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Messages - Kenneth79

#31
Ideas / Re: Capital Cities
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.
#32
Ideas / Re: Social Titles
February 14, 2017, 10:26:09 PM
What I mean to say is more complexity within the task menu. Leader, teacher, etc.... Changing their history...Biography
#33
Ideas / Social Titles
February 14, 2017, 05:52:32 PM
What would be interesting? How about titles that can be assigned in Rimworld. Right now we have a task system and history of profession of colonist. So why not have the option to give titles to certain colonist. Titles as in a colonist leader, colonist educator, or colonist preacher. Assigning titles gives more story and complexity in the game. A colonist leader forms an idea of who is in charge of the civilization: merely adds a political side of Rimworld. An educator can be an optional thing that teaches colonists for tasks .I.e. instead of shooting at things randomly to gain shooting skills maybe colonists are taught by a teacher. A colonist preacher, or any religion, has the potential of giving people a mood boost. Adding this of course needs an event tab, which I have explained previously. Events can be assigned just like restriction on work and sleep days. Maybe in some times or certain days of the week some colonists are assigned to teach it learn or go worship. Just food for thought....
#34
Ideas / Re: Pregnancy/having kids
February 14, 2017, 11:25:05 AM
Children is in most Civilization games. Why can't children be implemented? Also why can't they also improve gameplay? Adding children is adding meaning into the game: more stories and values put into the game. Gameplay wise, yes, they are another mouth to feed which makes it even more of a challenge in the game. You as the manager have the power to decide to have kids or not, it is your responsibility. Which brings up another idea. People in Rimworld need valid titles within the colony. For example, colonists can acquire title of being colony leader or colony teacher. The teacher can help educate the kids into being more useful. A meter system should be in place to understand the kid's competency level to preform tasks within the colony. However trauma or other things can prevent the kids from learning to haul or firefight. It is the kid's development that creates a story. I do understand issues with kids not doing anything, however, I propose that maybe these kids by default (before being taught by teachers) should have the ability to do chores within the base. Think about it, having colonist clean and haul is laborious and means shorter workforce. Having kids automatically clean the base and haul things would be beneficial and menial labor is minimize which means you as a user have more time to look over more important agendas than assigning colonist to haul, flick switch and clean the base.
#35
Ideas / Prisoners (More complexity)
February 14, 2017, 01:58:38 AM
I know as of now the prisoners when they die, killed from surgery or etc the colonists get a bad mood boost. It is a great idea however it doesn't logically make sense. If you were in a colony and take prisoners you would feel bad about killing the prisoner but you wouldn't care for a complete stranger very long, plus in history people love watching their prisoners die in arenas i.e. Gladiators. To be direct I'm saying that colonist should have mood loss when the prisoner is someone close or the prisoner is in prison for a long time (more time = more bonding). Prisoners who are complete strangers or is issued to die in interesting ways should not give colonist mood loss. It is a story oriented game and it would be cool if the user has the option to keep prisoners for torture or gladiators. Also having the option to force prisoners to carve stone, basically, slave labor: nothing too complex. This option however is limited to how well your colonist can persuade the prisoner. This is when the prisoners mental state bar is needed. At first the prisoner's mental state is critical and a warden is needed to keep the prisoner sane. A mental state bar is used to understand how well the colony can manipulate that prisoner to do things. (Im tired sorry if my ideas are incoherent) goodnight..
#36
Ideas / Culture (Social Interaction Idea)
February 14, 2017, 01:46:38 AM
First of all, I would like to apologize for giving out idea on your update blog. I barely found this out...
Anyway here is my idea:

I have an idea for next update. Holiday/event system would go perfectly with procreation. Holidays or events, that you can assign on certain times or is triggered relative to time. Preferably it would be more awesome to assign the event or Holiday. This gives the opportunity to combat bad moods and brings more value into the game in terms of falling in love with Rimworld because you create history. Time in the game becomes more precious and historic considering the "event/holiday tab" can be used to value a ceremony of dead colonists, commemorate a beloved colonist hero, anniversary of crash landing, Christmas, Halloween, etc. It brings about culture in the game and I truly believe it would be an awesome feature if implemented: it builds in more story element. In terms of procreation, the event/holiday tab in the game would be fitting of human procreation considering at this point, time in the game has value and is structured enough. Along with human procreation an event/holiday tab would give emphasis of culture, variety of social interaction, and tradition. I hope this idea reaches Tynan.