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Messages - perci2112

#16
Off-Topic / Re: station-based version of Rimword??
July 30, 2014, 11:50:18 AM
nice idea, can't wait to see ingame pics from it
#17
Off-Topic / station-based version of Rimword??
July 26, 2014, 06:46:46 PM
Now that there is an escape ship in Rimworld we can choose to run back into space, or die in a siege.

This idea is based on the spaceship simulator prototype that was included for download. Perhaps there could be a space station-based version of Rimworld: surviving in a sector of space, where traders, military, and pirates frequent, building up your station, allowing more power, mining asteroid fields, and salvaging ships for resources, with a more free-to-choose factions system; aid pirates against the military, or arrest them for their crimes.
Steal from or kidnap traders and travellers and sell them to slavers. Defend your station against attacks, asteroid storms, solar flares and other events. Increase the population of your station by buying slaves, cloning, or raising children.

Research new weaponry, from a simple welding torch turned into a flamethrower to a radar dish turned into an anti-planetary laser or a mining explosive into black hole bombs.
crew reactions depending on your choices in events, and to the condition of the station.
Awake a mechanoid hive and watch as the wreck havoc across the galaxy, or set them to work as engineers aboard your station.
Political actions; assasins kill a VIP aboard your station, causing increased military presence and fewer pirates, or help wanted criminals escape a prison ship, causing more military attacks and more pirate traders.
Find the crew of a ship, adrift in orbit of a rimworld. Kill them? or Save them?

On your station, the choice is yours, the results could empower you, or destroy you.
#18
Ideas / Re: Muffalo Mounts!
July 12, 2014, 04:19:44 AM
it'd be a great use of Animal Husbandry, if it gets added, plus you could use them to haul materials across the map
#19
Ideas / Expeditions: exploring neighbouring sectors
July 11, 2014, 07:23:07 PM
had an idea that players could explore areas off-map (randomized events) and find either an old colony, a wreckage, cryo-pods, a new map area (where the player could start a new game, or a new, seperate colony.) or a tribal camp.

The events would yield varying amounts of rewards:
Old Colony: average balance of weapons, food, wood, metal, clothing or silver.
Wreakage: more weapons, metal, silver or clothing.
Cryo-pods: more weapons, clothing, new colonist/colonists.
New Map area:  average balance offood, metal, silver, wood, few new colonists, or a site for a second colony.
Tribal camp: random balance of food, wood, metal, silver, clothes, slaves (in exchange for silver, or taken by force) or result in some or all of your expedition being captured or killed.
#20
Ideas / Re: Moats
July 11, 2014, 07:06:09 PM
if and when Water is implemented, there are going to be so many cool ideas for it, maybe a nice garden with a pond, and improvised turrets and mortars, lol
#21
Ideas / Re: Building/Wall Windows
July 11, 2014, 02:46:30 PM
the combat mechanics for windows would be interesting, but it'd be great to have them in the game
#22
Ideas / Re: Colony Reproduction
July 10, 2014, 03:38:18 AM
Quote from: AstronauticalFerret on July 10, 2014, 01:00:51 AM
Male pregnancy? An xenomorph face-hugger was involved in that situation. Alien series, where intergalactic rape is all about equality victimization. Also, no one can hear you scream on the Nostromo, nor did anyone hear it blow up when Ripley pulled a bitch fit.
that's pretty much the summary for the film
#23
Ideas / Re: Suggestion: Gun Modifications
July 09, 2014, 03:05:53 AM
i agree with the gun mod idea;
Scopes improve accuracy at longer ranges.
Armour piercing rounds do more damage against armoured enemies.
Frag rounds (shotgun) deal lots of damage to cover and enemies at close range.
Extended barrel reduces bullet spread on rifles and pistols.

Raiders have a slight chance of having a weapon with a mod on it (5-10%) when they spawn, traded weapons have 5-15% chance of having a mod equipped
#24
Ideas / Advanced Wiring/Security?
July 08, 2014, 07:01:53 PM
I have seen the new Siege update and have read some of the suggestions on the forums, so i'm not sure whether this idea would be worth it.

I was thinking that maybe there could, in the future, have advanced wiring and security;

Advanced wiring:
Automated lighting and shutters (if windows are ever added) for when the sun goes down, possibly excluding Solar eclipses as they're random events.
Wind turbines which cost more than solar panels but work during solar eclipse.
Conveyor belt for hauling items faster.
Showers? (random Prison Architect inspired idea) with mood bonuses and penalties for being clean or being dirty.
Water system, water tank, pump, purifier, crop irrigation, pipes. (yet another PA based idea) allows water to be used to wash colonists (showers), wash clothes, help non-hydroponic crops grow.

Advanced security:
Alarm beacons for when raiders breach a certain radius (probably pointless with the siege update. Weapons repair table and ammo production table (weapon wear and turrets having ammo counts.).
Maybe have camo paint for walls and sandbags to slightly increase the cover effect of a wall block, or sandbag wall.
Trip-mines which do weak amounts of damage to raiders when they walk through a trip-mine area (like a claymore mine's trip-cables.).
Barricades which injure raiders who run against them (good against large amounts of tribe raiders.).
Guard dogs? (if wild dogs and cats etc. are eventually added), dogs can be trained to fight raiders in the home zone but require butchered meat to feed (animal husbandry colonist to feed and train them.).

These are some ideas i came up with as i was laying in bed at 11pm, so they probably aren't well thought out. I still think that in the future they'll be great ideas to possibly be added in, maybe if the game worlds get bigger etc.
opinions are welcome, i don't mind  :)

#25
Ideas / Re: Your Cheapest Ideas
July 08, 2014, 06:28:22 PM
1. The ability to rescue members of allied factions instead of capturing them.
2. Traps; trench or a camouflaged pit to capture or kill enemies (spike pit for killing enemies).
3. Windows; replaces a wall block like a door, but is really fragile and can be shot through and used as cover.
4. Sniper perch; increases a colonist's aim with a rifle if they use it as cover during a raid, hard for raiders to see.
5. Simple Achievement system (first room, first converted prisoner, etc.)
#26
Ideas / Re: Colony Reproduction
July 08, 2014, 06:19:00 PM
I agree with the idea to have the ability for reproduction and population growth (of course limited by raider attacks and random illnesses and deaths etc.) but the AIs for the children should be that during a siege, they run and hide in a building, or in their rooms, or generally run away from the threat, and have the children unable to shoot or melee, but able to do some colony jobs, like hauling, cleaning or growing plants (or animal husbandry if that is added.) and possibly have lost children from a faction wandering through your map.
#27
Ideas / Re: List Of All Suggested Features
April 18, 2014, 01:45:50 PM
The ability to heal injured allies or visitors would be helpful, instead of leaving them to die after they're attacked by raiders