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Messages - Aerial

#211
Quote
How do you get amouts of plasteel needed for that? Trade?
And doesn't devilstrand duster protection stack with power armor protection?

I've noticed that temperate maps never seem to have plasteel veins on the surface but harsh environment maps often do.  I think it's a balance thing - if you have to worry about food production, you don't have to struggle so hard for good plasteel defenses and vice versa.
#212
Ideas / Re: Capital Cities
February 16, 2017, 04:19:48 PM
Quote from: Limdood on February 16, 2017, 10:12:30 AM
Quote from: Kenneth79 on February 14, 2017, 11:53:08 PM
There needs to be a balance when you attack a city. What happens when you acquire everything in the game? It is like you got the cheat codes to the game, it gets boring. I don't want the game to merely be about looting, it becomes a task rather than something fun. Which is why I'm thinking maybe adding a political side to Rimworld where there is severe consequences if you attack a city.
I'd be more concerned about the other point....if you can trade with them and they have everything, then why would you ever trade with anyone else?  it would trivialize the trade caravan, orbital trader, and relations systems.

Maybe prices are higher in the city.  You can get anything, but you pay for the convenience.  Those trade caravans and ships will sell you stuff cheap because their customers are fewer an farther between.
#213
Ideas / Re: Some thoughts on Item Quality and Maintenance
February 16, 2017, 03:21:15 PM
Quote from: Nuss on February 16, 2017, 03:10:55 PM
Better quality items should indeed deteriorate at a slower pace and the weapon should be completely dropped, unless they lie around in the open. Its enough for them to be damaged in combat.

I think the degradation due to being unroofed is a good mechanic to simulate leaving your rifle out in the mud and rain.  It will, in fact, degrade.

Quote from: Nuss on February 16, 2017, 03:10:55 PMRepairing is a must have. As a downside, each time you fix your gear, it loses quality, so you need to choose carefully whether you want to do this on 50%, 25% or 10%. And it may cost resources.

Not everything loses quality when it's repaired.  That rifle that gets passed down through the generations may actually be a better weapon now than it was when it was first manufactured.  I think the skill of the repairer and the quality of the repair parts should determine whether the quality goes down or up.  But I totally agree it should cost resources.
#214
Ideas / Re: UI Goodies I really really want
February 16, 2017, 03:15:15 PM
One more for growing:

Let me set "crop to grow next" in a growing zone so the pawns plant a new crop only when they harvest the current one.  Right now, they immediately rip out everything to plant the new crop.  If my zone has mixed soil types and every plant isn't going to mature at the same time, I either have to harvest some parts of the field early or leave parts unplanted until everything has been harvested.
#215
I find Randy generally less stressful than Cassandra for the same difficulty level.

However, when Randy goes into a snit he can throw four or five things at you at once instead of Cassandra's more measured pace.  So, where Cassandra feels like constant tension and crisis, Randy has long stretches of calm broken by events that can range from "eh" to total insanity.
#216
Ideas / Re: Maneater reactions to hunting too deadly?
February 13, 2017, 01:28:06 PM
Quote from: OFWG on February 13, 2017, 01:22:23 PM
Quote from: Aerial on February 13, 2017, 11:27:18 AM
It would also be nice if, once an animal is downed, you could simply walk up to it and kill it, much like the slaughter functionality.

This happens in A16. The hunter will walk up and administer a point-blank shot which (almost) always finishes it off in one.

You're right, when the hunting skill/task is being used it's reasonable, most of the time.  But a drafted pawn can't hit a downed animal for anything.   I frequently draft pawns to go hunting because then I can have them kill several animals while they're out there and let haulers bring the carcasses in instead of having my hunter kill one, haul it in, hike back out, kill another, etc.
#217
Ideas / Re: Maneater reactions to hunting too deadly?
February 13, 2017, 11:27:18 AM
It would be nice if nearby animals (non-predators) would scatter when an animal is shot/wounded.  I don't think the prey-type animals should be able to turn on you when hunted (only as a storyteller event).  Predator responses are good.

It would also be nice if, once an animal is downed, you could simply walk up to it and kill it, much like the slaughter functionality.  Because having a guy stand there and shoot at a deer lying motionless on the ground for hours trying to hit it is absurd. 
#218
I posted this in a thread in General Discussion but it probably belongs here instead.  I'm new to the forum, so my apologies if I shouldn't have repeated the post.

I'd like to see there be a reason to keep multiple doctors around through specialization.  For instance, you could have specialties like Organ Replacement, Bionics Installation, Plastic Surgery (fix those noses and ears!), and Neurosurgery.

Any doctor above a certain skill threshold could train (maybe through the high tech research bench?) at most two of the specialties, and those abilities wouldn't be available without the specialization.  Unspecialized/lower skilled doctors would be medics or trauma surgeons who can stitch up bullet holes and melee weapon damage, install peg legs and eye patches, fight disease, etc. 

A trade to keep non-specialized doctors viable might be that a specialized doctor is very good in his specialty, but he won't be as good as an unspecialized trauma surgeon of the same skill level for dealing with the everyday stuff.
#219
General Discussion / Re: Best and worst skills in A16
February 13, 2017, 09:04:04 AM
I'd like to see the Social skill have an ongoing impact on the mood of the other colonists.  For instance, people with high social skills might crack a joke which gives nearby colonists a +1 or +2 moodlet for a short time.  They'd be more likely to say something encouraging in a conversation, also resulting in a small bump, etc.  And it would be really nice if a high social person could be instructed to go defuse an argument between colonists before they start beating on each other.

Medicine we already know needs an overhaul but I'd like to see there be a reason to keep multiple doctors around through specialization.  For instance, you could have specialties like Organ Replacement, Bionics Installation, Plastic Surgery (fix those noses and ears!), and Neurosurgery.  Any doctor above a certain skill threshold could train (maybe through the high tech research bench?) at most two of the specialties, and those abilities wouldn't be available without the specialization.  Unspecialized/lower skilled doctors would be medics or trauma surgeons who can stitch up bullet holes and melee weapon damage, install peg legs and eye patches, fight disease, etc.  A trade to keep non-specialized doctors viable might be that a specialized doctor is very good in his specialty, but he won't be as good as an unspecialized trauma surgeon of the same skill level for dealing with the everyday stuff.