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Messages - Lightzy

#391
They never attack doors if they don't see your pawns around them.

Just make your restricted zone not include the doors.
#392
Ideas / Re: Make Cabin Fever not a joke
August 12, 2016, 04:22:13 AM
In summary, cabin fever is an "added crisis" that only ever happens if you're already under such a crisis that you cannot leave the house. Either bedridden with infection or under siege by boomalopes, or radioactive fallout etc.

Personally I don't see the point of it even being in the game, but whatever I guess. It could cause some "dramatic", if utterly contrived situations if it wasn't so weak.
#393
Ideas / Re: Being able to roam the world
August 12, 2016, 03:19:37 AM
That's freaking amazing!!!

A game mode where there's like dissassembler nanomachines advancing over the planet and you have to outrun them while also surviving, advancing in tech etc, but never really being able to build an "ideal" colony, but always more like temporary tents, always being forced to abandon your colony and move to a new map, carrying all you can carry, until you get to the last map where you build a spaceship and escape!

awesome story.
#394
Ideas / Re: Make Cabin Fever not a joke
August 12, 2016, 03:15:08 AM
+0.5

Problem is that cabin fever is forced on you in certain situations, so it seems harsh to make more dangerous. It'll just compounding an already ongoing crisis.

You basically get cabin fever ONLY when there's a hunting pack of 30 boomalopes / wargs / elephants, so that's already a crisis.

But still, it's silly that it's enough to see the outside for a split second and be cured completely perhaps.
#395
Ideas / Re: Simple idea to broaden Rimworld's scope :)
August 11, 2016, 02:24:45 PM
Quote from: ToXeye on August 11, 2016, 01:29:15 PM
In some way, I anticipate that if it's possible to mod whole worlds then it is possible to make a split-world or split-map scenario where all the different positions can be visited. I think that the game could handle a few extra maps without crashing...

And then there's concurrent view ports.

I imagine it isn't too hard to more planes on the Z axis so you can dig down, which would be totally awesome, but... it'd be too close to DF I guess, and rimworld is never going to be DF... the kind of ... insane.. dedication that the DF devs have is something that simply doesn't exist)
#396
Rimworld isn't a game about raids. There's more stuff going on. At least, there should be.
It's fine that you can plan and build correctly and be mostly imprevious to raids.
It's fine.
There are other problems to deal with.


Also, learn from dwarf fortress   --->  AMBUSHES

Then again, it won't work because ambush in rimworld means dead colonists and if you 1-2 dead colonists is game over for most colonies
#397
Combat Realism also adds needless redundancy and introduces balance downgrades.

The ammo idea however, is sound.
#398
Mods / Re: Nominate a mod to be included in RimWorld!
August 11, 2016, 07:18:01 AM
I nominate the ammunition part of that realistic combat mod.

The mod I dislike, it craps the balance of the game. But the ammunition idea is very important in order to give melee some kind of role, early game especially, instead of the "best way to get killed easily" role.


Either that or make the game a bit bigger scaled so that losing 2 guys in a melee isn't game over
#399
Slightly offtopic I guess, but the thread went there:

guns are and should be in every way better than melee.

Except there needs to be a material penalty --- ammunition.
Add ammunition needs into the core game, and it'll all balance out.
#400
Ideas / Re: Simple idea to broaden Rimworld's scope :)
August 11, 2016, 07:13:26 AM
A better suggestion for the tribal start:

Victory upon........drumroll......... destroying the mechanid hive that killed the original village.

You gather the warriors of the tribe, after much training, outfit them as best you can, and attack the mechanid base (different map. Randomized build of hive, but obviously well defended and requiring around 20 pawns to win)
#401
Ideas / Re: Slightly larger scale would be good
August 11, 2016, 03:56:03 AM
About different win conditions, I made a suggestion like that.
upvote if you like it:)  also add ideas.

https://ludeon.com/forums/index.php?topic=22778.0


btw regarding DF individuals, sure, part of the magic of the game is the individual stories of heroism and defeat, but you don't lose THAT much by having your champion hammerlord die to an ambush. It's a sad story within the grand story, and that's it. 
It's actual proof that a larger scale doesn't at all harm the "individual" level story. It even makes it more impactful, just not on gameplay.

In a small-scale rimworld colony, it can pretty much mean game-over, losing your constructor/farmer/doctor. The grand story isn't so grand because of the very small scale.


I REALLY like the idea of creating a storyteller biased towards larger colonies, but unfortunately the very resource system goes against this. With larger colonies you have electrical stuff breaking down constantly, costing a lot of parts which cost a lot of metal, which is a finite resource pretty much. Same with other finite resources.  unlike DF where you can also mine DOWN, making resources pretty close to infinite (but danger!)
#402
Ideas / Re: Being able to roam the world
August 11, 2016, 03:45:07 AM
I think the ability to actively attack other colonies/tribes is probably the coolest addition you can make.

The most important thing about this though, is that it gives you the chance to survive even if you roll 3 sheriffs etc.
To be able to raid, kidnap, and perhaps even force other tribes to tribute you food.


It makes a lot more sense for a tribe to want to fight other tribes, rather than to build a spaceship and escape, which is downright odd.
#403
Ideas / Re: Adaptive Traits
August 11, 2016, 03:43:46 AM
I like that pawns have the chance to grow fat, thin, etc.

Also, would be fun if pawns had a chance to suddenly find a passionate interest in some profession, or decide they've had enough of another profession, etc.
#404
Mountainbasing is fine.
You don't ask for icesheet starts to be balanced properly with perfect-climate-valley starts, so there's no point in this either.

You only get to mountainbase rarely anyway, unless you pick mountains every time just for that. On the other hand, there are people who always select ice sheets for the challenge. It's fine.


Mountainbases also have the problem that they still need to protect the outside of the base, where the farms are (if no hydroponics) and the energy generators which are all outside.

I know if the sieges targetted my generators, that'd be a freakin killer. Maybe have them do that.
#405
Ideas / Re: Sanitation System
August 11, 2016, 03:36:45 AM
+1
Also, fertilizer to boost ground fertility

But the pawns don't go to the bathroom, there's no sinks or baths, so how does it work? (personally I don't mind if a little time is added to the day for these things, so long as pawns on militia duty piss and crap in the field)