I've had a couple of these come up in my v1.2 colony and I'm feeling like this type of quest is rather out of line for the difficulty level. There's a good chance your colonists get shot up by turrets the as soon as they spawn, as a result of the small map size and the large turret range. In addition to tuning the difficulty, it would be nice if there was an alternative, less punishing option than abandoning base if a direct assault is infeasible. Maybe an opportunity to pay ransom to the hive cluster to go away and bug someone else, or have them give up the siege automatically after enduring a few seasons.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#1
General Discussion / Re: Important: new problem causer quests can easily wipe out your colony
August 30, 2020, 04:35:20 PM #2
General Discussion / Re: How to handle Mech Clusters?
May 03, 2020, 04:26:28 PM
Any mech structure, including turrets, can be destroyed by a hand grenade. Instead of bringing your whole squad to demolish a mech drop (after it's been stripped of its defenders), it's safer and faster just to bring a couple of smoke launchers and a grenadier.
#3
General Discussion / Re: Thoughts on Royals
March 28, 2020, 10:30:54 PM
Speech outcomes really could use more detail. I wan't to know what they spent half a day talking about. That wonderful mad-lib generator that's used for art descriptions would be great to fill in the details.
#4
General Discussion / Re: Thoughts on Royals
March 27, 2020, 08:27:50 PM
I have two titled pawns in a current playthrough. I just wish they would stop giving 5-6 hour speeches each every few days.
#5
General Discussion / Re: Mech clusters subvert the game
March 19, 2020, 02:37:18 AM
Just want to preface this by saying I love the introduction of mech clusters! It was a delightful moment of discovery when Cassandra dropped the first cluster on my hapless colony. However, I share a nuanced version of OP's sentiment. The current combination of shields and turrets makes dealing with mid/late game mech clusters rather formulaic, repetitive, and micro-heavy. Cleaning up turrets is especially tedious. Clusters are less fun than they could be.
Mech cluster drops could be made more interesting if they had more variation, especially in shields & turrets. Variation is chaotic. Chaos is interesting. Here are a few suggestions off the top of my head:
Mech cluster drops could be made more interesting if they had more variation, especially in shields & turrets. Variation is chaotic. Chaos is interesting. Here are a few suggestions off the top of my head:
- Allow mortar and bullet shields a random quality rating that results in a percent of incoming interceptions instead of producing a deterministic result
- Shield coverage area could be made non-deterministic too
- If some turrets required a power source and batteries, it would increase the number of strategic options for dealing with them
- Perhaps turrets with a built-in power supply ought to run out after a period of time and self-destruct
- Mech clusters that launch explosive and incendiary mortars from a defended position is a little overbearing, but launching EMP mortars to shut down colony facilities and make pawns throw up sounds amusing.
- No matter how advanced it is, a bullet shield really shouldn't eat a doomsday rocket whole. The rocket should have either passed through, or detonated on the shield and tragically killed the pawn who launched it
#6
General Discussion / Re: toxic fallout is as bad as the old tornado
December 02, 2018, 01:09:36 PM
I like these events such as toxic fallout and super-volcano eruption that have extended effects because they make better drama for the colony. From a gameplay perspective, it might make sense to have some form of advance warning so the colony can have a day or two to prepare. The probability of toxic fallout may benefit from some tweaking, because it seems to trigger during the 1st winter or 2nd summer for my colonies with very high consistency.
#7
General Discussion / Re: Difficulty capturing someone
December 02, 2018, 12:24:14 AM
If you want to be choosy about your prisoners, start stocking up on psychic stun lances when you have the opportunity to trade for them.
#8
General Discussion / Re: please change "rimworld" to "jim's world"
October 06, 2018, 08:59:08 PMQuote from: Swarx on October 04, 2018, 01:04:34 PMThis is a well reasoned proposal.
hello there i think that "rimworld" should be changed to "jim's world" as there are many people in the world named "jim" and the word "rim" has sexual connotations that thus make this game inappropriate for children. the fact that it is not "jim's world" is very discriminatory towards people that are named jim or james.
#9
General Discussion / Re: How many animals is too many?
September 30, 2018, 06:14:21 PM
I don't see a need for additional disease events. Animals already contract and die from flu and plague, as well as the occasional heart attack. The tameness mechanic provides a sliding scale cap on animal population, determined by how much of the colony's resources that you're willing to devote to animal keeping.
#10
General Discussion / Deep drilling for chemfuel
September 10, 2018, 01:09:18 AM
I noticed that while deep drilling the red scanner patches for chemfuel, only one unit of chemfuel is getting generated per drill portion/cycle. This ends up being pretty inefficient. I'm wondering if this is an oversight, a bug, or by design and perhaps the result of some aspect of deep drilling that I don't yet understand? My latest colony is in the arctic tundra biome with a very short growing season. There isn't much organic stuff around the map to refine, so I was hoping that pumping some good old fossil fuels would help reduce the colony's dependence on trade.
[attachment deleted due to age]
[attachment deleted due to age]
#11
General Discussion / Re: Best way to prevent explosive battery discharge?
August 11, 2018, 12:35:42 PM
Conduits built inside stone walls can't short or catch on fire. In mid game consider hardening your far-ranging conduits by overlaying them with stone walls, such as those connecting to geothermal vents. This has a side benefit of partitioning up the map and can slow the pathing of hostiles, which may save the lives of your colonists and livestock.
#12
General Discussion / Re: If you keep lots of animals, is there any practical use for Animal Pulsers?
August 06, 2018, 12:51:46 AMQuote from: Teleblaster18 on August 05, 2018, 06:12:38 AMPsychic animal pulsers are WMDs. It doesn't make sense to drop them in your backyard. Much better if you drop them in the other guy's backyard.
Is there any reasonable usage for them on your home map, though? I also caravan with animals exclusively, so the same problem that applies at home would apply for me when I'm assaulting enemy bases.
If you absolutely must bring your own animals to the party, then perhaps you can build a shelter to keep your animals away from your colonists until the effect wears off.
#13
General Discussion / Re: Meat cubes are weird and kind of gross.
July 28, 2018, 11:50:31 AMQuote from: Orionreach on July 28, 2018, 10:27:19 AMYes, muffalo steaks with a nice marbling sound delicious.
The shape is perfect but maybe add a bit more to it's surface texture besides a small white teardrop?
#14
General Discussion / Re: Meat cubes are weird and kind of gross.
July 27, 2018, 08:33:49 PM
I have to agree with OP. The meat cubes seem just a little bit too voluminous.
#15
General Discussion / Re: To RNG or not to RNG
July 22, 2018, 12:59:19 PMQuote from: Andy_Dandy on July 22, 2018, 04:33:01 AMI really think this last part is the crux of the issue.
The fun with Rimworld is all the bad things that can happen. There is alot to plan arround to increase safety and reduce the chances of bad luck.
To illustrate, consider a story of extreme rng circumstance: Three survivors of a doomed starship crashland on a rimworld. On the day of their arrival, they scavenge what supplies they can from the debris and build a makeshift shelter. On the second day, a meteor falls from the sky and crushes everyone as they sleep. The end.
What's wrong with this story, aside from Cassandra being a bona-fide jerk? There's effectively no player agency in the outcome. Rng can be a great catalyst to kick off a crisis, but the real story is in how the colony responds. Likewise, when the meaningful outcome of the event is baked into the rng roll, (e.g. Engi is instantly killed by friendly fire) there's little opportunity for the kind of drama that builds a great story.