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Messages - Arctic_fox

#46
Ideas / Trader ship ideas
September 17, 2016, 07:03:51 AM
So based on another post tynan made he wants traders to play a bigger role in the game so i was thinking perhaps specialty equipment sold by them only repairable through advanced parts or requireing advanced fuels or chems also bought from traders.

Its not reasionable that a small colony could make everything or even specialized equipment sure some things can be cludged together with salvage or are so simple a monkey could make them I.E how hard is a knife and a stone or wood slab to butcher an animal? So why not buy advanced or complicated equipment from traders?

Some things could be a machine that cuts stone blocks, it could either make more for your materials say 30 instead of 20, add 10-25% more hp, or even make new kinds entirely like reinfoced concrete blocks for walls or gold guilded engraved walls for bedrooms that are very pretty, but needs replacment parts often.

An advanced drug lab that could make pharmacuticals for say glitterworld meds or pain killers or other things but requires special chems and clothing that needs to be bought

How about a high tech stove that can turn wasted food from lavish meals into kibble but only 1 or 2 at a time and draws 3 or 4 times the power?

How about hardend work beches and or hydroponics that have a small chance of short circut but can function duing a solar flare and require special parts to fix

Maybe sell special power plant upgrades such as high efficiency solar cells, improved wind generators ect that increase how much power you get but are ahh...expensive and perhaps explosive.

How about charge turrets with longer range more hp and damage but are power sinks and set things on fire when they explode?

Theres a bunch of fun stuff you could do with traders and these are only some of my ideas, gotta make sure they have downsides aside from being expensive of course or what fun is the game without someone getting sucked into a stone lathe and losing an arm.
#47
Ideas / Re: Age vs. skills vs. mental problems
September 17, 2016, 06:29:03 AM
Agreed, having an older colonist whos say....a geologist he gets a bonus to mining or a 80 year old taster gets a bonus to cooking for example.

A more fun idea would be say you have an older paramedic, he could have a 5 or 10% bonus that reduces likelyhood of infection, or a astroid miner can make stones with a slightly higer HP say 50 to 100 more.

Makes more sense to be honest, older people will typically have better skills or more experince, as it stands right now if i see an 80 year old raider or drop pod guy with even okish skills unless i really need one of said skills id rather let him bleed out until late game where i can afford drugs and bionic parts to fix whatever goes wrong.
#48
General Discussion / Re: No way to manufacture neutroamine
September 15, 2016, 11:50:04 AM
Quote from: ShadowTani on September 14, 2016, 11:15:02 PM
You can get Neutroamine as cheap as 6-7 silver each from one of the traders; forgot if it was the Exotic one though. It's one of the few consumable things worth spending silver on - Chocolate being another. Personally I wish Tynan would come up with even more such trade-only commodities.

However, I understand for certain scenario's, personal gameplay preferences and various other reasons it's still nice to be able to craft it. But I don't think it should be changed in vanilla. With the mod I uploaded today there should be three alternative mods now that allows you to craft neutroamine I believe.

Well neutroamine is a give take thing, i agree it shouldnt be craftable right away even with reasearch, because lets be honest some chems and drugs wont be produceable by a small colony pretty much peroid, many things need other things to make them, I.E tools to make tools, many modern drugs require special labs tons of chems plants and christ knows what else, now one idea is having a crafting table you can buy directly from traders along with special reasearch tables to learn how to grow special plants to make the drug or perhaps even buy bulk chems for cheap but have them be toxic and add a -15 to -25 mood buff and make the colonist sick as hell unless you get special very rapidly degradeing clothing that costs a lot of money and need it in a sealed room.

Honestly i would love to see production benches and such sold by traders that have upgrades and special benefits but require specilized components only able to be bought from traders if they break down, perhaps even shielded benches that will work off battery power in a solar flare or even hydroponics benches that do.

Would make trading a much larger part of the game.
#49
General Discussion / Re: "Beavers!"
September 07, 2016, 12:13:45 PM
I use a 10 step process to get rid of beavers.

Step 1. Get as many grenades as you can find
Step 2. Wait for night and them to sleep
Step 3. Go out to where they are
Step 4. Throw 6 grenades onto a sleeping beaver
Step 5. Try not to fall out of your chair laughing
Step 6. Free food
Step 7. While your out go find a pack of boomrats or boomalopes
Step 8. Repat steps 3-5
Step 9. Make sure your freezer accepts animal corpses
Step 10. Have 1-2k meat early on and a good laugh.
#50
General Discussion / Re: mutant fennec fox
September 07, 2016, 12:05:32 PM
Way i look at it is, Your 3k years into the future, you have earth animals on a distant rimworld in the assbackwards middle of no where with cavemen and guys with swords and armor, guys with flint locks, guys with "modern day" weapons, guys with energy weapons and giant semi truck sized caterpillers with machine guns and chicken robots with tank cannons with random guys and chunks of starship falling from the sky.

Im pretty sure the poor little fennics have had to undergo a few mutations just to not die off within a week when they attack a boomrat or something, That or they have been infested with mechinites and turned into bionic killing machines.
#51
Quote from: Louisthebadassrimworlder on September 06, 2016, 04:25:40 AM
Quote from: Aleksh on September 05, 2016, 02:57:16 PM
Then give people a vote every week. Would be fair.
Like reset all the votes every week and see who got the most each week?

Maybe a weekly best new base contest?
#52
figured i would post the new screen of my base now that i've had a few hours to work on it, lost a fair few colonists to a drop pod raid but still holding up pretty good.

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#53
General Discussion / Re: Introduce yourself!
September 04, 2016, 06:34:20 PM
so i'm horrid at these things, but the heck with it i'm arctic and i'm a truck driving nerd who loves to place pc games on the rare chances i get more then 1 day in a row off.

as for the other questions

-What introduced you to RimWorld? Or to this style of game in general?
you can thank a webcomic called alt, ctrl, del for introducing me to this game, i wasnt going to get it but bought it when drunk and boy am i glad i did.

-What's your favorite other game?
fallout 4

-Most embarrassing gaming-related story?
i was playing world of warcraft and my dog decided he wasnt getting enough attention and knocked my full 44oz cup of code red into my computer and destroyed it, Thankfully i was waiting for the new one to show up but dakota made his point.
#54
well i'm a newb so i know my base is considered substandard but its survived a year on randy random casual with only one death and i have no shortage of food so....its alright i guess, plan to put the gardens under a roof and rearrange a few things once i have the stone and hydro done.


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