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#256
Ideas / Re: Uncertainty Veil (Fog of War)
October 08, 2013, 04:56:30 AM
Quote from: Jaybanger on October 08, 2013, 12:40:23 AM
Hello all, been lurking since I backed this on kickstarter but I haven't posted anything yet.

I was thinking in regards to FOW. How about have a sensor style FOW.. let me explain.

So when you start the game, you would have a field of view that is generated by the escape pods etc that you landed in. These would be the sensor that start you off in the game and give you a good amount of vision, however not the entire map. Something large enough that you can see the things that don't happen in your immediate area and and that the player is required to notice to continue the story.

As the game continues you can install further senors that give greater vision, etc. Of course these would be dependent on power, this would allow for more events to take place that may require that the player not see the set up of the characters.

As mentioned before with this method given the pirate raid example, you could see them land and attack the cattle however once that was done maybe they destroy the sensor that covers that area, destroying the players vision forcing them to react to an attack that they cannot see.

Just a suggestion as I believe this would give more immersion into the game, not having a bordered map to look at.

FOW would also be removed by the colonists, if you wanted to you could consider sensor pings for "unknown" etc to make the player investigate the event rather than just task a colonist to collect said event etc.

This could be taken in numerous directions and many different methods however I think I got my point across, and I will stop there.

Anyway, Comments? Thoughts? Doubtful points?
Most of it has already been said on the previous page of this very thread, so I'm not sure what to think... ???
#257
Ideas / Re: Ideas-Drafting?
October 08, 2013, 04:18:44 AM
I'm not sure if that will answer the initial questions, but here goes anyway:
  • As of now, drafting a colonist makes him/her directly controllable by the player, so having them patrol on their own would defeat the purpose of their controllability
  • Idle colonists DO patrol the home zone on their own
#258
Ideas / Re: Electric Fence
October 08, 2013, 03:52:13 AM
That brings a question though: do electric sheeps dream of electric fences ?!
#259
Ideas / Re: Animal Husbandry
October 07, 2013, 06:23:24 PM
As of now, food can't really be stolen, since it's automatically hauled to the Stockpile area, where it disappears from the map to sit in your UI.
Now you could probably disable hauling for all your colonists, or make the food forbidden, but then... you'd have other problems than mere food getting yanked away from you ::)
#260
Ideas / Re: Uncertainty Veil (Fog of War)
October 07, 2013, 06:17:54 PM
Quote from: Blitzkriegsler on October 07, 2013, 05:54:33 PM
I think a FoW would be an interesting idea for higher up difficulties. Instead of the typical FoW depending on the entity movements, I think it would be nice to see it depend on a centralized structure that you would have to research and build. something along the lines of a beacon. You could set up the beacons all over the map along with their own solar panel to keep them running overnight.

This would make the planner think of where to place them and make him explore. It would also add the uncertainty of where the attack would come from and how strong the raiders were, but it would leave it up to the player as to how much of the map he would maintain.
This concept has merit (as long as it's in "higher up difficulties").
#261
General Discussion / Re: Questions
October 07, 2013, 04:31:29 PM
The way skills work is that they give a bonus on the time the action related to the skill takes to finish.
Every point of a skill gives a 10% speed bonus for the action.
So with 10 points, you use that skill 100% faster than someone with 0.
Having a skill at 0 doesn't mean it's disabled, but your colonist will be very slow when using it.

And actually, you can have skills that are positive, thanks to a bonus in childhood or adulthood, but can't be used because the other childhood/adulthood backstory disables it.
For instance, a colonist can be a Medieval Lord (Adulthood backstory), which disables just about every skill (Cleaning, Hauling, Plant cutting, Mining, Growing, Constructing) but gives very good fighting and social skills, and he can also be a Vatgrown Soldier (Childhood backstory), which kind of disable his social skill, even though he'll have +6.

Details on skills and backstories there: http://rimworld.wikia.com/wiki/Characters

The z-axis matter has been addressed.
#262
Ideas / Re: Traits
October 07, 2013, 04:16:39 PM
You can find a list of traits here:
http://rimworld.wikia.com/wiki/Characters
#263
Ideas / Re: Progressive story
October 07, 2013, 04:14:43 PM
I always had in mind that they attack to pillage, but not just for food.

I suspect we'll get solid backgrounds when we get factions :P
#264
Ideas / Re: Progressive story
October 07, 2013, 03:10:34 PM
Quote from: CommieKazie on October 07, 2013, 03:03:59 PM
Alternatively, Raiders may also be suffering from lack of food, and be more desperate in their attacks.
The thing with raiders in the current iterations of RW is that, they just appear on the map in their pods, take some time to prepare, and then go after you.
They don't make camp.

I don't know what happens when they actually flee and you don't go after them...
Maybe they bleed to death or come back later, but in any case, they don't linger.
#265
I've had rather good experience with BackerKit, but I've no idea if that's adapted (or adaptable) to your needs.
#266
Ideas / Re: Mech suits
October 07, 2013, 01:14:55 PM
Exo-skeletons seem fine.

I don't know what Tynan has in mind, but the way I see RimWorld is that at its very core, it's a game about colonists, and as such, the only controllable units should be the colonists (maybe some "pets", but even I'm not fond of the idea of controlling them as well).
#267
Ideas / Re: Uncertainty Veil (Fog of War)
October 07, 2013, 01:10:39 PM
Yes for having it as optional (if we have it our way, RW will be the game of the thousands options !), as it still bothers me that while the fog of war is fine for strategy games, this is not how I would label RW...
#268
Ideas / Re: water as a semi rare resource
October 07, 2013, 01:07:41 PM
Quote from: Zeiph on October 07, 2013, 12:46:48 PM
Maybe (I know this suggestion may kill Ty, but whatever, suggestion time !) having the possibility to have running bodies of water that you can divert to get nearer to your base, and the possibility to have bridges over these bodies of water in order to make the crossing faster than just going through shoals (thanks google translation ^^').
Yes for bridges, but redirecting streams might be a bit extreme (and probably too easy as well, in comparison to building canalizations).
#269
Ideas / Re: Mech suits
October 07, 2013, 01:02:49 PM
I don't.
#270
Ideas / Re: Multiple maps
October 07, 2013, 01:01:00 PM
Quote from: Spike on October 07, 2013, 11:52:50 AM
Quote from: CommieKazie on October 07, 2013, 11:39:58 AM
     An idea to 'enlarge' the game world without changing the map-size could be to send out 'search parties'.  You'd pick some people and equip them, they'd go off the map with guns and packs and come back at the end of the day?  Or maybe a few days later depending on how far you've already searched that way, and how far you want them to go. 
     They would come back with resources (New plant species you can grow hydroponically, maybe food/metal supplies.  When artifacts get implemented they can come back with those.  Maybe weapons/survivors/etc...  Depending on how they search went (numbers in the computer) they may not all come back, or have wounded.  You could have the option to choose how many risks you want to take which would have a risk/reward sort of calculation.  Maybe they find another colony, or a pirate outpost.

I like this idea!  You trade having fewer people to do the work at your colony, for the chance to find something new.  Or to bring back more trouble.  :P
I don't.
What's the point of sending colonists afar and have them bring stuff back, in a game in which we control colonists only ?
In any case, this idea is probably more attuned with the "fog of war" than it is with multiple maps... and even that is debattable ???