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Messages - Lightzy

#376
Ideas / Re: Dynamic soil Fertility
August 15, 2016, 04:02:26 AM
Huge posts that are based on nonsensical assumptions though.
Why would you think it'd be micromanagement intensive?

I've been playing dwarf fortress a lot lately, it has fertilization. and a lot more. crop rotation according to seasons, the need for seeds to plant if you want to grow anything, etc. It is no hassle. It's part of the simulation that ties into trade and other industries.

In Rimworld though it could probably be a little less obtuse. The fertility level of a field is instantly displayed upon clicking the field and you can press "f" to fertilize, if you have fertilizer.
#377
Ideas / Re: Fishing in deep water
August 15, 2016, 03:57:51 AM
+1

Definitely needs to be a thing.
#378
So when you get a raid or a herd of 30 murderous boomalopes etc. it's quite annoying to have to set all the restrictions for all your animals and pawns... It feels like... excel work, or something. Which it is, I guess.

Instead please have a prominent panic button somewhere in the main UI area.

You feed it a "safe zone", and when you click it, it automatically restricts all people and animals to that safe zone (better, if you could feed it your pre-made zones).

When you unclick it, of course, it puts everyone back in the zones they were before.
#379
I don't find the tactical AI retarded like some people.
It does what it can. It stands behind cover to shoot usually, it rushes you with melee fighters. The AI is just fine.
The problem is that the pawns the "storyteller" AI sends are usually "shooting skill 2, melee skill 0" armed with a charge rifle.. etc.

Dunno how you get to the point where you research charge rifles before you already have a dozen of them in a big pile... Well, maybe I do, but point is, you don't need to research it and definitely don't need to build it. You get it as gifts.
Same with other weapons actually.


Perhaps if weapons suffered serious degradation on anything other than headshots, so your looted stuff is usually damaged?
Also, there has to be a way to repair items/weapons in the game.

#380
Ideas / Re: Harsh Winter / Harsh Summer
August 14, 2016, 06:25:30 PM
+1
#381
Never had to actually MAKE that ultra-expensive stuff. Every raid into mid-lategame comes with a good number of varying quality of charge rifles and power armor I can add to my stocks..
Also, they come long before I can actually research and make that stuff myself.

I feel that's a bit too much reward for no investment.




#382
Ideas / Re: Neuter animals?
August 14, 2016, 08:33:00 AM
Just asking ---
Considering that animals can be sold for good profit if not outright slauthered, why would you ever neuter?
#383
Ideas / Re: Dynamic soil Fertility
August 14, 2016, 08:31:51 AM
That's not always the case,

1) In most climates, this change will only allow you to grow one round of healroot, for example. If you invest in soil fertility you could grow 2 harvests.

2) Obviously if this is added then all growing cycles can be lengthened accordingly to make this more useful. To the point where, say, soil erodes by 30% every cycle.

3) Large fields require long traverse times over large areas of fertile soil, which can become impractical/dangerous. Lone farmers caught outside by a suddenly maddened bear... etc.

4) fertilizer applies of course to hydroponics as well

5) this mechanic can help colonies without a good grower. They can compensate by spending more time over-fertilizing or something. Needs to be thought out I guess.

6) Hell, if it works in dwarf fortress... :P
#384
Ideas / Re: Being able to roam the world
August 14, 2016, 08:11:00 AM
Quote from: Pax_Empyrean on August 14, 2016, 07:06:54 AM
Quote from: Lightzy on August 12, 2016, 03:19:37 AM
That's freaking amazing!!!

A game mode where there's like dissassembler nanomachines advancing over the planet
This shit again? Your idea for improving a base-building game is to introduce a mechanic that prevents players from doing the game's core activity: building up and managing a base long term. Not only do you want the developer to waste time putting in something that's not only not worth the time on its own, but would also render a vast swath of what they've already put in irrelevant.

I don't think you're quite at home in the suggestions forum. Maybe the general forum is more your style.
Here people bring up ideas and discuss them in a constructive manner.

Also leave your assumptions at the door.
1) My idea for improving the base game? I didn't say it was my idea for improving the base game. It's an idea for a cool game mode.
2) Doesn't let people focus on the core gameplay? Of course it does, but requires them to make haste and build provisory shelters, each time under new area conditions, with different challenges.
#385
Ideas / Re: The mechanics of research expeditions
August 14, 2016, 08:07:05 AM
Quote from: Pax_Empyrean on August 14, 2016, 07:13:44 AM
Quote from: BloodTremor on August 13, 2016, 12:31:35 PM
>The game doesn't keep track of any square you're not in.
Yeah, but its just an alpha version.
I don't think it's planned, either.

The core gameplay is static: building and managing your base. Stuff that moves you away from that is likely to never appear, since it would detract from the core gameplay.

That's an unbased assumption. Leave those at home.
If people have ideas they think are cool it adds nothing to go "yes but FAQ!" etc.
#386
Ideas / Re: Save on death
August 13, 2016, 09:29:42 AM
Quote from: Sola on August 13, 2016, 06:57:01 AM
Quote from: Lightzy on August 13, 2016, 03:32:02 AM
Luckily saving in this game is a matter of miliseconds. Imperceptible.

Hmm. For me it's instant. For most people, I imagine.

Well that's the price of ironman mode I guess :P
Not for me.  Saving takes several seconds on my dinosaur.
#387
Ideas / Re: Your Cheapest Ideas
August 13, 2016, 08:16:00 AM
1) Integrate mods into the main game.

2) ask the community if it can help build the game, doing graphics and sound and music etc.
#388
Ideas / Re: Save on death
August 13, 2016, 03:32:02 AM
If some ninnies like to play without ironman, it's no justification for them to go "nooo ironman isn't necessary" :)
Leave ironman alone and this thread also, to people who want to play that way and maybe get achievements etc.

For those who really want ironman, obviously ironman saves on death/injury/event. Luckily saving in this game is a matter of miliseconds. Imperceptible.

#389
I actually entered just to write, toss off you and your must_read

Didn't read, needless to say.
#390
Ideas / Re: Simple idea to broaden Rimworld's scope :)
August 12, 2016, 12:33:27 PM
Z axis isn't more difficult than a second map.
It's the same thing exactly..
Except with access points.
You got cave systems, you can mine it out etc.


Regardless, this is a thread about win conditions which then affect the playstyle of every playthrough, so...
More about that :>

Varying win conditions change the way you play the game, so you have basically many games in one. One vic. condition would require you to build as big as you can, while another will require you to conserve as much as possible in order to fund a great project (spaceship)... one would require you to gather a large army and do something with it, while another would require you to ... I dunno.

Point is, you as the player have a goal in mind, which is important. The game and mechanics are still the same, but you use them differently, instead of the same exact every time (as it is now)