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Messages - schizmo

#91
I don't feel like it will make each playthrough unique if players are allowed to choose because most people will choose the same thing each time. If you want it to be truly "unique" each time, it should happen organically and be chosen at random, allowing the skill specializations to influence how the player chooses to use them, not the other way around.

Personally I don't like to use grenades, so I would never choose the grenade specialization on my own. But if I happened to recruit a soldier who's specialization was grenades, I would make the smart choice and give that soldier grenades to make best use of their skills. It would help me experience the game in a way that I was not previously experiencing it, because now I have to think about combat differently to incorporate grenades. I've also literally never used a Deadfall trap or an IED, so I would be even less inclined to pick any skill involving those. (I'm actually about to try to use those, because I feel like I'm missing an aspect of the game)

To be clear, I still think this is a great idea, I just feel most people have a very one-track mind when it comes to the way they play the game, myself included to be honest, so allowing them to choose will ensure that they only ever play the game in the same way each time.

BUT it's a great idea no matter which way it's implimented
#92
Ideas / Re: Disease research
January 02, 2017, 08:26:20 AM
Would also be nice if disease research helped increase treatment efficacy once the disease has been researched, but perhaps the disease can only be researched while a colonist is infected by the disease. Maybe limit this type of research to doctors? Or something. I think I would prefer that over germ warfare but it's an idea
#93
Quote from: Primal Lord on January 02, 2017, 03:21:22 AM
I could probably rig up a mod for this real quick to at least disable wild ones (merchants may still bring them), make a list up of animals you want removed and I'll see what i can do.

Might as well go the extra step and make it a toggle list so players can pick and choose.
#94
Theres probably a mod but I doubt this will be added to the main game.
#95
Ideas / Re: Break: Outrageous Deconstruction
January 01, 2017, 02:41:29 PM
Quote from: Goldenpotatoes on January 01, 2017, 12:52:11 PM
It'd be pretty funny to have the break target whatever pissed them off enough in the first place. I.E. if the reasoning was food poisoning they might target the kitchen area, or someone's bedroom if they were rebuffed/insulted by them.

I love it. It's like revenge
#96
Ideas / Re: Break: Outrageous Deconstruction
January 01, 2017, 12:47:37 PM
Deconstruction implies careful work to preserve resources, if this is tied to a mental break they'd probably be more like Charles Foster Kane destroying Susan's bedroom. I wouldn't call it "outrageous deconstruction" I'd call it "trashing the place"

Outrageous deconstruction sounds more akin to the surgery failures, where someone attempts to deconstruct but they break it and waste resources.
#97
Ideas / Re: More Global Landmarks
January 01, 2017, 12:43:48 PM
Won't this just lead to players searching for a haven with the lowest possibility of events and guard specifically against the ones that they can't avoid? Seems like it would take the danger away because part of the challenge is never knowing what is around the corner.
#98
Ideas / Re: Messages should include location
January 01, 2017, 12:41:06 PM
These are both great ideas
#99
Most actions in the game are passive, while true that you oversee them, you rarely instruct pawns to do anything. The player is the invisible hand guiding pawns by saying "hey, you should always have at least 30 simple meals" and "hey, this area here is a stockpile" and "hey, it would be cool if someone came over here and made a shirt eventually" but all of tbose things are suggestions. You tell the colony to make a shirt but it depends on the pawns who actually comes over to make the shirt, and sometimes if the short isnt finished another pawn will show up and start to make their own because the work order still exists.

You CAN specifically instruct pawns to prioritize work, overriding their autonomy when neccesary, but the game is not meant to be played like this and your average player only does this when absolutely necessary.

If players are allowed to choose the skills then it will undermine the uniqueness of the pawns, who are all supposed to have free will and backstory, and are supposed to be rendomized. This is somewhat of a roguelike game in many ways, and giving control of something like this to the player takes away from that aspect.

Don't get me wrong I think specializations are cool, but it doesn't make sense to me that the player would be allowed to choose when everything else about skills and passions has been crafted by the pawns backstory and traits
#100
Ideas / Re: Simple ways to combat imprevious colonies
January 01, 2017, 12:03:50 PM
Quote from: Lightzy on January 01, 2017, 04:07:51 AM
Hmm and probably you could "save" people stuck under rubble, so it's not an insta death sentence unless critted.

Yeah I dig.

I figured it would behave like normal overhead mountain collapses, where people are only killed if DIRECTLY underneath the roof when it comes down. The infrequency of artillery strikes due to their long cooldown means that the chance of actually being killed by cave-in is relatively low, and that chance is further mitigated by having larger caverns because there is more space to move around and more places to shoot, sort of like playing Battleship.

The trade off for larger caverns, though, is a larger chance for infestations to spawn, if I understand correctly. So the risk/reward is already built in with existing mechanics.

Edit: I forgot to mention, the cave in doesn't have to kill or destroy to still cause problems. Imagine if a plus sign of rock rubble fell in a doorway, putting 3 solid blocks of debris in between a pawn and his exit, trapping him inside of a small room. Now he is effectively cut off from the fight thanks to the cave in, and you might not have the luxury of freeing him in that moment. It means not only does the player have to leave their base, but they habe to take on a seige with 1 less fighter.
#101
Ideas / Re: Break: Leaving colony (and returning?)
January 01, 2017, 08:41:01 AM
I kind of like this idea for pawns who have a lot of negative relationships, I feel since they don't get along with anyone they have no incentive to stick around. But on the other hand, it means the ugly pawns will always leave...
#102
Ideas / Re: Suicide
January 01, 2017, 08:37:40 AM
I'm not into it. Suicide isn't the result of "feeling sad" it's usually the result of long term mental illness or a feeling of utter hopelessness for major systemic issues in ones life. I think it's also probably highly triggering for those who deal with these issues in real life, and adding it to the game would only serve to push those people away, which by extension makes the game less successful. We already have drug binges that can end in overdose, and people can already go berserk and wind up dead when other colonists attempt to beat them back into submission. There is no reason to add this. Not to mention on higher difficulties where mood is always a concern, you will just wind up with rampant suicide.
#103
I might be into this if they were randomly assigned to pawns like traits, but the player should not be able to pick them. Pawns should have autonomy and free will, and selecting their own perks helps evolve their own personal backstory, which is part of what makes rimworld great. I would even tie them in with their history in some way, since those two aspects already help dictate skills
#104
Ideas / Re: Simple ways to combat imprevious colonies
January 01, 2017, 12:58:55 AM
For cave ins my thought is wherever artillary lands it drops a little plus sign shaped chunk of mountain rubble, so the damage area is smaller than the standard artillery splash radius but is also still deadly.

Since support beams would still exist to keep the roof up as normal, the rubble could be cleared without consequence, but of course things and people would be lost under the rubble.
#105
Ideas / Re: Score based job priority
December 31, 2016, 04:53:28 PM
I'd like to start a slow clap for the brilliant response above. Bravo!