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Messages - schizmo

#76
Ideas / Re: Trading Spot
January 03, 2017, 10:29:06 PM
Quote from: DariusWolfe on January 03, 2017, 04:41:52 PM
Quote from: schizmo on January 03, 2017, 04:32:05 PMThe whole instant dropping/vanishing of potentially hundreds of items never quite sat well with me.

Wait, what?

Unless I'm not understanding what you're talking about, you already have to haul all of the purchased items/silver back to your stockpiles. This is the primary utility of the Trader Spot mod for me; I've never had to deal with traders congregating in killboxes, because I don't make killboxes. I just hate having to haul everything from whatever stupid place the game decided to make the traders congregate back to my stockpiles, especially when the items I purchased are perishable. I use Trader Spot to tell them to congregate near my roofed stockpile and front door, so I can more easily haul my purchases back.

Plus, it sort of helps keep them out of my crops and food; Not entirely though, as they sometimes take some really, really cockamamie routes to my trade spot, like going around to my back door and tracking through my whole base to the Trader Spot in the front.

When you trade with anyone, the items and silver you are selling disappear immediately. That's the part that I was referring to when I said it didn't sit well with me.

With a trading spot, both parties should have to haul their respected items to the trade spot and then exchange them. Since the trade spot will likely be close to a player stockpile (or at centrally located at the very least) the colonists won't have to travel far, but the caravan rep will have to travel back to the caravan to grab their share of items and silver to haul into the colony. Effectively the trade spot is a neutral ground for both parties to bring their items, rather than instantly teleporting player items away and dropping caravan items outside of town.

I suppose you could just dump the spot inside of your stockpile but that seems kinda clumsy to just let a caravan rep wander in your warehouse.

Basically my thoughts for fixing the exploit are to slow the process down and blend the current vanilla caravan mechanics with the concept of a trade spot at the same time, the bulk of the caravan stays outside to prevent abuse, but the one trader you interact with (the one with the question mark) comes into the colony and waits for you at the trading spot. So if a player does try to exploit the spot, at best they will get 1 free kill.
#77
Ideas / Re: Trading Spot
January 03, 2017, 04:32:05 PM
Quote from: DariusWolfe on January 03, 2017, 04:21:32 PM
Nope!

It turns out you pretty much always get enough loot to buy your relationship back up via the Comms Console.

Note: I've seen lots of discussion about this 'tactic' but I've never done it myself; I know that there was a recent change that should make this tactic somewhat less attractive, but it didn't make it seem like it was good enough to prevent it; Additionally, if you arrange an "accident", it doesn't cause bad relations with their faction at all.

Well then before something like this is added to the base game, this type of exploit would definitely need to be addressed.

Perhaps the trade spot should be a single tile that invites only the caravan representative (the one you interact with) into the Home Zone, while the rest of the caravan members/animals remain outside. This prevents ambushing the entire caravan, and if something should happen to the Caravan Rep then the caravan would begin it's assault on your colony from outside

I also think that once goods are purchased, the Caravan Rep should return to the caravan and physically haul the goods to the trade spot, and then it would be the responsibility of the colony to haul purchased items to their respective stockpiles, and to haul silver/sold items to the trade spot for the Caravan Rep to haul back to the caravan. It might take some time if you've purchased a lot of items, but it would be worth it to prevent exploits. The whole instant dropping/vanishing of potentially hundreds of items never quite sat well with me.
#78
Ideas / Re: Trading Spot
January 03, 2017, 04:19:01 PM
Ok but doesn't assaulting a friendly caravan lead to negative goodwill and eventually hatred from other settlements? Doesn't that just lead to more raids? Is that not inherently a counter to "don't exploit this" because all you're really doing is shooting yourself in the foot?
#79
Ideas / Re: Hydration
January 03, 2017, 04:15:06 PM
It's been suggested often, but this is a decent proposal of early/mid/late game solutions.

My two critiques both relate to Beer as a hydration source. From a gameplay standpoint Beer is pretty easy to come by (and vastly easy to overproduce) which would all but eliminate the need for water and any relevant research. From a realism standpoint alcohol actually leads to dehydration so it's fairly unrealistic.

But this is a good idea, a highly sought after idea, and one I personally hope is implemented soon. I would add that Water should have a bill for the stove and campfire to be boiled which could be a cheap and slow way to purify it of diseases. Water purification research should lead to much faster/instant purification so that colonists can devote more time to other jobs.
#80
Ideas / Re: World Map Starting options
January 03, 2017, 04:07:11 PM
I like both options and think that they would be helpful for trying to get a decent start. I'm not about players choosing perfection, but I agree that it is frustrating to get a few decent colonists with a wide variety of useful starting skills, and a somewhat helpful location only to have it ruined by bad terrain. And this is coming from someone who thinks "dealing with the hand you're dealt" is half of the fun and challenge, but sometimes it can just be unforgiving. It can be the difference between thriving or failing within your first hour.
#81
What Rimworld is really missing is a puzzle mini game
#82
Ideas / Re: Character Editing
January 03, 2017, 08:00:55 AM
I like this for games like Neo Scavenger but hate it for Rimworld. Pawns are supposed to be their own people and you're meant to deal with the hand you're dealt, not hand craft the perfect team from the ground up.
#83
I agree, I keep room stats on all the time but only toggle beauty stats on temporarily. Please change it back
#84
Ideas / Re: Priorities Making Kibble
January 02, 2017, 11:25:12 PM
Quote from: Primal Lord on January 02, 2017, 08:39:29 PM
Quote from: schizmo on January 02, 2017, 08:15:17 PM
Bill priorities are done from top to bottom, so if you want Kibble to be a higher priority on a table then click the yellow arrow and move it upwards

Unfortunately, ovens take priority over butchering tables no matter what :/

That's odd, I never noticed that behavior. I feel like I had a colony go hungry once because my one cook was too interested in making kibble. I haven't paid specific attention to it though
#85
Ideas / Re: Priorities Making Kibble
January 02, 2017, 08:15:17 PM
Bill priorities are done from top to bottom, so if you want Kibble to be a higher priority on a table then click the yellow arrow and move it upwards
#86
I love the idea of a varied diet. I think pawns should have a steadily increasing negative moodlet for eating the same thing over and over again because they would get sick of eating the same thing over and over.
#87
Ideas / Re: Skill combinations for jobs
January 02, 2017, 12:42:55 PM
Similar to medicine I think combined skill requirements should be reserved for crafting higher tier items, whether that means existing ones like power armor or new items that haven't been added yet. Its a good idea
#88
Ideas / Re: Animal Kindom
January 02, 2017, 11:29:28 AM
It depends on the animals, muffalo exhibit a very dense pack behavior and deer as well move in packs that are somewhat looser. You tend to see more passive animals acting in packs where your more aggressive animals operate as lone wolfs. My observation is the more docile the animal, the bigger and more tightly packed the herd is.

Packs could be expanded though, they're by no means perfect.
#89
Ideas / Re: Animal Kindom
January 02, 2017, 08:52:56 AM
With regard to sections 1 and 2, animals already behave in this way. If I start the game with a Yorkie, it is almost always eaten by a bear.

And similarly section 4 exists already but only in domesticated animals.

Basically the only new idea here is nests, which is an interesting idea but would be hard to implement in a meaningful way on maps without treating them like Ancient Danger, especially since animals roam in and out of the map on a regular basis.
#90
Ideas / Re: New Plight regarding Animals
January 02, 2017, 08:49:03 AM
Toxic Fallout and Volcanic Winter both already do this, as well as extreme temperature shifts. Unless you mean something like blight? Maybe a psychic wave to spook the animals away, similar to the one that makes them go mad.