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Messages - Bolgfred

#151
Ideas / Re: Leather should have to be refined from hide?
December 12, 2017, 03:34:52 AM
Not sure. Skin preparation would make sense to me if they will produce a quality level. As cloth and leather doesn't have one I don't see a reason to implement some specific hides and stuff. Differenting between muffalo fur and muffalo skin would be a little to much I think, as it's currently not possible to combine leather types in one garment, I would end collecting 40 leather types instead of 20, which is seriously overkill.

What I really like to see would be a universal preparation step for all clothing materials. This one doesn't add or change something. It's just a splitting of working time, as material preparation takes an amount of time x, which is then substracted from the tailoring time.
I think about a loom for turning cotton into cloth and a tanning bench for turning hides into leather. I think a passive working process like beer fermenting would be cool, as leather making sometimes just need time waiting.
#152
General Discussion / Re: The Wonder of 5% Worlds
December 12, 2017, 03:00:20 AM
Quote from: BasileusMaximos on December 12, 2017, 01:31:54 AM

I know the answer is that the faction system hasn't really been fleshed out properly yet, but to suggest that the system is fine in its current state is stupid.

True that. By now The faction strength is not defined or limited by the number or size of their bases. Actually the distance even makes more or less no difference. Every faction is just strong in economy and overwhelming in numbers by design.
As long as this doesn't change, the world size doesn't really matter - it's just a visual thing.
#153
Ideas / Re: New Biome: City Ruins
December 08, 2017, 10:33:17 AM
I think this one cold be quite cool, as the whole map can be used as a defense perimeter, with all its walls an corners, plus there could be traps everywhere.. and hidden or not hidden storage thingies. maybe a active turret somewhere ( I'd really really laugh when I will find a room with a turred and 50 batteries behind it).
They could also conaint a special animal, the "Survivor", which is a simple colonist,which wanders around, searching for food, and maybe attacking randomly

At least it shouldn't be a "biome" likre savanna or forest, as more a tile attribute like mountain, so cities arend huge as continents.

all in all I think a citiy as a biome with high dangers, but much ressources around.
I imagine some kind of looter event, where a group of raiders crosses the map and will leave again, except they see a colonist, then business as usual.
#154
Ideas / Re: More in-depth beer
December 08, 2017, 10:24:02 AM
Quote from: asanbr on December 08, 2017, 10:08:57 AM
It shouldn't require beer though, that's a ridiculous detour. We just need a bottle.
Sounds very dwarfish to me:
We never had enough bottles, but since we're brewing beer we have so many bottles, we can use them for otther things, like filling chemfuel into them. We only have to spill out the beer from these bottles again, so we can use them for better things
#155
Ideas / Re: Super mortar event
December 08, 2017, 10:19:15 AM
I think this was already mentioned a few times here. Me for myself did this twice:
one and two

For the event itself you're suggesting, there are two ways to go:

1. The mortars shot are standard, so this one is nothing else than a siege event plus a caravan
2. The mortars are stronger, meaning they, kill random things, which doesn't sound very happy for me.

Please don't get me wrong but without anything special this sounds quite boring for me. To make this worth, the event should have something special.
Maybe three bombs are shot into your base. Same time a blackmail letter arrives, demanding something from players inventory ( silver, items, animals, organs) and a 2-12 hours countdown.
After the countdown the bombs explode in a 10 tiles radius exept you pay. Bombs can be disarmed. Failure chance 100%-science*4

..or maybe The mortar shots are glowing balls, which eject massive heat or coolness, which has to be destroyed to stop them.

..or their shooting raiders... or cows...
#156
Ideas / Re: More in-depth beer
December 08, 2017, 09:45:40 AM
All the liver problems are already implemented in game, so no reason to change something on that.
That blindness thing sounds rather annoying, if it's simply adding another step in production chain, which only will try to take away the fun from drugs.
But making molotovs yourself would be really cool. actually its a way how one could sell rice to weapon traiders: rice -> chemfuel -> molotov

Quote from: jamaicancastle on December 08, 2017, 09:08:15 AM
Although a proper molotov cocktail should really be made with chemfuel rather than alcohol.
There is no reason not to make a molotov with alcohol... .. but not with beer. For burning you need 50% alcohol - beer is around 3-10%, so this molotov make the opponent wet and drunken, instead of burning.
#157
Ideas / Re: Oxygen depletion
December 08, 2017, 06:42:00 AM
To make it work, oxygen needs to be treated like temperature:

-Outside is outside
-vents/door/roof hole transfer it
-the more difference difference in/out-side, the faster it goes.

I like the idea, but implemention should be done carefully, as even a dining room or workshop can be habitated by a lot of people and might depleted too quick
#158
Ideas / Re: Infestation Event suggestions
December 07, 2017, 09:11:36 AM
Me for myself, I truely understand the unhappiness with the infestations. I found a suitable solution for myself, having enough coolers to set my whole colony on -50°C, which kills all infestations without a fight. This is a clean way to solve this problem, but I have to admit, that I am not very happy with this one.
I wouldn't go that way to fully redesign the event, as that's not how proper development works, or what is realistic.

Actually I'd suggest to soften the event, bringing more dynamic into it. This would mean, that the hive doesn't spawn instantly out of nothing in a colonists bed. There should be some kind of a harbinger, which announces the hive spawn, so one can react on this.
For example, when the event starts, there are single bugs spawning in several places, having a neutral behaviour. They start moving around, being able to walk through closed doors, vents and coolers.
At first they walk around, but then they come together and start building haive when there are 3 bugs on the same spot. After his is done, they dissaper, leaving a new hive behind.
By this the player can stop the hive from apearing with a good micromanagement, alias killing builder-bob-bugs. Day saved!
#159
General Discussion / Re: Weapon time span
December 07, 2017, 08:08:37 AM
I think you all don't think correctly... and I think you don't understand the World of Rimworld, so I will explain you how Rimworld lore works:

In the 21st century all pawns were thrown into cryptosleep caskets and shot into space. Since then, the earth is empty. The only thing left is a malfunctioning support robot, shooting random supply boxes in space.

Now all pawns started crashing down on random planets, building space ships, fly again and crash again on another planet, several days later.
By this, up to the current date of 5500, people keep falling on planets and flying away, just to fall down again.

And because of this, there is no time to develop new things, as pawns are 24/7 busy on researching old things!


I hope this helps you unterstand.
#160
General Discussion / Re: Muffalo killed by hungry fox
December 07, 2017, 07:27:01 AM
Fleeing, actually should be improved. It's kind of correct that a big animal like a muffalo would fight back, somehow, even when running away.

A) There should be a logic that compares bodySize or something, and turns it into a %-Chance of harming the attacker.
B) Alternative some animals gain a "hoof attack", which is only used, when fleeing.
C) I don't know how the logic works in detail, but animals can turn manhunter whilst being attacked. Sameway animals should turn berserk when getting hit, higher chance while fleeing. This ain't a permanent berserk, but until the hunter is struck down.
#161
General Discussion / Re: Desert temperatures
December 07, 2017, 04:33:30 AM
Actually you're completly right. Temperature follows more or less the same behaviour in every biome or longitude, which lacks the personality or the biome itself.

Afaik, a real desert is to be known for having, high temperatures by day, but drop very fast at night, because of the lacking flora.

vise versa, a tropical forest doesn't change in temperature at all or the equator doesn't know seasons.

Wish there'll be unique weather rules for biomes which display these unique little things
#162
Ideas / Re: Trenches and Barricades
December 01, 2017, 09:07:52 AM
I am not getting very happy with the trench, as it's actually nothing else than a sandsag, but possibly indestructable and has no ressource cost.
Nevertheless would it be funny if sitting in a trench increases accuracy on incoming grenades.

The barricades sound quite cool, as a very fragile cover that might geht shot away during a fight.

All-in-all I think it's worth noticing that all Rimworld is based on simple elements, so I think it's by intention that sandbags and deadfall traps are the only defense items.
#163
Ideas / Re: Killing killboxes.
December 01, 2017, 06:43:14 AM
I don't know if i want raiders to destroy my walls everytime they feel threatened.
This might end in a very annoying fighting, which puts you more into hunting those skunky dudes, who are digging through your base.

I actually like the idea of learning. Same like traps, are remembered by raiders, dangerous spots should be remembered.
Raiders behaviour could split in a third behaviour. Now we have attacking and fleeding. I'd split that into scout, fight, flee:
When they arrive on the map, theyre all in a scouting mode, meaning they head for player structure, looking for things to kill or steal, do not shot on sight(they gather first and attack then). When somebody dies, they react and change tactics and direction.
When they get attacked a lot, or they did find a valuable treasure, they switch to battle mode. Now they attack offensivley, destroy walls and furniture, set fire and steal things.


Beyond all that, I'd really love to see another behaviour I mentioned already in another thread:
Whenever raider feel like they cannot attack a base effectively, one raider leaves the map. After he leaves 1-3 mortar shells are launched from off map, attacking outer walls.
When the attacking situation has changed, they attack, else another one leaves, up until 50% have left. If there's still no effect, they surrender or attack despite their chances.
#164
rimworld needs quantum stockpile

... and unicorns

...and dancing mood
When a pawn is happy he starts dancing whilst doing whatever he does

...and disco fever
When getting sad, a pawn might start a furious dancing and cannot stop. With bad disco music, he annoys everbody around, and dances until he passes out. Or get shot. Shot by unicorn. With the horn. Which triggered a gun.
#165
Quote from: Dingo on November 30, 2017, 04:33:51 PM
Maybe it would be nice to have a non-structured chronic, though. Being able to browse all the tales and pawns you've encountered, reminiscing about what happened that lead to your victory or defeat. I think that's much more doable and doesn't take away RimWorld's charm in terms of storytelling.
Actually that's what I am talking about. Focus lies on writing down everything that happened, so it will not be forgotten.
Actually I can imagine a filter function, where you can sort out basic elements like raids, weather, social, construction, crafting -  or focus only on these.

The idea should totally not be a story written better than a player could (player write very bad, too).
Focus should me more on Making Every story unforgotten.
I know I have many many many colonies with great names, and sometimes great things happening, but I cannot remember the complete story of "The reign of aunt" in "teacher's bones", so I need a slave who writes these down for me :-)