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Messages - Kenneth79

#16
Ideas / Peering into Factions
June 08, 2017, 10:27:31 PM
Summary: Right now if we go to world and click on a faction we can't see anything. All we are left with is our imagination. I think it is a good idea for Tynan to add a look feature into faction bases. When we click this "look button" we can see what the faction is doing. Key: we can only look into faction bases that we are friendly with so that it wouldn't give players an unfair advantage of infiltrating enemy bases or sabotaging allies.

Benefits? I believe it will be a fun idea to implement. You can look into how well your allied factions are doing compared to you. It makes it feel like the world is more alive rather than seeing texts when clicking on a faction.



#17
Ideas / A really good idea
June 08, 2017, 04:48:11 PM
As Tynan is expanding the world by allowing people to create caravans he should also expand the ability to travel inside your faction base. Right now you can create a gigantic map however your people can only occupy a small percentage of that map. Yea, you can disperse your colonist into different areas in the map, however, what if you want your colonist to have easy travel from one corner of the map to the other. I'm proposing that we have vehicles, possibly railroads, ships in the rivers, horse-bus (horses pulling a cart of people), and etc.
#18
General Discussion / Re: Slavery
May 28, 2017, 07:33:37 AM
I love how no one is offended by the idea of slavery. The community is very open-minded and mature. Plus it is a game after all. Love the community <3 (as long as there is no defamation of others than everything is good).
#19
Quote from: Granitecosmos on April 01, 2017, 07:28:42 AM
Quote from: Kenneth79 on April 01, 2017, 01:20:57 AM
I like mods but it kinda sucks when the developer doesn't implement these awesome ideas into the game. It lowers the value of the original game and mods seem to be taking over some fun and crucial details in the original game.

Looks like someone didn't read the thread I linked.

Yup. I didn't. Plus I'm late responding to replies. I'll try to be more attentive. I'm just so passionate for the game's developement. I've never been a fan for anything this game made me be a fan.
#20
General Discussion / Re: Slavery
May 28, 2017, 07:08:18 AM
I like the idea. For balancing in the game perhaps... Once you make someone a slave they lose certain skill sets whilst rising in experience with certain skills such as cleaning and hauling. Who is to say that slaves should have colonist skills perhaps when you make a person a slave they can only be assigned to cleaning and hauling. Which makes the game easier but not OP because cleaning and hauling is insigificant jobs. Also added that the person who is a slave would lose skill sets dramatically making the slave undesirable. Therefore players won't be so inclined on creating lots of slaves added to the fact of negative mood. Basically balancing would involve making the person who is to become a slave less valuable and do insignificant tasks.Perhaps as well as making the slave die faster.
#21
Ideas / Military Units
April 01, 2017, 01:25:09 AM
We need military units in the game. Possibly creating teachers in the game to teach soldiers would be an awesome feature. We need also expendable military units possibly robots. With the new fuel thingy we can use that fuel to potentially create military robots to fight along side your colony.
#22
Ideas / Re: Fog Of War & "Security" Work Assignment
April 01, 2017, 01:20:57 AM
I like mods but it kinda sucks when the developer doesn't implement these awesome ideas into the game. It lowers the value of the original game and mods seem to be taking over some fun and crucial details in the original game.
#23
Ideas / Stockpile Risks?
April 01, 2017, 01:17:37 AM
I have an idea how about some consequences with stockpiles. You know how you can be a hoarder in the game and sure fire and deterioration can destroy your items...bbbuuttttt..... what if there was something more? Currently when raids happen the people destroy things and take people but what if this behavior changes? What if they steal your things? Also other methods of stealing your stockpile. What if animals try to break in to take a bite out of your simple meals or destroy items.
#24
Ideas / Wild Animal Reproduction
March 31, 2017, 10:37:01 PM
Perhaps having wild animals reproduce would be an awesome feature in the game. Having them reproduce gives the game more of a realistic approach. The player is given a more of a reason to hunt animals down because of overpopulation. Or the player must be very cautious when killing animals or they lose precious animals to get meat from. Overpopulation would also change the nature of animals to attack you more frequently and animals will try to steal your food, hence there is more of a reason to safe guard your stockpile.
#25
Welp... I didn't know that. I'm not into doing mods tbh.
#26
Ideas / Procreation (Potential solution to uselessness)
February 18, 2017, 12:02:57 PM
The debate of procreation usefulness..... Not many people mention that perhaps procreation can be an optional thing and it is up to the player to either prohibit or allow colonists to have babies with people they choose. So it isn't the responsibility of the colony but the player's responsibility.

1) The first reason and the most important is that kids create story. It puts more value in the game as you watch a baby grow within a colony. Forming ideology, culture, relationships, etc.

2) Kids by default when grown to a certain age can work on menial things in the colony till he or she is able to do more complex tasks. For example, kids would automatically (without the player assigning it) do chores in the colony such as cleaning the home area. As players have known assigning colonists to sweep means less workforce on other important agendas. Having kids clean automatically would mean that players would have more focus on other things.

3) Kids can be potential mood boosts. Maybe having kids around in the colony serves the colonist mood boost when seeing the children.

4) Babies can bring huge mood boosts to the colony till he or she grows into a certain age which he or she can do chores. Probably at age 7. I do realize it'll take time but perhaps in game they can shorten the time for them to grow.

#27
Ideas / Re: Windows
February 18, 2017, 11:21:32 AM
Windows is a great idea. It potentially serves as a way to combat "Cabin Fever" in the game.
#28
Ideas / The Urban Legend of The Rimworld Monster
February 18, 2017, 10:51:08 AM
Alpha 16, gives the players the ability to travel the World of Rimworld. As of now we have the option of attacking factions and trading with them. We also have the event of being potentially attacked. Taking Greek Mythology into account and even real world history, the stories of explorers traveling the world in great lengths have told regaling stories about encountering beasts in their vagabond life. I propose that perhaps 1 infamous monster would be randomly generated in the World of Rimworld. This monster's spawn can have an algorithm of where it spawns in certain times of day and seasons. The whereabouts of the monster is shown in the map with a question mark but disappears and reappears in a different location in certain times of days and seasons in the game. In order to find this monster the player would have to understand the algorithm of the monster's whereabouts and potentially find an opening within the randomly generated algorithm to catch the monster in its tracks. Upon suggesting this idea there are problems that I found out. Can't a player just use drop pods, well, for my solution drop pods will be disabled. Another problem is that what if I have a group of people traveling and it disappears suddenly? Well then your colonists will reroute itself to the nearest village or reroute itself back home automatically. However, I don't see a problem with this because experienced players would probably figure out the algorithm before actually trekking great lengths to find the monster. If perhaps this is too complicated then probably having the monster have a static location opposite from your village is a better idea. As for slaying the monster it can have potential drops that will be unique to your loot. The drops can be a monster head, bones or scales or etc. It doesn't necessarily have to have any use but more of a trophy item in the game. Imagine, the ability to kill a legendary monster in Rimworld and placing its head on a mantle that would be cool.
#29
I have a thought... How about adding a supernatural side of Rimworld? People throughout history and even in present day are regaled by stories involving the unknown. How about in Rimworld we add the option of caravans talking about supernatural events or cultural superstitions through dialog? This opens up the idea that caravans aren't just traders of goods but people who exchange information about the planet you have created. Maybe a caravan person from a faction can tell a player he/she saw a strange monster at (x,y,z) in the map or a caravan can exchange stories to the player by saying he/she saw an apparition near your location. Such interesting stories and dialog allows the player to have a more broader idea of the world that encompasses his or her small village. Plus, having this option potentially serves as a reference point of how distinguishable the player's colony is from the rest of the factions. Basically, the player can differentiate and understand the characteristics of a village if the caravans had the option to portray some dialogue. The player can create an assumption about other faction's culture, ideologies, technology and etc by understanding the linguistics the caravans uses to describe an event or beliefs about the world that envelopes the player's village. Other than superstitious stories I also propose more supernatural things in the game. Probably having 1  monster that is randomly generated but far away from your colony. Ghosts that colonist can see when traveling to another faction. Overall, that is my idea. I know my words are scattered and all over the place but if you guys and girls understand the core concept of this message you would probably agree with me that adding this will definitely improve the story element in the game.
#30
Ideas / Re: Your Cheapest Ideas
February 15, 2017, 12:06:59 AM
From the start of the game a text pops up, why not have cut-scenes before the texts? Like what Prison Architect does in the tutorial. I think more visuals of what is happening is more appealing rather than having texts and showing a few drop pods falling. The text can pop up after the scene to merely paraphrase/reiterate what happened in a flowery manner.