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Messages - OldFilthy

#1
Quote from: Tynan on November 02, 2013, 11:57:00 PM
Nice raider funnel Kevlar. An interesting alternative to the waffle funnel, which is the other main degenerate strategy I've been seeing. It'll be a fun design challenge to make a challenge/raid system that makes these setups a bit more dynamic (read, not unbeatable).

I think when the player has that much control over the fight, and the area they fight in the only way to make it interesting is uneven odds, or creating an event that either forces the player out of their 'bunker' or makes them want to leave their bunker.

Maybe having the AI build a base for the player to assault would probably be better than leaving the player alone to make an uneven battle field. It wouldn't take much, just a few sand bags that the raiders retreat to and decide to camp when they lose maybe 75% of their force rather than waiting till they lose 90%, and if the player ignores them, the surviving raiders try to control the area while avoiding the player camp until more raiders come to fill their numbers up. Leaving the raiders alone means constant threat of larger assaults, and a bigger raider camp to deal with later.

I think this idea has two big plus points, first it lowers the initial bar for success for large camp defence, secondly it forces the player to initiate a fight (albeit on a weakened enemy) but against their defences.

However after saying all that, I don't think this should happen for every raider attack, I'd say one in six or maybe even lower.

I think there should be times when the raiders simply run in steal your food and metal and then make a break for it, only attacking when they meet resistance.
#2
I can understand why people would be upset by waiting an extra two weeks after paying a premium to get the alpha build, but if it's out of the Dev's hands they'll be getting it six weeks before the other pledger's.

If there is a new build ready, then I'll just wait quietly until it turns up.
#3
Quote from: Tynan on October 29, 2013, 02:36:52 PM
DF will be hard to approach; they've been working on that sim for over 10 years and they spent no time on graphics. It's probably won't get quite to that level in the same way as they do (e.g. tracking whether your left sock is dirty). However, I think RimWorld will definitely rival DF in terms of experience quality, especially when you consider how the AI Storytellers will affect everything. And everything you mentioned could very well get into the game.

Thanks for taking the time to reply, I'm looking forward to the balance you finally settle on. And while I hope you don't feel that graphical fidelity is one of your higher priorities, the changes you've made so far are looking fine.
#4
So far I've only been able to watch streams, and I'm loving the direction you've taken for this game. I've always wanted to play dwarf fortress but it's user interface was too much of a hurdle for me.

To go into detail, I could never grow food correctly and my dwarves would starve.

Do you think you'll be able to create a simulated world to rival DF, or will time and budget hold you back ultimately? I'm sure some things you'll have to avoid because there is such a strong XCom/Jagged Alliance vibe being generated, but will the wild life be hungry, will there be more things to craft, will colonists have more personality traits and will there be pets?