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Messages - SSS

#346
General Discussion / Re: Rim World end-game and Ending
August 30, 2014, 11:50:10 PM
Quote from: Maria on August 30, 2014, 09:57:03 PM
It would be cool if you could see a dashboard and some animation. And have options like:

1: Attempt traveling home.
You would make it if you had enough supplies with you. Imagining that you need to stock the ship with supplies before launch. .

2: Escape to nearest sustainable planet.
Starting a new game with the characters and supplies you bring with you on the ship. This could make a whole new level, like a really rough planet with unfriendly environment: ice/dessert only.

3: Self destruct! If you dont have enough supplies to survive the journey. You can stay in the game or fly into space without ever knowing what happened to your colonists.   

Each choice gives you a little animated story. That is how I would imagine it:)

Cool ideas, but instead of "self destruct", why not "let AI decide" for the third option. It would leave the door open for pretty much anything, including the self destruct option. (Hey, it might still be mad at you. ._.;) No definite ending would be needed in that case, similar to the current ending.

The new game plus ideas sound pretty cool.
#347
On another note, does anyone think of the Chozo when they think of Glitterworld civilizations, or is it just me? They aren't human, but that's the sort of social dynamic and technology level I might expect from Glitterworlds.

I think the Chozo may be transcendent (by Rim World standards) in the actual Metroid games, though. I'm referring to their earlier years revealed through lore, like on Tallon IV before the... er, story-starting-event-that's-a-spoiler.
#348
General Discussion / Re: A6 Prisoner Conversion
August 30, 2014, 11:22:47 PM
Make sure you have the "friendly chat" and "try to recruit" options ticked.

Also, if their room is too small/cramped, if they're hungry most of the time, etc., that will cause problems. Check their thoughts for details, like Predator Mopar suggested.

Edit: Wrong name. -.-;
#349
Quote from: theapolaustic1 on August 30, 2014, 07:42:48 PM
Quote from: milon on August 27, 2014, 01:09:01 PM
Quote from: Tynan on August 27, 2014, 12:49:58 PM
(though I honestly don't know much about the strength properties of silver)

http://www.webelements.com/silver/physics.html
Reflectivity: 97% (Shiny!!)
Electrical Resistivity: 1.63  10-8  (Lower resistivity than Iron, Gold, Aluminum, etc >> Really Good Conductor?)
Hardness seems to be fairly low, compared to other metals like Iron.

Silver walls increasing battery efficiency if they're used for the connection (or something akin to that)?

Could be a neat fringe benefit of using silver walls, though I'm pretty sure opulence would still always be the primary motivation for doing it.

Using silver in the actual building of batteries would make sense too.
#350
General Discussion / Re: Love the new combat system
August 30, 2014, 07:39:47 PM
Quote from: Neurotoxin on August 15, 2014, 08:27:23 AMWhile I don't think limbs SHOULD be directly shot off by pistol shots, if the wound is bad enough the arm may need to be amputated anyway. Not arguing, just making that point.

I have another for the list though, raiders (or colonists) walking away from a headshot.

I would like to point out that it's possible to survive a bullet to the brain. It's incredibly rare in comparison to the number of headshots that are fatal, but it does happen fairly often in real life. Many times the actual bullet is left inside the brain because it would be too dangerous to try to remove it. Given that not all headshots are shots to the brain, and that surviving brain shots doesn't seem to happen often in Rim World (in my experience), it's pretty darned realistic.

That's not to say it doesn't sting when a colonist is one-shotted by an expert sniper. It is what it is. I'm not perfect in this regard myself, but I think people need to stop expecting to be able to play without any losses. People get hurt and die, you know? If you have to restart a bunch of times to get through a raid without any deaths or cripples, it probably wasn't meant to be that way. You could always lower the difficulty if that bothers you for some reason.

Btw, I like the new difficulty curve in the "default" (Cassandra w/Challenging). It's starts out really easy, quickly turns into manageable threats, and by late game you actually have major threats to the colony. Even at that, so long as you loot your enemies and don't make bad tactical decisions, it's very do-able.


Quote from: Goo Poni on August 30, 2014, 01:55:43 PM
One of my friends commented that at this point, the game is almost punishing you for playing because if you don't have a doctor with 20 medicine, they're bound to mess up injuries and people will slowly become more crippled until RNG takes away their leg. I name the original three colonists after myself and friends so seeing myself or a friend stuck in bed for the rest of the game is depressing to look at.

Yeah? Medicine is an important resource, so I think that's the point. You can always buy it off traders. (They all carry medicine, but it's cheapest with the weapon's dealers.)
#351
General Discussion / Re: Alpha Seven
August 30, 2014, 06:57:32 PM
Quote from: Bodog999 on August 30, 2014, 01:30:34 PM
All very nice features we (hopefully) get. I like my colonists the way they are but I hate when something really important gets shot off/destroyed/crushed. Eyes, ears and noses dont bother me too much. Got a guy with both eyes missing, has an energy rifle and can get some damn good shots on the enemy. I just want to be able to replace arms and legs and not to forget surgury for replacing the stomach and jaw.

...He can shoot his enemies without seeing them?

This sounds like a legend in the making.
#352
General Discussion / Re: Do Mechanoids ever die?
August 30, 2014, 06:48:11 PM
Quote from: Goo Poni on August 30, 2014, 01:50:28 PMIt's a shame you can't use the dev console to heal them and set them friendly. I'd leave them both up there like wandering muffalo seeing as most sieges spawn pretty much in the same general vicinity as the ship part. It's ruining my colony because the food from past sieges is still up there, so people travel all the way up there to eat the packaged meals on the ground, as well as use them for feeding bed bound people. It's making people unnecessarily hungry.

Well, you could just forbid the survival meals, or make a few people haul them back to your base. I usually make the pesky colonists who walk half-way across the map for them carry a bunch back before they can eat.

Perishable meals really should be prioritized over survival meals, tbh. I usually keep the survival meals forbidden even back at the base, in case of an emergency.
#353
General Discussion / Re: Nonhuman colonists?
August 29, 2014, 10:02:34 PM
Quote from: Tynan on August 29, 2014, 03:59:56 PMAnd - if only I had time to sit and write more story stuff! But most people seem to want more game rather than more backstory. And anyway, writing backstory like that is pretty exhausting and takes a really specific frame of mind for me to do. I find long-form writing very tiring compared to coding.

Maybe you could focus on the backstory more in between the alpha stages and whatever comes after? (beta stages?) I really like the consistent gameplay updates, but the story is what adds that extra layer of awesome, for me, when it comes to games. My most favorite games either have a strong plot or strong backstory/lore (or both).
#354
This would make a funny gag event. "The raiders are throwing boomrats!"

'Sounds a bit OP for the colonists, though. xD
#355
Ideas / Re: Masses and masses of rocks
August 29, 2014, 12:52:23 AM
Quote from: Rimworld ChangelogAug 28

  • Refactoring and bugfixing on stuff and damage systems.
  • Added power conduit wall. You can build any wall with a power conduit inside.
  • Split armor stat into five separate categories: blunt, piercing, temperature, electric, toxic.
  • Races can now have native armor again. Used for megascarab and mechanoids.
  • Reworked info card and stats window displays to work without having a thing instance. This lets you look at stats of things before building them.
  • Work to build is now a modifiable stat. It takes longer to build things out of stone, metal is in the middle, and wood is quite quick.
  • Refactored graphics system to encapsulate more functionality in the Graphic class so gameplay code can know less about how it is being rendered.

Your idea has already been implemented into the next alpha. ^-^
#356
Ideas / Re: New Power Source
August 29, 2014, 12:37:51 AM
You guys do know you can use the ship's reactor as a power source in the late-game, right?

It costs a ton of metal, but it's free/restrictionless power. ;)
#357
Ideas / Re: Mortar Duty
August 29, 2014, 12:35:25 AM
I'd rather not have the game automatically undrafting my colonists. Sometimes crap hits the fan and you need your colonists drafted whether they're starving/tired or not.

The mortar duty sounds okay, but how would you differentiate between mortar needs? I don't need my colonists firing EMPs at normal raiders, or incendiary explosives at mechanoids. (If that's not hard to overcome, though, then sure.)
#358
How is this connected to roleplay? o.o;

Anyway, I'd rather avoid rpg-ish stuff and stick to colony simulation. The stats counter is enough, imo.
#359
Quote from: Shinzy on August 28, 2014, 03:14:51 AM
Quote from: SSS on August 28, 2014, 02:33:34 AM
Silver conducts electricity better than any other element. We use copper more because it's cheaper. Amongst metals, silver conducts heat better than any other, and it's also the most reflective (of metals).

Maybe you could make a benefit for building power lines out of silver?

What kind of benefits? like less power loss per square? the way minecraft does with some of the mods
That'd be really neat actually, you'd really have to think on your base layout
No hunkering down inside a mountain without silver lining!

Yes! That's exactly what I'm suggesting. You see, what you make your power lines out of irl determines how much power is lost over a given distance. The better the conductor, the longer you can carry the charge with minimal loss. Given that we have a blanket "metal" for building right now, I think it's safe to assume it's iron since that's a strong building material and steel would require processing. (Other possibilities include aluminum, lead, tin, and nickel [in descending order of likelihood, by my guesstimation].) If it's aluminum, you wouldn't see much of a difference in power loss unless you're running the line over half-way across the map. If the metal is iron, though, you'd see a BIG difference in power loss, even over shortish distances.


@Tynan: Do we know what metal our metal is yet? Or is it undecided?

Quote from: Tynan on August 28, 2014, 03:17:48 PM
:D

I'm here... lurking... breathing... touching... the keyboard... to write code to implement good ideas from the forums...

That's exciting! And creepy!

...

Good day to you, sir~ (And thanks for the cool power conduit implementation. ^-^)
#360
General Discussion / Re: Forever in Bed
August 28, 2014, 11:40:39 PM
Quote from: sunergy on August 28, 2014, 10:20:00 PM
I would be of the opinion that there is nothing that the colonists themselves can do to fix major brain damage. However, there has been some mention that starbound will eventually contain mysterious artifacts that come from Transcendent societies. It would be entirely reasonable for one of these artifacts to completely heal a colonist, even if their wounds would be impossible to recover from under normal circumstances. These kind of devices could have unforeseen side-effects, however.
This.

Though I'm particularly curious about the side effects...