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Messages - OFWG

#136
Quote from: makkenhoff on May 27, 2017, 08:03:19 AM
Simple answers aren't always the most entertaining answers, so people in general make up stories to entertain complex ideas in lieu of the simple answer. That's my take anyway.

It's a version of the "Toolshed" effect I think (can't remember where I read about this effect, may have even been on this forum). Anyway it's where a group of otherwise smart people get totally stuck talking about little things that make no difference instead of the big, Hard topics that need actual discussion. The name is from a (probably apocryphal) story of a nuclear reactor design team that got bogged down in discussion over what material a toolshed should be made from when obviously they had much more relevant topics.
#137
It sounds like the cats are in a zone that keeps them from getting to other food. That would explain why they did choose to eat the prisoner instead of surviving on alcohol.
#138
Quote from: Bozobub on May 27, 2017, 08:51:11 PM
Quote from: Tynan on May 27, 2017, 01:51:09 PM
Quote from: jamaicancastle on May 27, 2017, 08:17:43 AM
(the wimp) spent 25 consecutive days totally bed-ridden... which actually made it much more debilitating than the lethal diseases I've encountered this game.
Sounds like an interesting game system interaction. What a wimp!
Sounds more like a completely useless pawn.

The same thing said 3 different ways :D
#139
Ideas / Re: Battlefield CPR
May 26, 2017, 08:27:01 PM
Quote from: Britnoth on May 26, 2017, 07:51:49 PM
You can already treat pawns in the field by placing a sleeping spot and changing it to medical, though. :P

Not if they're dead. OP's suggestion is to be able to resuscitate the recently deceased.
#140
Ideas / Re: Battlefield CPR
May 26, 2017, 12:28:19 PM
In reality death is almost always more like being downed and then fading away than the instant off switch that the game has. I personally think OP's idea would be kind of fiddly but it shouldn't be dismissed as nonsensical (especially with a condescending -sigh-) :)
#141
Quote from: Jimyoda on May 24, 2017, 01:55:56 PM
Quote from: MobileOak on May 24, 2017, 11:51:41 AM
-snip-
1. When you click on one of the menu buttons under Architect, it should highlight the one you have open.
-snip-
My god, yes! That. Exactly. Happens to me ALL the time. I think your suggestion to highlight the current menu would really help.
<Quick tip though, when no architect menu is open, right-click anywhere on the map and the most recent menu should open back up.>

+1, yes please. Also thanks for the tip :)
#142
Ideas / Re: Freezer Burn
May 22, 2017, 06:36:21 PM
Quote from: pdzappa on May 22, 2017, 05:13:01 PM
Now that I think about it totally unedible would be a little overkill but maybe a debuff or food poisoning or something along those lines.

What would it add to gameplay though? If you implemented this and didn't also make the pawns properly rotate freezer stock it would add pointless micro. If the pawns did rotate stock then the whole feature becomes a no-op and waste of CPU cycles... either way it punishes the player for producing more food than they consume, which would normally be a (very) good thing.
#143
Ideas / Re: Automatic Food Rationing Option
May 22, 2017, 05:06:48 PM
Thirded. Could be similar to the Prison Architect meal quantity policy.
#144
Ideas / Re: Freezer Burn
May 22, 2017, 05:02:48 PM
I can't say I want it to be part of the game, but it has occurred to me that the taste of years-frozen meat might be a little iffy. :)
#145
Quote from: Limdood on May 16, 2017, 10:07:16 PM
... Rather than let the game developer try to program the AI with every little potential situation ...

Seriously? The game already knows when the pawn will die, and it obviously wouldn't be difficult to prioritize "don't let people die" over "I need a snack or nap". People should expect more from the AI than what we're getting.
#146
+1, this would be fun and provide good story opportunities (which of course is why it's in GoT).
#147
Quote from: Draconicrose on May 16, 2017, 05:15:02 AM
there shouldn't be a situation where the player can't control the speed of the game

That sums it up. The initial slowdown is OK, but (probably like most) I always play at 3x so having to watch the pawns respond sooooo slooooowly to the emergency at 1x is extremely frustrating.

Wait, we're not in suggestions? This should be a suggestion if it's not already over there.
#148
IIRC the game had something like this at one point and it was taken out as too frustrating.
#149
General Discussion / Re: The Big Bad Challange
May 14, 2017, 12:06:50 AM
Check out the game "Evil Genius" for a fun to play game similar to this.
#150
Quote from: mumblemumble on May 13, 2017, 10:52:27 AM
What if rim-world has already gone too far?

The difference is that all the areas where it could be said to go too far actually add something to the gameplay. Cannibalism, drugs, slavery, organ harvesting all have significant upside and downside that work within the gameplay systems. This topic's suggestion is dumb because it adds controversy without adding any gameplay.