Tynan, you're the best developer! I'm speechless
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Quote from: 9ofSpades on February 28, 2018, 03:31:52 PM
A cheap idea that I beleive would add some interesting stories in Rimworld while utilizing game mechanics already in play would be to have a situational mental break similar to Murderous Rage
Murderous Rage
A colonist becomes maddened, and will attack a randomly chosen colonist or prisoner with melee until they are dead.
Introducing a Revenge mental break that would occur to a pawn during combat. Revenge would be a mental break that would occur to a pawn, at risk of mental breaks, when another pawn in the colony, whom they have a strong connection with (e.g. spouse, brother, lover), is killed by an enemy raider. The Revenge mental break would cause the pawn to seek out to kill the enemy pawn who had just killed the colonist. They would do so without regards to their own safety and be uncontrollable to the player. A melee geared pawn might just charge straight towards the enemy without any concern for cover. A pawn with a ranged weapon might move closer to a more optimal range and with increased accuracy and fire rate attempt to kill the enemy pawn without regarding the need for cover.
Increasing their combat stats during the break would make them a bigger threat to the targeted enemy pawn while also presenting the opportunity for the player to lose another pawn. However, with the stats of the mentally broken pawn increased it could also turn the tide of the battle and scare off the raiders.
We see this situation played out in movies all the time where the sudden death of a character caused the underdog to rise to the occasion and defeat the enemy (or die trying)....
Quote from: TheMeInTeam on March 01, 2018, 11:39:11 AM
When pawns have a disease that needs periodic tending, place a small bar on their portrait indicating how much time is left until they need to be tended again.
When pawns have hypo/hyperthermia, use blue and red bar buildups on their icons. When they have toxic fallout buildup, use green.
These are little changes that would go a long way to preventing the player having to constantly manually click on pawns to check their conditions one by one during events/diseases.
Quote from: GabMSouza on February 20, 2017, 11:00:50 AM
Another idea. Being able to castrate animals, under surgery tab. It would be extremely useful with population control.
Quote from: jpinard on February 20, 2017, 02:09:38 PM
Nice idea, but you can control population easily for say chickens. Set a zone for males and a zone for females that don't intersect. Or just euthanize the males that are born.
