quote from: christhekiller on August 14, 2014, 08:14:14 PM
I'm in a love/ hate relationship with it.

I think the new system will be perfect once I'm able to craft some prosthetic limbs for the crippled folk. Seeing a perfectly fine colonist lying in bed all day, with nothing I can do about it, is sort of disheartening. And I certainly don't want to kill the guy off, or sell him to slavery, I'm not some cold hearted psychopath ya know.

And I'd probably tone down the M-24s a little bit. Had a large-ish raider group with a couple M24s come in and they ended up headshoting (and killing) 3 colonist as my one M24 guy wasn't able to counter them quickly enough, and they had a wall of raiders with other weapons blocking them, so no bum-rush was possible. Also maybe the ability to create medicine somehow would be nice.

I personally like to imagine that my legless colonists realize that they're just holding everyone back and decide to allow the others to 'pull the plug', so to speak. Makes it just a bit less morbid.

As far as the M24s go, I've found that in this update more than any other choke points are an absolute necessity. Before Alpha 6 I could get away with feeling less 'cheaty' and just building a perimeter to defend around my entire base, but now the only way I'm surviving raids is to pile sandbags far enough that the snipers couldn't shoot if they stood on the edge of them, which forces everyone to come nicely within range of some charge rifles (Fun fact: When walking across debris and/or sandbags, pawns can't shoot >:D)
#39
General Discussion / Re: Alpha 6
August 14, 2014, 07:38:00 PM
Quote from: Merry76 on August 14, 2014, 02:46:29 PM
Quote from: DeltaV on August 14, 2014, 01:11:12 PM
As for it being too 'realistic' for a game like this, realism is always better for this type of game (see: Dwarf Fortress).

I dont like the new system. Its too unforgiving (bullet to the head? thats one less colonist) and not a tiny bit realistic. Stones can shoot off your legs and squirrels crack your jaw.

All in all, RNG reigns supreme. Not a good thing in my book - unless you like loosing, or save scumming (both results in the same: not a really good game experience).

Losing Is Fun(tm)!

As far as stones shooting off your leg and squirrels breaking your jaw, yeah, that obviously needs some balance, because pilas are just considered a different type of gun and squirrels a different type of melee. I think that by the time an update or two rolls around the combat system will be even better than it is now.
#40
General Discussion / Re: Rate my base setup.
August 14, 2014, 07:35:57 PM
If nobody's said it yet, you want to have space in between your solar panels so that you can put out fires and stop them from spreading like, well, wildfire. With your current setup, a lightning strike on the top-left of the base could completely cripple your power supply.
#41
General Discussion / Re: Wounds
August 14, 2014, 07:34:11 PM
Does anyone know what the functional difference is between bad medical work and good medical work? Because in my experience they both end up generally leaving the colonist completely healed, so long as something was done before it became permanent.
#42
Quote from: blade28942 on August 14, 2014, 07:22:30 PM
i dont know why But I dint get My Email For My new Rimworld 6 I whant to Know How do i Get that I do have rimworld 5 Can somebody tell me How I can Get mine?

Hate to backseat moderate, but you should check here first:
http://ludeon.com/forums/index.php?topic=1875.0
#43
General Discussion / Re: Love the new combat system
August 14, 2014, 06:09:26 PM
I personally adore the new system, it adds some actual meaning to combat besides "Sponge up bullets, be fully healed two days later". The point of the game is to generate stories, not to win every time.
#44
General Discussion / Re: Alpha 6 - live reports
August 14, 2014, 05:06:33 PM
I've found that a dead colonist in a high-priority grave (I built a memorial for him) was taken out of his grave and moved into a lower-priority one immediately unless every single grave that existed had 'allow buried' unchecked.
#45
General Discussion / Re: Alpha 6
August 14, 2014, 01:11:12 PM
I, and I think most of the community, love the new combat system. It makes it feel like a lot more is at stake in each battle, and your colonists are no longer bullet sponges that heal all gun wounds with a day of bed rest. I've found that as long as you use cover and choke points to your advantage (Read: use strategy) then your people generally don't end up with many permanent wounds.

As for it being too 'realistic' for a game like this, realism is always better for this type of game (see: Dwarf Fortress).