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Messages - Razzoriel

#286
Quote from: Limdood on May 11, 2017, 09:32:54 AM
I would dislike the ability to wield both melee and ranged on the basis of the "meaningful choice" issue someone mentioned on the first page.

1. brawler would be ONLY a bad trait if this were implemented, and while brawlers might not be the BEST in the game currently, they have their uses and I enjoy implementing them.
Because Brawler is a poorly implemented trait which feeds off the current system.

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2. I enjoy the incentive to use variety in my weapon choices.  I feel like the game would be diminished if there was no reason to equip my colonists with anything but charge rifle/plasteel knife.
What is keeping you from making stockpiles of melee weapons in your defensive positions and equipping them as required?

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3. weapon choice makes for more interesting tactical combat.  As it is, enemies tend to only arrive at your firing line piecemeal, but its a significant event when it happens, since the melee-wielding charging pirate is better equipped for melee than the 7 guys he charged and because friendly fire becomes a threat.  If my entire firing line had melee weapons as well, that entire situation would be trivialized, since the charging pawn would get instantly counterattacked by 3 melee swings.  Currently, ranged is king, but -IF- a melee pawn can close with a ranged pawn, then they have a distinct advantage.  It would cheapen the game to lose that.

See above. In your same example, I could pause, tell the ranged pawns to equip melee weapons, then whack away at invaders before they engage.
#287
Releases / Re: [A17] SimpleSidearms
May 17, 2017, 09:29:30 AM
This mod looks awesome, but I couldn't for the life of me understand what the customization options do.
#288
Not exactly easy, though. You have a chance of instantly killing downed pawns. You got lucky in that you managed to not inflict enough damage to kill that raider, and also extra lucky to go through the insta-kill chance.
#289
Off-Topic / Re: Human traffick debate
May 15, 2017, 10:17:00 AM
I just want to add my two cents on this debate by giving some historical context.

The biggest pool of slaves and enslavers came from Africa, where black slaves were sold to the americas by europeans. What most history books forget to mention, however, is that it was the africans themselves who enslaved each other by tribal fights and quarrels. I'm not going into the heart of the argument here if europeans fomented such struggles or not, just that it was tribes enslaving tribes.

In what it seems to be a highly inaccurate TV series, Vikings, had a very accurate portrayal of what it was like to be enslaved by the Vikings back at the time; you were treated not as merchandise, but as someone who had some value to add to your society. Everyone had chores to do, and the "slaves" or "thralls" were simply another cog to the machine. There was social ascension in this system, and a slave that was proven himself in combat could even be given the rank of huskarl.

I seriously doubt Tynan is going to give any sort of attention to this part of the game, because he is already crossing lots of lines by making a game in Canada, of all places, with lots of controversial points, and he already poked enough at that wasp nest. If some sort of "price weight" could be given to younger female pawns, together with all the rest of the skills, I'd be positively surprised, because it is not something other devs would take into account when developing such a game, and it is quite accurate historically.
#290
Mods / Re: Power armor oriented heavy weaponry.
May 11, 2017, 01:42:13 PM
If you intend on making a mod which adds weapons that can ONLY be equipped with power armor, that would be really interesting.

"Progressive swords", though, will they cut you with the power of social justice?
#291
Quote from: Headshotkill on May 09, 2017, 12:34:53 PM
Probably something you'll find in Combat realism mod, or the upcoming Combat extended mod.
Yes. But weapon switching in CR was done in automatic time.

The balance problem is easily over with when one can simply make a stockpile below the shooting base of my colonists and change to them once other pawns charge in.

The best attempt at a successful backup melee weapon can be made if one makes a weapon switch mechanic based on the mass of the item; items with less mass get switched easier. So if my pawn is using a pistol and a knife, the switch would take less time than a spear and a minigun. It would encourage pawns to use lighter equipment and finally a use to machine pistols beside being a stepping stone to assault/charge rifles.
#292
Ideas / Re: Money and Economics
May 09, 2017, 12:34:32 PM
Quote from: JimmyAgnt007 on May 09, 2017, 09:41:08 AM
Yes, but they were never really 'consumed'.  Silver bars or silver forks, its all the same.  The other reason was that gold never rusts, everything else did so it was still 'consumable'.  btw, if you had a gold paperclip and kept bending it, it wouldnt snap like a regular one would.  plus it was so soft that it was easy to work with. 

I just meant they lacked the extremely common uses like iron had.  Also, they can be mixed with other metals, gold commonly is because its so soft.  The metal they mix with determines the colour of gold.  Without putting in the entire wiki page (that we dont really need) its uses in the old world were all largely based on wealth (or the display of it) and it wasnt until modern times that it was used for electronics and such.

Of course, if im missing a technical use for gold in the old world id love to know about it.

Gold is an extremely good conduit, and surpasses copper in use because of exactly of what you said (it doesn't rust).

Silver is very sterile (and it is why, maybe, you use it to make sterile tiles).
#293
Ideas / Re: Money and Economics
May 09, 2017, 09:29:50 AM
Quote from: JimmyAgnt007 on May 09, 2017, 09:20:03 AM
The reason the current economy is based on silver and not steel is exactly because there is little use to silver.

In history, the use of silver and gold for currencies is not due to their lack of uses; on the contrary, silver and gold have multitude of uses, like any other metal in a society. It is due to how they are "pure", as in, very difficult to melt together with other metals. This alone prevents a huge amount of falsification and forgery of coins. The fact that silver and gold are relatively rare compared to copper or iron are just the cherry on top of the cake.

It would not surprise me if in the dystopic lore of Rimworld colonies decide to use silver for the same reason; any attempt in metallurgy with those metals and it works, but silver and gold cannot be melted with other metals. Hm, this might be a "noble" metal, because it refuses to melt in with other more common metals. Im going to use this as a symbol of status.
#294
Quote from: AngleWyrm on May 09, 2017, 12:54:51 AM
So I installed a parental filter checkbox on the mod.
HOW DARE YOU SUGGEST THAT WE NEED TO CLICK ON A BOX TO NOT BE AFFECTED AND PERMANENTLY SCARRED BY THIS FICTIONAL WORLD WHERE PIXELS ARE SOLD BY MORE PIXELS THAN ANOTHER GROUP OF PIXEL!

Seriously. Controversy sells. If Tynan does it, and the snowflakes get mad over it, it's good publicity, given how mentally ill those people are.
#295
Quote from: Tynan on May 08, 2017, 04:19:41 PM
And should it feel different between defeating one naked dude vs a giant bug infestation? How do we detect that? It seems easy but it's not.
Triggers only when all attackers/defenders are captured, dead or flee. +5 base bonus, +1 for every raider/insect, with diminishing returns, up to +20 for a huge hundred-man raid/infestation.

Tag each raid/infestation "member" (raider/insect) with a "Raid1", "Raid2" tag, and so forth, so when you defeat/capture all pawns with the same tag the bonus occurs for all colonists in the map at the time.
#296
Quote from: O Negative on May 08, 2017, 12:14:14 AM
I don't think making young women more valuable would be a good change in any way, shape, or form...
Because we can have realism when it comes to infections in your pinky. But GET AWAY WITH YOUR HISTORICALLY AND CULTURALLY PROVEN MISOGYNY REEEEE
#297
The biggest problem is that charge rifles are the ultimate end-of-game item that overcomes all other weapons in a stat-by-stat bases. Miniguns are more useful against hordes, Assault Rifles tradeoff sheer firepower and flexibility for more range, and Sniper Rifles take it a step further on the same orientation. All other weapons are stepping-stones for your goal of equipping charge rifles. You give the Minigun to the odd-guy who sucks in Shooting and give the Sniper Rifle to the guy that shoots well. Rest, charge rifles.

There is no incentive to have a machine pistol in exchange for an assault rifle, for instance, because it is inferior in nearly every regard. Same for shotguns. I understand that technology should play a part here, and for good reason, charge rifles are rarer and cost an arm and a leg. But there are steps that could be taken to prevent this from happening that weren't. Combat Realism (now 'Extended'), for instance, adds bullet calibers and armor penetration values, as well as reloading systems, which IMO would be huge for ranged combat. The accuracy system (Touch/Short/Medium/Long) sucks really bad and doesn't explain correctly how many squares per range it is mentioned (pistols have a maximum range of 24; it has accuracy for Long shots, but Long accuracy values start at 31 range).

There are multiple approaches that can be taken to improve the situation. Just none are being taken right now.
#298
So, let me ask the important questions here.

Suppose I have a mod that wants to incorporate textures from other mods. Do you mind if I take a few of your work into this mod of mine and give you the credit for the respective textures being used?
#299
Quote from: Goldenpotatoes on May 07, 2017, 09:26:44 AM
I guess more 'gimmicky' shields like the buckler might be a good example of a shield that would need different coverage.

Exactly.

Regular shields not covering your arm and/or hands seems like an oversight, since i'm strapping it on my arm and holding it on my hand, for example.

I'm planning to make armguards, bucklers, parmas, heaters, scutum, square, ballistic... not sure if you know, I have a mod which is all about variety. Intending to have shield variety is something I'd highly value, if it was available. You're saying pawns can crouch, which could have good implications for tactics involving shieldwalls, so making shields more effective in this regard or not, and each individual value such as HP, deterioration, parts protected, and so forth, can ensure a good healthy variety of shields throughout the ages.

So, if block rate is only defined by melee skill, having a small or large shield has no impact on your final block value, correct? Ok. And does melee follow the same rule as projectiles (can a melee attack go through the shield)?
#300
Quote from: NoImageAvailable on May 06, 2017, 04:31:57 AMShields are handled by checking for the apparel tags "CE_Shield" and "CE_BallisticShield" but body part coverage is currently hardcoded for the two types (I don't really see a whole lot of situations where you'd want to customize this but if someone finds one the system can be opened up to XML).

If it's not much of a troubling thing, I'd like it implemented, yes. Some sort of XML code for the modder to add tags of his own for percentage of full block for ranged and/or melee attacks, and modding in which body parts are covered by the shield. Though I don't actually agree much for additional armor, it is mathematically the best approach for it, and I appreciate the effort you're taking for it.