My initial reaction was, huh? Repairing things in Rimworld requires no materials, only time, so it is far better to repair something than build a new one. Of course, the OP meant weapons and clothes, not buildings and furniture. I agree that a repair mechanism needs to be implemented, but it ought to include the requirement for new materials, Need to patch your legendary plasteel gladius. Well that will take some time AND plasteel. I do think it ought to be possible to do patchwork, so if you want to do it on the cheap with, say, wood, In that case it will definitely decrease it's legendary status, or maybe turn it into a legendary "patchwork" gladius instead.
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#107
Bugs / Re: [M|0.10.779] Game start work priorities askew
April 17, 2015, 11:57:08 AM
If it was a design choice as suggested, then they assignments would be based on interest, the little shaded flames, which it is clearly not. There might be some design algorithm to it, but to me it seems random.
#108
Bugs / Re: Colonist not waking up when being attacked
April 17, 2015, 11:54:06 AM
Had you assigned him to "Rest Until Healed"? I am not sure that would cause this, but it seems a potential source. Alternatively, if they are exhausted, that might do it.
#109
Ideas / Re: How to make wealth and attacks more balanced
April 14, 2015, 12:30:11 PM
How about we replace it with one that is objectively better?
I think that having a model for what each faction knows about your colony is an excellent idea. Topics of interest to potential raiders would be:
1) Easily accessible wealth.
2) Hard wealth (furniture, buildings, etc...)
3) Technology level
4) Number of colonists
5) Defenses
These could be updated by a variety of sources. Visitors and traders as previously suggested. Scouting parties would be another. The results of a previous raid would be best of all. Imagine two scenarios, one where a raid happens and you kill/capture all the raiders. A second raid where some get away. In the first case, the raiding group would significantly raise its evaluation of your defensive readiness, while in the second case, it would be updated by what the raiding party had seen before fleeing.
If tied into the diplomacy system raids and diplomacy could feel much more organic. Your actions would have consequences beyond just the total wealth on the map. Let that raider get away and he will tell his friends about what he saw. Stop him from getting away and they may fear you enough to stop attacking you.
Or, let him get away to spread the tale of the piles of bodies in front of your door.
Whether it is poorly balanced or not will depend on the balancing of it probably dependent upon the storyteller, but a mechanic that is assuredly not arbitrary. All that, and having the Spy event come back with meaning. Clearly objectively better.
;P
I think that having a model for what each faction knows about your colony is an excellent idea. Topics of interest to potential raiders would be:
1) Easily accessible wealth.
2) Hard wealth (furniture, buildings, etc...)
3) Technology level
4) Number of colonists
5) Defenses
These could be updated by a variety of sources. Visitors and traders as previously suggested. Scouting parties would be another. The results of a previous raid would be best of all. Imagine two scenarios, one where a raid happens and you kill/capture all the raiders. A second raid where some get away. In the first case, the raiding group would significantly raise its evaluation of your defensive readiness, while in the second case, it would be updated by what the raiding party had seen before fleeing.
If tied into the diplomacy system raids and diplomacy could feel much more organic. Your actions would have consequences beyond just the total wealth on the map. Let that raider get away and he will tell his friends about what he saw. Stop him from getting away and they may fear you enough to stop attacking you.
Or, let him get away to spread the tale of the piles of bodies in front of your door.
Whether it is poorly balanced or not will depend on the balancing of it probably dependent upon the storyteller, but a mechanic that is assuredly not arbitrary. All that, and having the Spy event come back with meaning. Clearly objectively better.
;P
#110
Ideas / Stuffifying Roofs
April 14, 2015, 12:10:10 PM
Roofs are a perennial topic of conversation and there are several threads that have suggested various ways to modify them. I have decided to add my $0.02 here. Without going full 3d, which is a non-starter, there still are several things with roofs that I think could be improved, especially if roofs are turned into things made of stuff. So here are my combined suggestions, some combed from previous posters:
Include a "Roof View". No more hunting for that one square that will not roof and is letting out all the cold/warm air.
Have roofs be constructed, like floors, not autocreated. The construction ought to be fairly quick, but dependent on the type of roof. Allow roofs (and floors!) to be deconstructed. No more having to place "no roof zones" over the existing sealed buildings to prevent collapse when deconstructing it. Obviously, roof deconstruction should be prioritized over wall deconstruction.
Add a button(like the auto home zone on/off button) for auto-roof blueprint generation with the ability to select a default roof material (including none). The roofs would still need to be built.
A warning when the last support for an existing roof is marked for deconstruction/mining.
Different roof types that might do different things like solar panels for power generation or glass panels for green houses. I imagine that modders would have a field day if the capability was built in to the engine.
I would also consider allowing collapsing roofs to effect adjacent cells with some probability, so, for example, a collapsing roof could actually seal a tunnel off some of the time (but not always!). This would allow for more sophisticated traps, natural cave-ins, and other fun events.
And finally, the eponymous suggestion:
Allow Roofs to be made of stuff. Roofs from different materials could have different properties such as:
1)Strength/Hp and protection from mortar fire,
2)Insulation
3)Flamability
4)Construction time
5)Distance from nearest support before collapse
The last one could make mining/cave building more interesting. Overhead mountain/natural rock roof types might only allow a very short maximum distance(say 1) from the nearest wall and require bracing with some other roof type if you want to have a large underground facility. It could even depend on the type of rock, so granite might allow larger caves by default while sandstone might have a tendency to collapse. Want a really large open area, use plasteel bracers...
Thoughts?
Include a "Roof View". No more hunting for that one square that will not roof and is letting out all the cold/warm air.
Have roofs be constructed, like floors, not autocreated. The construction ought to be fairly quick, but dependent on the type of roof. Allow roofs (and floors!) to be deconstructed. No more having to place "no roof zones" over the existing sealed buildings to prevent collapse when deconstructing it. Obviously, roof deconstruction should be prioritized over wall deconstruction.
Add a button(like the auto home zone on/off button) for auto-roof blueprint generation with the ability to select a default roof material (including none). The roofs would still need to be built.
A warning when the last support for an existing roof is marked for deconstruction/mining.
Different roof types that might do different things like solar panels for power generation or glass panels for green houses. I imagine that modders would have a field day if the capability was built in to the engine.
I would also consider allowing collapsing roofs to effect adjacent cells with some probability, so, for example, a collapsing roof could actually seal a tunnel off some of the time (but not always!). This would allow for more sophisticated traps, natural cave-ins, and other fun events.
And finally, the eponymous suggestion:
Allow Roofs to be made of stuff. Roofs from different materials could have different properties such as:
1)Strength/Hp and protection from mortar fire,
2)Insulation
3)Flamability
4)Construction time
5)Distance from nearest support before collapse
The last one could make mining/cave building more interesting. Overhead mountain/natural rock roof types might only allow a very short maximum distance(say 1) from the nearest wall and require bracing with some other roof type if you want to have a large underground facility. It could even depend on the type of rock, so granite might allow larger caves by default while sandstone might have a tendency to collapse. Want a really large open area, use plasteel bracers...
Thoughts?
#111
General Discussion / Re: How do you fix a shattered pelvis??
April 14, 2015, 12:02:25 PM
Extract the right lung, left kidney, both eyes, and the liver. Problem solved?
#112
Ideas / Re: Evacuate the mountain!
April 14, 2015, 11:37:23 AM
Keep in mind the reason we don't generally live in mountains these days is that it is a lot cheaper, quicker, and easier to live outside of one. IF there is a need to discourage building into the mountains, the easiest and most realistic way to do so is to make mining take more work. Ok, so this is a Sci-Fi universe and maybe they have advanced mining techniques (that oddly, can't be used as weapons), but compared to RL mining in Rimworld is very fast.
#113
General Discussion / Re: Alternatives to killboxing
April 13, 2015, 02:21:45 PMQuote from: antibodee on April 13, 2015, 12:36:22 PMStray bullets/grenades. Not to mention fires. It is certainly not because raiders attack them.
Why does everyone always protect their power structures in every screenshot I see? Even on the hardest difficulty, it's rare that they actually attack the power structures.
#114
General Discussion / Re: Beer in the prison
April 10, 2015, 04:57:19 PM
Were the prisoners teatotalers? But seriously, I got a good chuckle out of that. Unfortunately, prisoners seem to refuse to engage in any joy making activity, so the only way to increase your chances of recruiting them is to make the prison beautiful and wear a 10 gallon hat. I mean, who wouldn't want to live in a colony where the prisons are abstract art galleries with cowboys as wardens?
#115
Ideas / Re: Separate Sharp And Piercing
April 08, 2015, 12:20:13 PM
Knives and bullets are actually very different. Real world "bullet proof" vests will not necessarily stop a knife (even a knife used as a piercing weapon, not a slashing). And something that will stop a knife may not stop a bullet.
That said, there is always a fine line in game design on how many different damage types to have.
That said, there is always a fine line in game design on how many different damage types to have.
#116
Ideas / Re: Weapon Misfires/Jams
April 08, 2015, 08:22:49 AM
An alternate approach would be to have the misfire/jam/break chance be based on the health, and the degradation rate based on the quality. An awful weapon might degrade 1% each shot, while a legendary one, might only degrade 1% every 100 shots or not at all. Although, I would have the degradation be a random chance, that way you don't need to keep track of the number of shots between degradation points. Melee weapons could have a break chance based on their health. Use that heavily damaged sword at your own risk...
#117
Ideas / Re: Weapon Misfires/Jams
April 07, 2015, 03:37:06 PM
It seems to me that tying it to both makes sense. Like chance to jam = %damage - quality factor. where quality factor might be 50% for legendary and 10% for poor. This would give you 0% chance of jamming on a legendary weapon until it fell below 50% maintenance. On the other hand, I would not want to see this until there was a way to have pawns automagically repair their weapons.
#118
Off-Topic / Re: Count to 100 before Tynan posts
April 03, 2015, 07:02:48 PM
There is an extra 8 in there... it should be .012345679...
#119
General Discussion / Re: Alternatives to killboxing
April 03, 2015, 02:17:30 PM
Personally, I think building automated turrets should require parts from a mechanoid. Not so much because I think it is necessary to eliminate kill boxes, but because it makes more sense to me then having fairly sophisticated friend or foe systems built out of just scrap metal.
#120
Stories / Re: Turtles from Hell!
April 02, 2015, 03:47:41 PM
Time to bunker down...close the front door and just keep putting nails in to repair it until help comes in the form of a pirate raid...