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Messages - schizmo

#181
The trouble with being able to capture raiders when you've reached a population limit is that the game is also hard coded so the maximum recruitment difficulty is 99% so that it's never impossible to recruit someone, this way if you get unlucky with a difficult prisoner early in the game you're not entirely screwed by getting a series of impossible prisoners. This also allows players who are lucky enough to incapacitate a raider after they've hit the upper limit of their population cap to be able to recruit their prisoners EVENTUALLY (the caps are soft, technically it's unlimited it just gets substantially more difficult to increase population due to the death rate raising and recruit rate dropping)

Similarly if hard limits were imposed and recruitment was literally impossible, the player might not be aware and could waste valuable time and resources attempting to recruit without realizing their efforts were futile. Short of breaking the immersion and literally telling the player "you can no longer recruit any new colonists" there wouldn't be another way to let the player know that such limits existed or had been reached, which is one reason the current system of "hard but not impossible" is so useful. I do agree that it puts a strain on organ harvesting and surgery practice, though, but by this point in the game the player should be able to reasonably purchase organs for a stockpile.
#182
Ideas / Re: The topic Scars. Everyone hates them.
December 02, 2016, 09:33:22 PM
Quote from: kermanguy on December 02, 2016, 08:44:08 PM
How about no pain from scars? I have a scar on my ankle, and it doesn't hurt. I still approve of the idea that it should lower limb health, but making it so that it causes a permanent mood debuff is just annoying as hell and immersion-breaking.

Some scars are painful, I did a quick google search of scar tissue and pain and there are a number of results of people with scar tissue that pinches nerve endings and causes pain like when it gets cold and stuff. I don't personally have any painful scars but really bad scars can potentially be painful depending on the circumstances.
#183
Ideas / Re: Progressively revealed traits
December 02, 2016, 09:31:51 PM
I think this would be a great addition to harder difficulties, but might make it TOO hard for those who still play on lower difficulties. And certainly no matter what difficulty you choose, your starting 3 colonists should have all traits revealed.
#184
I don't know what is happening every time you play Rimworld, maybe you play with different settings or mods or something, but when I play it Raiders flee regularly. The moment you've eliminated 50% or more of the raid the remaining raiders turn tail and run, and the game notifies you that the raiding party is fleeing. As for consciousness, the stat is more related to a character's ability to stay conscious, not whether or not they've been knocked unconscious by a punch to the face. Things like extreme pain, radiation toxicity, heat stroke or hypothermia are all methods to drop a pawn unconscious prior to death (because usually the thing that makes them pass out is also about to kill them). As for shock, characters incapacitated in combat are almost ALWAYS in shock due to the trauma that caused them to become incapacitated, like blown off limbs or severe bleed rates. The only time in my experience that this doesn't happen is when an artificial limb is blown off (which experiences no pain) or perhaps a character with a pain stopper implant who doesn't feel pain but still cannot walk because they're missing a leg. Other than that, every combat incapacitated character should be in shock.

As for kill over incapacitation, the game is coded specifically to make incapacitation events happen less and less frequently the more colonists you have, it's done as a form of population control. (Similarly the more colonists you have the fewer random recruitment events you will see, and eventually they will stop all together.) And since Sharp damage is generally stronger than Blunt damage and guns are ranged Sharp damage weapons, they're inherently stronger and thus more likely to kill the enemy. If you want to beat someone into submission you have to use blunt melee weapons and even that will become less reliable once you start creeping near the population limit. Even with all this in mind you should still be able to incapacitate enemies with guns, so unless you've got some incredibly efficient killing machines or you're playing on a super easy difficulty where it's easy to kill everyone because they don't wear armor and have low HP to begin with, you should still have at least some chance to incapacitate.

Honestly it doesn't even sound like you're playing the same game. I've experienced none of what you're describing.

I will agree that instant kills should be limited to the destruction of things like hearts and brains, but asking for that to be the change will only make those injuries more common because the death rate isn't going to drop. It's a fundamental part of population control, which is a fundamental part of managing game difficulty, for this to change would alter the entire experience of the game from its core.
#185
Ideas / Re: Colonist Selection Groups
November 29, 2016, 06:28:38 AM
I like this idea, so far the only way I'm able to easily classify my pawns is by assigning them different outfit groups, so I know all my pawns with Dusters are brawlers, all my pawns with Jackets are hunters, pawns without any type of coat are Workers, etc. but that has it's limits
#186
This sounds like an interesting idea as long as it's included among those rare and random off-world purchases like the mega tv and telescope. It can't be something freely built, and it has to be expensive. The implications are too strong for such an item and to make it freely available by grind instead of chance would make it too easy to rely on
#187
Ideas / Re: Drag to Re-arrange priority columns
November 29, 2016, 06:20:54 AM
Alternatively we could just add more numbers to the priority list, maybe 1-9 instead of 1-5. This way we can fine tune individual work orders without wholesale telling all colonists that one task is more or less important (because some skill levels may be better suited to one priority over another)
#188
Ideas / Re: Here come the Cavalry
November 25, 2016, 12:44:57 AM
I can't think of anything I want less than a mount that is not allowed to haul or rescue. If anything that would be my first choice for rideable animals or pack animals, to increase hauling capacity or quickly rescue and return a pawn to a hospital bed to keep them exposed for as little time as possible and lower the risk of infection and blood loss.

The current animal training is too random for my tastes, I want a pack animal that can follow a colonist to haul many items from an area, not just haphazardly decide when and what needs hauling. too many pawns on screen is a resource hog and with how infrequent they perform their hauling and rescue tasks you end up needing to house and feed 20-30 animals in order to have any impact, and it's incredible resource intensive, both system resources and game resources.

I TOTALLY love the idea of battle animals though, like a brawler with a sword on horseback charging down an escaping raider and finishing him off before he escapes. That's a great concept
#189
Ideas / Re: Another motive for a raid
November 24, 2016, 11:14:59 PM
I don't believe anyone really bothers burying the dead raiders, otherwise they would very quickly run out of space on the map.
#190
Ideas / Re: The topic Scars. Everyone hates them.
November 23, 2016, 10:50:10 PM
I have mixed feelings about this, on the one hand I like the system the way it is because it puts a major incentive on proper treatment and healing and training of doctors.

On the other hand, I think all scars are treated equally when in reality there are varying degrees of scarring that can cause varying degrees of pain and disfigurement.

Maybe scars can be broken into Major and Minor varieties depending on the severity of the injury that caused them? I don't think they should be done away with, they make the game interesting...
#191
Ideas / Re: Small Animal Trap
November 23, 2016, 10:43:25 PM
Quote from: endders2 on November 23, 2016, 08:45:20 PM
This is a great Idea. But to help you with the problem short term if you really need to, equip one of your brawlers or good people at melee with a long sword, and let them go to town. They're super effective against things like that. I only hunt big game with guns since its more efficient and would be dangerous to send my brawler into a deadly animal.

That's more or less how I deal with small animals currently, its just a very active solution to something that is meant to be passive, I feel, but thankfully there are options in the short term.
#192
Ideas / Re: Re-seeding wild plants
November 23, 2016, 12:08:36 PM
You can plant your own trees in any growing zone, and the Strawberries are the same as the wild Raspberry bushes. Aside from maybe Agave (I haven't had much experiences on maps with Agave), every useful plant can be planted by the player, even dandelions. I'm not sure what it is that you are all looking for, except maybe grass? Planting haygrass is more effective for feeding animals and natural grass is more dangerous than anything because it's highly flammable, so aside from aesthetics you really shouldn't worry about it too much. If you leave it alone, it will grow back within a few seasons anyway
#193
Ideas / Re: Small Animal Trap
November 23, 2016, 06:07:42 AM
Quote from: deepSeaKing on November 23, 2016, 04:09:13 AM
hey i'm here from the "capture wild animals for trading" post.  as i understood form your post animal traps you are mentioning are only for the small animals. what about the bigger ones. it may do some damage to them also,  that wold be more realistic cause a bear trap is just going to hurt or incapacitate  big animals while kill those smaller one efficiently.

and the trap building resource should be same as the normal dead fall trap this will prevent players from covering the whole map with enormous amount of traps.

anyway your idea is very nice, and more realistic to hunt those small animals. like rabbit. hare, squirrel, tortoise, ets

I'm more talking about small non lethal cage type traps used for capturing racoons and badgers and rats and animals like that. I wasn't referring to bear traps, but I didn't make that clear in my post. I'll edit it
#194
Ideas / Re: Guard Patrols
November 23, 2016, 02:46:50 AM
Quote from: jmababa on November 23, 2016, 02:08:02 AM
Quote from: A Friend on November 22, 2016, 07:29:54 AM
Have guards accompany people outside home zones.

I think you can do that in A16 since I think you can send caravans

I believe he means the designated "home zone" on a map near buildings and structures claimed by the player
#195
Ideas / Re: Shadows
November 23, 2016, 01:47:37 AM
Quote from: DNK on November 22, 2016, 07:52:11 PM
I would just settle for ceilings casting shadows. Seems a major oversight of the new ceiling mechanic, and breaks immersion, if you can call it that.

+1

The lack of ceiling shadow is unsettling and makes me second guess whether or not something is wrong with my colony