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Messages - vampiresoap

#211
Quote from: ZestyLemons on December 24, 2016, 08:21:24 AM
No. This is an idea that only enforces stereotypes.

Skill influences your ability to fight, not your body type or your gender. A black belt or other similarly trained person will whoop an untrained person regardless of age or stature.

The fact that you suddenly bring skill into the equation shows that you have no concept of scientific methods and controlled environment. (Ever heard of the phrase "all else being equal"?)...

A man and a woman engage in combat. Both of them are equally skilled. Now you're forced to bet on who wins. Your life depends on the outcome. Who will you put your money on? 9 out of 10 of any sane group of people would bet on the man because they are not as delusional as you are.

Also, body type does not influence your ability to fight? Really? So when you're super overweight, you fight just as well as when you're fit and muscular?
#212
Like being taller and bigger gives you an advantage in melee but also means you're way more likely to get hit by bullets. That kind of thing. Also, I know this is probably going to piss some people off, but aren't males with normal body types supposed to be way stronger than females with normal body types? I've had too many young men getting killed by berserking grandmas to not gripe about this lol
#213
Limdood: Nobody's gonna start arguing who should be in charge when there's a fucking hole in the boat and water's leaking in. Everyone would just start peddling like crazy towards the only island on the horizon. You vastly underestimate what people are capable of. Everybody (maybe even you) is a survivalist when push comes to shove. It's the result of millions of years of evolution.
#214
Quote from: Torres on December 23, 2016, 10:11:42 AM
Quote from: vampiresoap on December 23, 2016, 06:24:10 AM
That basically guarantees two or three deaths in the enemy camp lol

And now in A16, you can actually observe the outcome. Such fun!

Protip: Install some scyther blades on them before releasing them so when they go full berserk they become the T-1000

Haha best Trojan horse ever!
#215
General Discussion / Re: Slave labor
December 23, 2016, 04:24:16 PM
Will everyone just ignore the crazy liberal and get back on topic? They see oppression and injustice everywhere they go. Can't even have a small talk nowadays without offending these unthinking SJW's. They are largely irrelevant in any sort of important discussions anyways, so just ignore them.
#216
That basically guarantees two or three deaths in the enemy camp lol

And now in A16, you can actually observe the outcome. Such fun!
#217
Quote from: DirectorBright on December 23, 2016, 04:59:28 AM
The mood system is broken, but not in the way you've said.

The big problem with the mood system right now IMO is that the numbers for buffs and debuffs are all over the place, especially debuffs. But the system just falls to pieces when Starvation occurs.

Starvation (Trivial) is -22. Its described as feeling fuzzy and unfocused. Thats a ludicrous number when you compare it to certain other debuffs. It jumps to -29 at moderate.

Being in crippling pain where a colonist is literally screaming "KILL ME NOW" is -20, Killing someone by harvesting their organs is a -6 (On top of a -7 for them dying). Losing your child is -25, so is losing a spouse.

But hold on, Very Comfortable is a +6, and people routinely get that by sleeping in a poor quality wooden bed! Even a normal bed can trip the extremely comfortable +8 bonus.

So tearing some dudes heart out is sad (-13), but having a pretty okay bed (+8) and steak for dinner (+5) makes it all better?

Starvation is the big one though, because when people get starvation debuff, they usually break extremely quickly. -22 is HUGE early game, and what happens when a colonist breaks? Oh. They don't eat. Well thats fantastic.

I literally had a colonist do "sad wander" from not getting any food, then wander around outside in a snow storm while new food was brought in until they starved to death while there was food in the fridge.

I had another berserk due to lack of food While he was eating his food, then die of starvation because berserking people won't eat.

This just made my night =D
#218
General Discussion / Re: Slave labor
December 23, 2016, 04:53:05 AM
Quote from: Zombra on December 22, 2016, 08:14:45 PM
Quote from: Headshotkill on December 22, 2016, 07:40:47 PMWe already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style.

Yes yes yes.  Right on schedule.  "We can do some bad things in the game, therefore we must be able to do ALL bad things in the game!"  I was waiting for that.  You're also needed in the "I want my colonists to be rapists" thread ... and I assume an upcoming "put child pornography in the game" thread.  Looking forward to it.   >:(

As a matter of fact, it would be SUPER UNREALISTIC for a fringe colony to keep prisoners who sit on their ass all day doing nothing. They would normally be put to work on latrines, trenches or simply carry stuff from point A to point B. Some might consider that slavery, but I don't...cuz well, those guys did just try to shoot you in the face. Think of it as reeducation before they become proper citizens of your glorious republic. And seriously it's nowhere near as bad as rape or child pornography, which in turn are actually nowhere near as bad as harvesting human organs by force or straight up murder.
#219
I wish you could see the success chance before attempting surgery.
#220
Quote from: Shurp on December 21, 2016, 05:27:21 PM
It also could be easy to implement.  Just do two things:

1) Automatically improve relationships between people with high social skill and everyone else.  People with good social skills know how to manipulate people to like them, and benefit more from good relations than poor ones.

2) Create a network effect with people with social skills.  If A has good social skills, and B likes A, and C likes A, then A should be able to encourage B & C to get along.  Basically do a "2-step" relationship test modified by the social skill of the intermediary.

Then you don't have to introduce any special "counselling" activity.  Just by being there and talking to people those with good social skills can help the colony get along.  Eventually everyone likes everyone.

(Note that this includes the "butterfly" effect; Tony keeps getting rebuffed by Mia, but Jane wants them to get along and chitchats with both of them and "pollinates" the relationship, and before you know it Tony and Mia are in the sack together.)

I really like this idea!! The counselor idea is pretty good too, which is, funny enough, implemented in Dead State. There's this flight attendant girl who's good at literally nothing...but when you make her a counselor and she'll just give everybody at the base a nice morale boost. That's really what we need in Rimworld.
#221
I'm really hoping that some kind of tranquilizer guns will be added into the game...Those will be soo helpful in this kind of situations. But then again, people aren't supposed to be going on killing sprees in the first place. Only psychopaths should have a chance to do that. That way you can either reject pawns with the psychopath trait when they want to join your colony or simply never give them melee weapons.
#222
Quote from: Ramsis on December 20, 2016, 10:38:43 PM
Quote from: vampiresoap on December 20, 2016, 08:04:57 PM
No, when you have no shelter, little to no food and are surrounded by hostile animals, your survival instincts kick in and you'll do anything to survive. That should be their top priority, not their fricking feelings. It just goes to show how fragile Rimworld colonists are. They are basically just a bunch of green-hair liberal college kids who constantly accuse people of offending them and demand "safe spaces".

OUCH! I pricked my finger on all that edge you've got going. Keep the viewpoints to yourself there friend.

Okay, fine o_O
#223
Quote from: ArguedPiano on December 20, 2016, 09:12:11 PM
Social fights have nothing to do with the mood system. It has to do with the compatibility rating and what each pawn thinks of the other (it can be between -100 and +100)

I think you are misunderstanding two mechanics at play here.

The happier they are, the less likely they start social fights. It is pretty observable by just playing the game on extreme difficulty. (Especially if you keep them drunk and drugged all the time and they never start any shit) Unless they changed that too in Alpha 16.
#224
No, when you have no shelter, little to no food and are surrounded by hostile animals, your survival instincts kick in and you'll do anything to survive. That should be their top priority, not their fricking feelings. It just goes to show how fragile Rimworld colonists are. They are basically just a bunch of green-hair liberal college kids who constantly accuse people of offending them and demand "safe spaces".
#225
Jump to 26:50 in this walkthrough video https://www.youtube.com/watch?v=tAmyi9FQR54

And see how colonists are already killing each other on THEIR FIRST NIGHT of surviving together in the wild. This shit makes no sense.

This was "only" a social fight, but yeah, the berserk mood set still makes no sense. Normal people just don't go on a killing spree when they are sad, only psychopaths do that.