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Messages - Damien Hart

#151
Ideas / Re: An opposite to psychotic break
September 21, 2014, 07:06:26 AM
Quote from: keylocke on September 21, 2014, 06:35:33 AM
Quote from: ParagonTerminus on September 21, 2014, 06:15:54 AM
Too underpowered. Playing on 3x speed it still takes forever to complete a year, and 1% per year will do very little. Twiddle one of those numbers and it'll be a good idea.

ok, so how about +/-1% per month, then maxing out at +/-10%? this should allow players to experience loyalty boosts within a year.

but i think average morale should also take into effect.. ie :
* if that colonist has higher than average morale for that month, they get a 1% loyalty boost
* if they tend to get lower morale for that month, they get -1% loyalty boost

At -10%, the mental break threshold for an average colonist is 0. So rather than affecting the threshold, maybe affect base mood, up to 15-20% - enough to offset urgent hunger or a pile of bodies.
#152
Ideas / Re: Melee Weapons: A How and a Why
September 21, 2014, 06:38:02 AM
I actually don't mind the idea of shields as permanent, portable cover, balanced out by having high tier ballistic shields few and far between, and obscenely expensive to buy. Their cover also shouldn't stack - if your top tier shield provides 65% cover, and you use it while standing behind sandbags that provide 60% cover, you'll still only get 65% cover. In melee, shields could provide a static block chance, with melee focused shields providing decent block chance but low cover, and ballistic shields providing low block chance but decent cover.

Quote from: keylocke on September 21, 2014, 05:04:41 AM
you forgot about AI exploits, flanking tactics, tortoise/repair tactics, etc..

not to mention mods such as embrasures, which allows you to shoot at enemies without letting them get near..

i could think of many ways to counter a melee-ccentric attack.

That's only for ranged weapons, and I was specifically referring to melee vs melee, which would be the case if the early game forced the colony to be more melee focused early on.
#153
Ideas / Re: Melee Weapons: A How and a Why
September 21, 2014, 04:55:03 AM
Quote from: Goldsmyths on September 21, 2014, 04:13:08 AM
>>Back to the subject of melee combat, ... to be slaughtered by the enemy en masse.
Well, we have local stone age "Tribes" right? And then we have Space Age "Pirates". I see a lot of gap in between there. Like Egypt, Greek, Roman, Dark Age, Medieval, Renaissance, Industrial Revolution, Modern era. More than half of those are fought using swords and bows. Hence my "selfish rationalization" as too why melee weapons are just :)
To be more exact, I want to believe that there are modders that would make melee weapons, especially those with knight/samurai bias. What I'm genuinely pleading here that a more complex melee system be implemented in the core gameplay that would make possible the creations of such mods. Somewhere along the lines of difference in melee level and equipment value = damage taken? There's got to be a reason why a lvl 1 melee would never survive an encounter against a Level 20 "Godlike", right?

Melee weapons are in, it was in the changelog a couple of weeks ago. What I'm saying is that without a particularly complex system - block/parry, riposte, etc. it isn't viable to have the game progress through melee as a starting point. The game is centred around the individual colonists, as opposed to something like dwarf fortress in which you focus on the fortress at large, and dying en masse and replacing colonists at an equivalent rate detracts from this.

Whilst it would be cool to have a more complex system at play, it would be a lot of work for something that isn't really a part of the focus of the sci-fi/western theme. Another thing to note is that if the game forces you to begin with melee, you'll be at a disadvantage when faced by your first raid with guns (let alone mechanoids), as you'll be forced to charge them to get in melee range, and with the new medical system, that never ends well.

Quote from: keylocke on September 21, 2014, 04:49:03 AM
even in the earlier alphas, i tend to get attacked by enemies much better equipment than my own troops. this is actually a good way to farm good gear if you manage to quickly build a killbox (even with just a couple of turrets) early on.

Which is fine for ranged combat, where you can control the field and use it to your advantage (eg. removing chunks and chopping trees), but not for melee, where the only real factors at play are hit chance and gear quality.
#154
General Discussion / Re: Show us your colony [Mega Thread]
September 21, 2014, 03:23:20 AM
It would be a shame to see this thread forgotten, and in the lead up to Alpha 7, I think now is the perfect time to revive it!

So before you abandon your Alpha 6 colony for greener (or perhaps redder) pastures, why not post a screenshot for the rest of us to admire!
#155
Ideas / Foundations for building on mud/water
September 21, 2014, 01:35:57 AM
Basically, and obscenely expensive floor tile made of stone and metal, that has to be researched, which allows construction of walls over mud and water.

This would mean that rather than staying right away from water, or having to enclose an entire body and the surrounding mud to create a secure perimeter, a player could eventually run a wall right up to the edge of deep water (or across, if they felt like it), or even create platforms on the water that are only accessible via a single bridge, forcing the enemy into a choke point if they want to get at it.

This would make water into something that adds a level of flexibility to the game, rather than a blight that prevents any and all use of the surrounding terrain.
#156
Ideas / Re: Melee Weapons: A How and a Why
September 21, 2014, 01:23:12 AM
Quote from: keylocke on September 21, 2014, 12:29:14 AM
Quote from: Goldsmyths on September 19, 2014, 08:08:20 PM
I've been playing this even before blasting charges was added, and at that time, it was amazing.
It's even more amazing now, but what really kept this game alive for me was the mods.
I've tried all sorts of war in Rimworld. Mountain Bunkers, huts, assault, zombies, etc. But I have yet to have a good feudal sword and shield fight.

no shields, but sword-fights are probably gonna make it.

i also like the notion of being able to carry and instantly switch between a primary weapon and a secondary weapon (perhaps just add a toggle button). however, there's this new trait that puts negative moodlets for carrying firearms, but boosts melee skills. so that's also something to consider since those guys won't have much benefit in carrying a gun and a melee.. but perhaps melee oriented characters can equip a shield in their secondary slot? (gives them mobile cover bonus) i dunno.

tactics-wise :
* melee tends to be more useful as my main-line of defense inside narrow corridors. (though barely used.. i found them quite useful while fending off remnants of a monkey apocalypse that managed to push through the base..
* melee + fast-walking trait is also great for chasing down fleeing enemies.
* melee can also be useful in stun-locking lone centipedes (or any lone gunman)
* tribal colony raider's melee charge can be quite devastating. (due to accidental friendly fire)

---------------

anyways, it would be awesome to create a futuristic paladin armed with a lightsabre, an energy shield, and some power armor.. lol.

i would also like to see power armor variations.. (maybe in a mod) like speed boost, melee boost, heavy armor boost, etc..

On the trait you mentioned and the monkeys, those aren't in the changelog and you shouldn't mention that sort of thing until A7 releases.

Back to the subject of melee combat, it wouldn't be a viable to have a progression forcing melee in the early stages because the melee system only accounts for hit chance, with slight protection from armor. Without a much more complex system of fighting, your colony would inevitably be overwhelmed by the sheer numbers of assaulting enemies (not to mention the fact that until the very late stages of the game, enemies are always better equipped than you, because that's primarily how your colony progresses in terms of equipment) unless you were somehow able to recruit people as fast as the raid numbers increased. Which would take away from the individualised colonists aspect of the game and turn them into a stream of nameless and faceless meatshields, to be slaughtered by the enemy en masse.

The idea of secondary weapons is something I've thought about myself. For balance purposes a light and heavy slot would be good. The heavy slot would be for two handed weapons, like rifles, assault rifles, shotguns or bows, but the light slot should only be for one handed weapons like pistols or swords or knives. The heavy slot could also take one handed weapons, for flexibility purposes. That way, you can't have your sniper armed with a secondary assault rifle or shotgun for when the enemies reach mid-short range, and forces the player to be a lot more strategic with their equipment choices.

For weapon weight, it would be interesting, but without some sort of interface to set up automatic equipping/unequipping of weapons, it would become tedious micromanagement at the beginning/end of every battle where you check the weight of people's equipment to choose what to drop, and then have to check everybody's inventory to see who's carrying the right weapons, then checking their shooting skill to determine who gets what weapon, to the point that the system would end up largely ignored by players who would rather suffer the slight movement penalty than spend time constantly messing with the inventory.
#157
He probably has construction jobs disabled. To enable them, go to the overview menu and check the box under "construction" for that colonist.
#158
General Discussion / Re: Leg Blown off?
September 21, 2014, 12:24:19 AM
Quote from: water on September 21, 2014, 12:02:17 AM
Now may I ask another question so as not to make a new thread? Is there a way to recruit travelers without bludgeoning them over the head and then keeping them prisoner?

None, any attempt to "recruit" (forcefully) a member of another faction will result in open war. You'll have to stick to spacers and recruiting downed hostiles for the foreseeable future.
#159
General Discussion / Re: Alpha Seven
September 19, 2014, 10:05:19 AM
Alpha seven? No no, the next update will be 1.0, development will cease, and Tynan will release the source code so the community can keep up development...

Too soon?  :P

If you have no idea what I'm talking about: http://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29
#160
General Discussion / Re: Were miracle heals removed??
September 14, 2014, 12:45:37 AM
Yes, it was vanilla and has been removed.

That being said, it's only been commented out in the XML, rather than removed altogether, so that may mean Tynan hasn't decided whether to remove it permanently yet or rework it for the new medical system.
#161
I do like the style of the art itself, but personally I feel it lacks variation. To quote the longsleep revival briefing:

On natural adaptations
QuoteBeyond the technological diversity of our species, there is also a broad biological diversity. -snip- Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth.

On genetic engineering
QuoteFashion-driven genetic modifications are often applied during later life instead of prenatally, and are most often cosmetic and skin-deep. Variations in hair and skin color are common. More exotic modification add shining crests, color-changing skin and eyes, reshaped or elongated bodies, and colored nails, feathers, or fur.

I'd like to see simple variations like unnatural skin colours, or bodies covered in fur, feathers or scales; heads with horns, or a feathered crest instead of hair.

Even some animalistic head sprites (albeit rare) - for example on a world where genetic modification is common, someone (probably even multiple someones) decides they want to have fur, and a snout, and subsequently, generations of their descendants end up looking like they're part dog. Even this still fits within the scope of RimWorld's fiction.

I'm not looking for a deep level of detail here - after all, all of this can be accomplished within the current art style - I just want to see more variation.
#162
Quote from: BetaSpectre on August 26, 2014, 04:50:28 PM
Honestly the more defenses a location has the less chance someone wants to attack it.
more wealth would attract more people yeilding both higher raiders and more frequent attacks.

Though I would want to see each faction acting differently.

Raiders attack based on wealth.
Mechanoids attack based on tech level.
Tribals attack based on defenses and hunting.

There are two main reasons I disagree with the idea that more wealth = bigger raids. The first is good old fashioned greed. Like I mentioned earlier, more men equals smaller shares.

The second is risk vs reward. Sure, defenses are a deterrent - if you don't think you can overcome them. If you think you have the strength to overwhelm those defenses, then you'll go for the reward. The more men you bring, however, the less the reward becomes, which brings us back to greed. Nobody becomes a pirate for honour and glory; it's all about the loot.

I do like the idea of different motivations for attacking depending on faction type though.
#163
Ideas / Re: Suggest A Personality Trait!
August 31, 2014, 09:53:16 AM
Quote from: LordBloodpool on August 31, 2014, 07:30:19 AM
This is clearly a good idea, but don't you think we ought to be sorting out the effects for the traits that already exist in game rather than trying to add even more on top of them? Come to think of it, do we even have a list of the existing traits in game?

http://rimworldwiki.com/wiki/Traits
#164
Ideas / Re: Assign colonists to stay in an area.
August 28, 2014, 05:24:49 AM
Quote from: thefinn on August 27, 2014, 01:30:27 PM
Quote from: Matthiasagreen on August 27, 2014, 12:48:11 PM
Similar idea, but I would rather have a no-go zone, where you tell your people not to go. Don't want them to leave the base for a bit? Mark the entrance no go.

Yeah both would be great, I was thinking this today. The current system of the "home zone" constantly re-writing itself and you having to get in and change it every 5 seconds is completely annoying - just in order to stop your colonists going out past the blast doors.

Are you talking about the home zone auto generating around your buildings? You know you can toggle that off, right?
#165
Bugs / Re: Masses of Armor Vests
August 28, 2014, 01:34:00 AM
Are you using the Apparello mod?