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Messages - O Negative

#721
Even the best doctors in the world can't do a good job without proper lighting and supplies ;)

Regardless, minor and catastrophic failures shouldn't involve accidental removal of organs and limbs, along with the loss of any prosthetics you were trying to apply.
"Great... I lost a bionic arm, AND I accidentally removed her left lung & right leg..."
That's what makes them so frustrating... I'd be a lot less annoyed if minor failures only involved the loss of the prosthetic/materials used, while catastrophic failures did the same plus either a serious infection or crippling pain in the patient which lasted for a few days.

xcom has its frustrating moments, but I'd be reluctant to say they're this frustrating lol ;)
#722
General Discussion / Re: Safe Radius for No Friendly Fire?
September 17, 2016, 05:36:18 PM
I don't think there's a "safe zone", but I can test it if no one else replies in a timely manner.

Where, D represents the dog, > represents your gunner, - - - - - represents the line of fire, and < represents the enemy...

----------------------------------------------------------------

If your set up was like any of these:

D
> - - - - - <
D

or

D
  > - - - - - <
D

or

D> - - - - - <

You shouldn't have experience friendly fire, I don't think.

----------------------------------------------------------------

On the other hand, if your setup was like either of these:

> D - - - D <

or

   D        D
> - - - - - <
   D        D

Then you were at a pretty definite risk.
#723
I'm going to try to keep this short, I promise :)

Currently, the only way you can "Win" the game of RimWorld is to build a ship and fly off of the planet with it. This effectively despawns the ship you built, as well as all of the colonists you loaded onto it. What you're left with is an abandoned colony, waiting to be discovered by a wanderer or simply destroyed by the elements. Maybe you're satisfied with yourself. Or, if you're like me, you've begun to feel like you've just intentionally sacrificed everything you just worked so hard to achieve.

Personally, I would like to see at least one win condition which requires you to stay on the planet you've just landed on. The win condition I have in mind involves the eradication of the "pirate" factions which are present on the planet. A more complicated idea involves a sort of "End of the Mechanoids" story line. But, that's a whole 'nother ball game. Here's the basics of my idea for a colony-to-stay win condition:

NPC Factions Have a Population (Counter)
When you arrive, each faction has a few hundred or even a few thousand members (*cough* tribals *cough* *cough*). This population counter goes down with every death you witness (or hear about). Perhaps the population of a faction who has successfully kidnapped one of your colonists will even go up.

Bonus Points: If the devs wanted to, they could come up with some sort of reproduction equation, too. But, that should definitely have a carrying capacity (cap) so that numbers don't escalate into the billions :P

When a Faction Reaches 0 Population, They Have Been Eradicated
Most notably, when you've slain the last member of an enemy faction, you have officially "Won" the game in a much more interesting way than just leaving the planet. The planet is much safer, now. Or is it? :o

That's it! :D




Why I think this is a good idea:

Ever since I started playing RimWorld and reading the forums, years ago, I've seen constant suggestions, cries and even complaints (is that the right word?) for more interactions between the player colony and NPC factions. Most of them wanting to take the fight back to the raiders! I feel like this is a good middle ground.

While you still can't leave your base to assault an enemy one, you gain the satisfaction of knowing their numbers are thinning with every failed raid. Time and energy put into maximizing your defensive abilities feel more satisfying than ever. Recruiting an enemy is suddenly even more meaningful because you've actually turned one of their own against them! Not to mention, this wouldn't stop you from experiencing the original win condition; you could still build your ship and leave if you wanted to.

I understand that this would require a rework of the equation used to calculate raids, which makes me a little sad. I'm still hoping that it isn't too much of a deterrent from the idea. Let me know what you guys think of the idea.
#724
Ideas / Re: Scar Rework [Small]
September 17, 2016, 04:06:52 PM
Just to demonstrate how easy this was to implement, I went ahead and made the mod. I didn't bother checking to see if someone else had already done it, so if they did, woops (I guess?)

Here's the download button: Scar Rework (Small)
It even works with current saves :D

Anyways, it doesn't remove pain from all old injuries. Here's a comprehensive list:




No Pain:

  • burn scar
  • cut scar
  • surgical cut (cut scar)
  • scratch scar
  • bite scar
  • stab scar

Pain was removed from these old/scar injury types due to the fact that the likelihood of permanent nerve damage caused by them is fairly low. I was hesitant to put burn scars on this side, simply due to the fact that nerve damage is actually very likely at higher degrees of burns. However, it feels like the loss in function of the affected area is enough, in terms of gameplay, for burns.




Pain Remains:

  • "sunken-scar" - (renamed for crush damage; from "scar")
  • "shrapnel-scar" - (renamed for shredded damage; from "scar")
  • crack
  • old gunshot/permanent gunshot injury
  • bruise
  • frostbite

Pain was not removed from these old/scar injury types due to the fact that nerve damage is actually pretty likely to occur in these cases, in one way or another. Bruises, not so much. They're only on this list because the code says they have "old damage", but they don't really stick around. I just didn't mess with them, because bruises are supposed to hurt for as long as you have them :P




Feel free to adjust things to your pleasure. The coding really isn't difficult in this case, even for a beginner.

For me, this is a good quality-of-life change. I'm no longer as likely to turn someone away due to their scars, even though I can't fix them.

Still, see no reason as to why this can't be vanilla :P
#725
Ideas / Scar Rework [Small]
September 16, 2016, 09:40:08 PM
While I have a great appreciation for RimWorld's medical and injury system, I think we can all agree that it has its flaws.

One thing which has always bothered me is the pain scars cause to their victims. The decrease in functionality of the scarred body part is perfectly acceptable, for realism and gameplay reasons. However, the idea that all scars cause noticeable pain is just beyond me. Mostly because of how much the pain effects my colonists' moods.

For instance, I have a scar along the majority of my left forearm, caused by a second degree burn I received years ago. It didnt hurt after it healed and it doesn't hurt now, though. Am I just weird? What are your guys' thoughts on this?

My thought is to just remove the pain component from "scar" damage by setting the pain-per-damage (if that's what it is still called) to zero, which I'm certain is incredibly easy to mod in. But, I see no reason as to why this can't just be Vanilla.
#726
Ideas / Re: Drug Suggestion Thread!
September 16, 2016, 07:21:46 AM
I think it'd be cool if some cacti growing naturally in the desert regions gave you "cactus juice", which acted as a major joy/psychedelic drug :D



Yeah, this idea was inspired by Avatar... Sue me :P
#727
Ideas / Re: Field Hospitals: WW2 Style!
September 15, 2016, 11:35:04 PM
Yeah, I do this more-so for injuries that are likely to get infected :P
#728
Ideas / Re: Nerf Infestations
September 15, 2016, 03:24:56 PM
I just had my first infestation experience yesterday, and I'm not really seeing any over-powered component to the event. It was in a small hill that I had kind of zig-zag mined through, so the bugs would just kind of patrol around the edges of said mountain, occasionally digging at it.

For a moment, I thought about just letting them mine themselves to death (let them destroy the supports keeping the roof over their heads up), but decided not to leave my luck in their hands :)

With only two colonists capable of violence, and two pistols, I was able to take out the entire hive(s) within 3 days of the initial spawn.

Initial spawn included the following:

  • 2 Hives
  • 1 Megaspider
  • 6 (medium ones, i forget their names)
  • 12 Megascarabs

The megaspider scared the crap out of me after I saw its speed and DPS, but a few shots to the legs fixed that problem rather quickly. The medium ones aren't too hard to kite. The small ones are hard to hit, but have so few HP that it's not really an issue. I had to use a lot of hit-and-run micromanaging, but that doesn't make the event over-powered in my humble opinion.
#729
Ideas / Re: Field Hospitals: WW2 Style!
September 15, 2016, 03:07:51 PM
Interesting idea.

However, why not just set up a sleeping spot nearby (assigned to medical), when you have a colonist bleeding out? It's worked well for me in the past.
#730
General Discussion / Re: Enemy dies after leaving map?
September 14, 2016, 05:12:49 PM
How neat :o
#731
When looking for mods, the general "Mods" section is probably best for ya, friend :)

I can't say I know of any others, besides CR, though.
#732
+1 from me :)
#733
General Discussion / Re: Wanderers.....
September 12, 2016, 02:05:31 PM
At least she's pretty :)
#734
Ideas / Re: Raid Balance
September 12, 2016, 05:25:54 AM
I think it'd be nice if NPC factions had populations which the game pulled from when determining raid size. Right now, pirate and other factions are just an endless pit of people (which you can't always befriend), and the people in the raids hold no true value because the game can throw an infinite number at you.

I'd like to see my enemies' numbers fall with every failed raid, and rise with every successful kidnapping. I feel like it would add a lot more value to each victory, and a little less frustration when a colonist is left injured or even dead for that matter.

Perhaps an event of "full scale raid", where the storyteller throws every last adult member of the faction at you, and victory would mean the destruction of that faction. Heck, maybe that could be a new win condition :P

I don't know if it should apply towards Mechs tho :/ What do you guys think?
#735
General Discussion / Re: Are Overdoses Underpowered?
September 11, 2016, 12:18:38 AM
I have to respectfully disagree with you, FMK. While traits do give more personality to colonists, it's pretty apparent that a lot of them have some intentional and serious cons.

For instance, a depressive or neurotic person is almost constantly on the verge of having a mental break. The idea that a personal quality can't be your ultimate downfall doesn't fit the RimWorld universe.

Chemical interest in particular isn't always a bad thing. You can control what drugs are made available to your colonists very easily. Once you start producing high-risk/reward drugs, though, the risk should be innately higher for people who carry this trait.




TL;DR

I agree with the O.P.
Overdoses aren't risky enough at this point.