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Messages - Lightzy

#31
Even if bleeding out to death, even if very sick, even if injured in minor way but a way that might lead to infection.
This is INCREDIBLY annoying. You set "patient" to priority 1 and it doesn't do a fucking thing


Also, if the doctor is doing something else (for example research), he'll let patients die even if doctoring is set to priority 1 and research is set to priority 2


#32
It's like they don't build character.
I met a trader without a fourth left toe once. He was a hard dealer.
Not whining constantly about the missing fourth toe. And if it hindered his negotiation abilities I hardly noticed
#33
Can we please stop with this stupid shit for next build?
Along with the "imprison your mother in order to recruit her" crap?

Thanks!
#34
Quote from: Aerial link=topic=35497.msg363858#msg363858
/quote]

Well, trade ships, simply, covers it logically.
But in gameplay terms, even now all land traders are randomized based on certain categories. So just make that thing more rare with traders (there's already a system for this, you just have to slot it in).

Of course a full fledged economy system would be interesting but not necessary for the sake of playthrough specialization options

And of course it's a whole release, maybe two or three, but I think it's the only thing the game really needs. Needs needs. Not just as ideas that'll be nice :)
#35
Thank you guys for the support. Especially the guy that made an account especially to support wow haha :)

I'll try the mod you suggest (edit: there is no such mod on workshop), but I posted because I believe this is what the CORE game requires at this point in its development to become everything it's meant to be :)
It doesn't really need more adventurous stuff like caravans. Right now it just needs a lot more basic content that's added with the explicit purpose of rewarding the player for specializing in whatever it is he/she feels like. In effect, allowing more choice of radically different playthroughs.



And I don't think most of these suggestions are hard to implement.
In fact I think some of them are the very simplest things to implement. Just require some playtesting for balance, which everyone here, I think, is already, in effect, engaged in.

Adding more types of minerals, metals, animals, plants etc is so easy it's literally a graphic and a few basic entries to set it up. Mods have added thousands.

Dispersing these resources at world generation I think is also not very difficult. The game already does it, I think. With stone types and rarer stuff like jade and gold.

Just remove any colony-gen condition that mandates that the player have X mine-able metal/etc and put it all in world-gen. The player will decide where he wants to settle, whether a metal rich place or a place with good earth for growing stuff etc. Choice isn't taken from him, it is GIVEN to him, where before he had no real choice as everything is nearly the same. It is not a choice if it doesn't have rewards/penalties to consider.

Making colony health/happiness depend also on food variety is also rather straightforward, requiring you to make whatever you can where you are and trade (or send forage parties) to get what you can't.


Making crafting require more of various resources is also not a very big deal given the very few crafting items currently available. You don't even have to really test it. Just make items require whatever seems reasonable and tweak it as you go based on feedback. So your shield generator now costs X irridium crystals, Y something else etc to make. Done. It's as simple as changing a very simple xml entry I think.

Setting up a research tree with soft-excludes for specialization (or having science pawns themselves specialize in specific subjects) is a bigger project, but it would definitely add a lot.

And so on.

#36
Yeah every playthrough is radically different.
But it's different mostly because of "THE HAND OF GOD" and not because of actual player choice.
(Most players will simply try to play the most efficiently, so I'm not talking about your 'all lesbian grandmas hashish factory' playthrough.)
What really needs to be added to this game is variety in terms of SPECIALIZATION and the rewarding of colony specialization through the economic system and in general, to make the player feel that his colony is special and performs a certain set function in the world. From a raider base to a mega-church.

Here are the steps wot need be taken:

1) Add more plant, earth, resource, mineral, animal types.
2) Disperse all those plant, earth, mineral, resource, animal types on the worldmap at generation. (SPECIALIZATION because no colony will have everything, or even close.)
3) Make crafting/building/research cost these resource types in a MUCH more complex manner. 
     --- For example, for an M16 you'll need steel (or some better metal), plastics, the ingredients of gunpowder and the tech, bullets (m16s are rather simple I guess).
     --- For shield generators you'll need some special rare crystals, some magnetized special mineral etc, some other kind of metallic ore, rare stuff
4) Make certain crops proper for cultivation on certain earth types. SPECIALIZATION because no colony will be able to grow all the same crops. Few places are good for growing strawberries or grapes properly. Player understands that to make a heroin lab he'll need a place that's good for growing poppy, which probably won't be able to grow healroots, and so on and so forth)

TRADE is now important and each colony specialized in what it can produce locally or with the aid of trade for raw goods.
So before we had every colony the same in potential.
Now we have a trade system that's more realistic and forces specialization to an extent.


So what next?

5) Add pawn skill trees and XP, making the player able to specialize pawns with certain unique abilities as they gain XP.

6) Add the ability to teach skills from pawn to pawn. Tutelage of skills becomes a marketable ability (perhaps you can send a pawn to a militaristic colony to be taught how to shoot, perhaps a colony asks if you could teach their colonists how to dance for a monthly fee. PLAY A DANCE SCHOOL COLONY!)

7) Make the science tree longer and such that choosing certain directions soft-exludes other directions (making them much more costly to research).
For example, if your colony focuses research heavily on medicine, it can research laser weapons, but it will be much more costly.
Thus forcing the player into choice, without excluding him from anything.
This, perhaps, can also be done by having the researcher pawn himself become more specialized in certain fields of study to the exclusion of others.

8) Make colony health/happiness depend also on food variety, thus a colony in a sandy beach subsisting mostly on kelp and fishing will need to import some other stuff to get by

This will make each colony more unique in function and in the economic system. A colony focusing on weapons tech will be able to produce, sell, train with better weapons, but will require trade for medicine and other stuff, unless it spends a lot of time also researching all the other stuff!  Unlike what stupid people think, putting restrictions like this on the player by the system itself makes the experience much more interesting than leaving everything open, which ends up just creating the same scenario over and over again.

ETC ETC

In short, think up ways to make each playthrough more focused by soft-limiting choice and rewarding colony specialization, thus also making trade something that the game actually needs instead of something no colony really ever needs.




#37
General Discussion / Re: Insta-kill heart attack?
August 30, 2017, 04:49:36 PM
rupture and death. Can happen almost instantly.

Poor guy
#38
General Discussion / Re: How do you deal with addicts?
August 15, 2017, 10:32:22 AM
Don't admit any addicts. Nor Pyros.
#39
Better chance to knock them out but they might still die. Yep. Clubs and such.
#40
I remember having a colony with this woman pawn I hated and she decided to divorce her husband and her husband immediately married a young beautiful girl and she was forever alone and died alone

That was such a happy story
#41
Ideas / Re: So what's v18 about?
July 23, 2017, 10:42:01 AM
Hmmm. Sounds boring. But then v17 was pretty radical. Or was it v16? I forget.
#42
Ideas / So what's v18 about?
July 23, 2017, 07:20:57 AM
?
#43
I suggest that not every pawn will be able to get to 14+ in skill in something.
Getting to 14+ will depend on background, passion etc.

I suggest this because it breaks the economic game when you have a builder at level 20 cranking out masterwork art chairs. At that point it just doesn't make sense anymore.

Also it'll cause even more attachment to pawns, cuz they're more special. (right now they're nearly all the same, because they all can get to max level in anything they practice enough)
#44
Like in DF, but more involved.

The bigger the trade center area, the better furnished it is, the more lavish and hospitable the better.

You'll start getting high level traders (who for the most part don't visit backwaters), be able to make more lucrative deals (compensating for social skill perhaps?), be able to import/export more bulk?

Will also allow for more 'colony focus' like stuff, which is very very sorely missing from rimworld. Where you can focus your colony style.
#45
Another idea:

During the game (not after), right after something big happens (like a big robot invasion where you lose half your pawns or something), the game recognizes something big happens and lets you name the event.

Or better, perhaps you can just spontaneously click a button to commemorate a special point in time and name it (like the day your vengence squad went on a punitive assault to kill those bandits who raided you 10 years ago). You can name it and even give it a little text description you write.

Like in folklore history and stuff... The night of broken glass (for the jews in germany), etc.  D-day (ww2) etc etc.

Then, of course, these special days are mentioned in the history at the end of the game