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Messages - O Negative

#166
It doesn't give experience to anything at all now. And that's as designed :P
#167
That's the kind of thing that should result in faction relationship loss. Like, -200, instant hostility, faction relationship loss.

That's my opinion :P
#168
If they're stupid enough to throw grenades at their friends, they're stupid enough to blame you for it :)
#169
Caravans shouldn't be able to open our doors in the first place... Those are our doors! >:(

But seriously, if there's no open path into the colony buildings/rooms, caravans shouldn't be able to get into them on their own.
#170
Ideas / Reworked Mood/Thoughts
June 02, 2017, 05:11:06 PM
Basic Idea

Remove: Low Expectations +(25/18/12/6)
- I imagine this thought is in place to balance out the early game. I'd like to recommend something a bit more... fluid.

Add: <minWealthTotal>(float)</minWealthTotal> to thoughtDef(s)
- This is basically a check to make sure the colony's wealth is above a certain threshold before the thought can be activated. "Petty" thoughts about eating without a table or being in a hideous environment wouldn't trigger in the early stages of the colony or when a colony has been dealt a devastating blow by a raid. As the colony becomes more and more established, colonists start increasing their expectations for their quality of life. This offers the player a decent recovery time, and opens the door for a lot of other interesting thoughts. I don't see this being exploity, because players are forced to increase their colony's wealth in order to defend themselves from raiders.


Surely, I can't be the only one who's bothered by the current system...
Right? ._.
I'm interested in what everyone else has to say.
#171
Ideas / Re: Suicide
June 02, 2017, 03:17:15 PM
My stance (from 8 months ago...?) still stands.


From Page 1
Quote from: MikeLemmer on January 01, 2017, 02:12:59 PM
Quote from: O Negative on September 08, 2016, 01:52:30 AMOr, a mental break where a colonist tries to leave the colony entirely.

I agree with this one. It has the same gameplay effect as a suicide while avoiding the sensitive issues surrounding it. Not to mention there's a precedent for people marching off to their deaths in desperate situations. Letting colonists injure/kill themselves would require mechanic changes, and open the door to some scenarios with... rather disturbing implications. ("I got this hideously ugly colonist who wasn't good at anything, so I forced him to sleep outside and eat slop until he snapped and killed himself. My other colonists got a mood buff from his suicide because they disliked him.")


I think the only interesting gameplay element suicide offers is: A mental break that leads to the loss of a colonist.

I don't buy the argument of: We can do some messed up things, why not this messed up thing, too?
Why? Because, as messed up as some of RimWorld's mechanics are, I personally believe a line should be drawn somewhere. A lot of us just disagree on where (if anywhere) that is...
That said, I'm not entirely close-minded towards the idea. I'd like to see it as a mod before implemented in the core game, though.
#172
General Discussion / Re: Infections in a17
May 30, 2017, 08:42:17 PM
The torso was damaged 30%, equally decreasing efficiency
The infection brought torso efficiency down 70%

0% torso efficiency = 100% death
#173
General Discussion / Re: Mortars are awesome now
May 30, 2017, 04:09:04 PM
There was a huge thread about mortar balance a long while ago.

Tynan probably noticed the fact that people were saying they hardly use them, and made some really decent improvements.

They're certainly not OP, but they're definitely scary now :D
#174
A6 here. I saw a YouTuber playing it and absolutely fell in love with the health system. RimWorld has sucked at least 1000 hours from my productive life.

I regret nothing.
#175
Help / Re: Custom RaidStrategyDef
May 29, 2017, 12:44:37 PM
From what I can tell, if you want a raid strategy to spawn a certain group of pawns, you're going to have to change the list of disallowed strategies in the pawn group makers found in the faction defs.

Otherwise, your new raid strategy is available as an option for any and all factions, with the use of any and all "normal" pawn group makers.

There isn't really an "allowed" version of the "disallowed" list. I think that's what you were asking? I hope that helps...
#176
I'd love to see aquatic enemies!

I'd also like to see animals in general roam around rivers and bodies of water a bit more. But, that might make them a bit too dense in certain biomes :P
#177
Fair enough.


Quote from: O Negative on May 28, 2017, 08:39:47 AM
Would be easy to create an addiction/dependence on prisoners and then release them.
Let's focus on this point, then.

If raiders who kidnapped your colonists returned them with any drug addiction(s), would you be even slightly upset?
#178
I appreciate the thought you've put into this JesterHell.
I would actually enjoy this quite a bit.
I think, though, in some ways it is assumed that a lack of a trait in one regard implicitly suggests the "neutral" or "average" trait.
For instance, a person that does not have the "hard worker" or "lazy" trait is assumed to be "average" with respect to work ethic.
Likewise, a person who lacks any specific sexuality trait is assumed "heterosexual".

For the sake of simplicity and the already hard-to-learn UI, I don't see the devs making room for all of these traits on a screen.
But, I could always be wrong :)
#179
+1 from me.

The current research system is bland and unrewarding. There used to be a research that increased the burst shot of auto turrets from 3->4. I loved that research option, and was hoping for more like it in the future. Instead, it was removed :p
#180
General Discussion / Re: Theory about children
May 28, 2017, 09:09:40 AM
Thirite's Children and Pregnancy mod is pretty amazing.
I understand that problems associated with having children in the base game.
I'm content with certain features being limited to mods.