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Messages - Definitely not Sceaudufax

#1
Ideas / Re: Your Cheapest Ideas
September 27, 2017, 01:11:45 PM
Mental break: cleaning spree. Colonist will go on a cleaning spree to the point of neglecting their basic needs. Not applicable to pawns that are incapable of cleaning.

Mental break: one with the animals. Colonist will strip off their clothing and begin to behave like an animal. They will wander, eat raw food or kibble, and sleep on the floor. Negative moodlets abound! Unhappy nudity, slept on floor, cold/hot, ate raw food etc.
#2
Quote from: saulysw on September 13, 2017, 10:35:23 PM
Hippy commune.

Didn't want to repost the entire thing but well written! I love it. I like this in combination with the individual house/town idea.
#3
Suggestion: I think it would be neat to have trade related disasters. For example in the post about building wood furniture and being a woodworker, that's all fine and dandy but this would not be Rimworld without TERMITES or similar. Blight, corrosion, spontaneous combustion, economic depression, etc.
#4
Ideas / Random event suggestion: Time/space anomaly
April 08, 2017, 04:36:39 PM
A random event that could occur would be the formation of a time/space anomaly on the map. It would open and could be one of two directions: in or out. If it is in, it begins sucking resources/animals/items/people who get too close to it into it to be gone forever. It would last for a random amount of time or until your colonist could set off an explosion inside (without getting too close and sucked inside of course) via a grenade or other explosive device. Depending on the randomly calculated 'strength' of the anomaly it would take an equivalent number of explosive strength to close it.

If it is out, it would spew random things on to your map with various odds of occurrence. For example it could have a high chance of spewing common resources like wood/steel/cloth etc. it would have lower chances of spewing items like spaceship chunks or higher technology resources or weapons. It would have a chance to spawn animals (hostile or passive). It could spawn raiders or additional colonists. Since it is a time anomaly as well, it has a very low chance of spawning a clone of one of your deceased colonists.

I suggest it be called the 'Zoooop!' event from the noise I imagine an anomaly would make when it suddenly appears. Zooop!
#5
Ideas / Re: New mental break: Depression
April 08, 2017, 04:18:24 PM
I also think depression could be a normal mental break chance happening to non medical colonists as well. Depression would slow their global work speed to a crawl or maybe they will refuse to get out of bed. Another colonist with a high social and medical skill (think therapist) could be instructed to counsel or console them to help them snap out of it.
#6
Ideas / Re: Your Cheapest Ideas
April 06, 2017, 03:51:25 PM
I think I saw one other brief post from two years ago about this. I also saw a mod for it. However, being able to follow a colonist with the camera would be super awesome. This function is available in the game Banished. It's nice to just follow your little guy around and watch them as they go about their day.
#7
Ideas / Re: Fog Of War & "Security" Work Assignment
April 06, 2017, 03:03:24 PM
I just started playing the game. I will look more into mods. It reminds me of civilization a bit. Fog of war would be cool to see in the base game. In civ, fog of war disappears once you have explored that area and is beat back automatically as your base grows (kind of like how your home zone automatically expands). Having automatic scouting drones would be another way to explore the map and remove the fog of war.

I don't necessarily like the idea of having to assign people to security though. Maybe because I am just learning but it already seems like there is a lot of work for very few people to do. Having to have someone sit in a watchtower or aimlessly wander searching for threats seems like a waste of colonist time.