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Messages - Jaymistic

#1
General Discussion / Re: Should Rimworld have bosses?
February 21, 2018, 05:27:05 PM
I think the word "Boss" is being seen as a means to an end in terms of gameplay. I think it should be seen more as OPTIONAL BOSS BATTLES that has no major impact on the end game. Boss fights I would love to see are:

1. Faction Bosses (Can colonize a new base, loot and/or cripple a faction upon completion. Difficulty is 10 out of 10 with numbers being HIGH for the enemy)
2. Slaver Boss (Can accept a new colonist upon completion. This would rate 8 out 10 in difficulty)
3. Tribal Boss (Random weapons and Loot upon completion. This would rate 5 out of 10 in difficulty)
4. A variety of Alien Bosses (New Technology tree opened (RARE) or weapons upon completion. Also, only ONE alien boss battle per playthrough. This would rate 10 out of 10 in difficulty.)

These should all be OPTIONAL battles, AVOIDABLE and NOT game breaking. There would be no unique special weapons on their side or to claim for yourself, which makes it fair for both sides. This will further improve the game's uniqueness in general IMO.
#2
General Discussion / Re: New here
January 25, 2017, 09:26:00 PM
Welcome to the forums. There are plenty of things to do. Play the game, share your experiences with us, suggest improvements and etc.
#3
Quote from: mumblemumble on December 17, 2016, 04:44:37 PM
the backstory test subject - test subject  afeeba (feeb) dafo has +3 medicine as adult, but doctoring disabled.

btw, I know I said this before, but has anyone thought the flammability aspect of chem fuel is a bit..oddly low?...yes, I'm bringing that up again, sorry, But I cant help but notice this, especially after a boomalope exploded a wooden shed filled with it, and there wasn't a massive problem caused by it, meanwhile a mortar hitting my artillery round storage made a crater, and killed 2 guys. punched a hole in my base. For those unaware, chemfuel has a flammability of 100%, same as bodies, cloth, ect... And I would expect it would explode like a combination of mortar shells and inferno cannons. And I'd honestly rather not wait for a17 for that, if It can be helped.. but I don't realize how complex this would be. So if its simply unrealistic to code/ balance in a day or 2 well...I guess I understand. But Ill be damned if its not kinda glaring issue to immersion when firefighting a room full of jet-fuel is a 1 man job, and low risk.

Speaking of mortar rounds, it seems if the mortar shell is destroyed by an explosion, or series of explosions fast enough, it will not actually go off, it wont have a sympathetic detonation, but will simply despawn.

I would like to imagine that your character, Feeb has the potential to be a doctor, but does not want go down that road. You can look at it from that perspective.

I'm not going to get started on that fire, chemicals and explosion debate. We will be talking for days. I think things should be reworked, but we probably won't see anything until A17.