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Messages - todofwar

#1
Ideas / Re: Alpha 17 some ideas / suggestions
December 21, 2016, 02:42:07 PM
Going to strongly second the ability to see other caravans on the map. And pirate raids. You can chance intercepting the raiders before they reach your base, for example.

Other suggestion that I know comes up all the time: vehicles would be really good to have now. Maybe just motorcycles that give a unit a speed boost, and maybe a mobile stockpile. Nothing too fancy like big cars or tanks. In map the uses for it have already been discussed, but it also introduces the ability for caravans to travel a bit faster. Not drop pod fast, but faster than walking.

And going along with the above: Ships to make water bound caravans that can go a bit faster and carry a bit more stuff. Would make coastal colonies have an interesting
#2
Mods / Re: [Request] Starship architect 2.0
June 03, 2014, 03:46:06 PM
I agree wholeheartedly, if I knew any programming I would be on board.
#3
Ideas / Re: The next Module.
January 27, 2014, 02:59:16 PM
Bringing this back to topic, I'd put in a vote for an AI overhaul. Both for Raiders and for colonists during combat. Seriously, people should know to run from grenades.
#4
Ideas / Re: Furniture Suggestions
December 13, 2013, 10:16:17 PM
I was thinking the medical tent is a battlefield structure, not very permanent. A medical bed placed indoors gives the feel of longer term healing up. Maybe one could be an upgrade from the other? At first you only get to build med beds but if you upgrade it you can construct an entire medical tent?
#5
Ideas / Re: Furniture Suggestions
December 13, 2013, 01:54:44 PM
Medical Bed: Rapidly increased healing, and causes starvation to have a much lower depleting effect in case you can't get them food quickly. Expensive and requires research, only can be used by incapacitated, and colonists automatically go for unoccupied med beds with incapacitated colonists. Can be designated for prisoners, same rules as prison bed apply, and prisoner must be moved once they are well
#6
Ideas / Re: A very peculiar sugestion/mod idea.
December 12, 2013, 10:55:01 AM
I think Stonehearth would be what you're looking for, another game in a similar vane that is more RPG like and is set in a fantasy world.
#7
General Discussion / Re: Why build a colony at all?
December 09, 2013, 02:19:41 PM
I'm still not so sure. We're still dealing with a society on the rim, people out for themselves. And I pictured the colonists being from an interstellar liner, so they are outsiders and would be just as lost in a metropolis as they would be where they're at. Though another game in the RimWorld universe where the goal is to make it home by hitching rides/doing jobs for people would be pretty cool. But that is completely beyond the scope of this game.

Other plot hole people never mention that is more problematic: At a certain point, the original three colonists always end up dead. Why the hell are a bunch of former raiders and drifters and travelers still trying to keep the colony going? Travelers came from somewhere, they could just go back to being on their marry way. Raiders could sign on with next raider party.

Edit: But in all honesty, it doesn't matter. The story is there for gameplay, and if I am willing to suspend disbelief for the ridiculous stuff Vin Diesel does, I can do it for a video game.
#8
General Discussion / Re: Why build a colony at all?
December 09, 2013, 11:26:59 AM
A trade ship would have only space for the skeletal crew to run the ship, no more. Which means they would not be so readily able to pick up travelers. Besides, they see all the corpses and guns, they would probably not trust you. Let me paint a picture: You stumble upon a group of people packing heat, surrounded by bodies, on a planet known to be frequented by raiders. Would you believe their "We were stranded here, please let me on board" story? Also, with people capturing random travelers and selling them as slaves, would you really be comfortable getting on board the ship and leaving your weapons behind? We're not talking saints here, we're talking simple traders in a hostile world who want to offload their wares and gtfo. They probably are only selling/buying from you out of the goodness of their hearts.
#9
Ideas / Re: Spaceship Construction
December 07, 2013, 02:36:35 PM
Quote from: owenkberg on December 07, 2013, 11:31:29 AM
The only thing that is required for having several bases is the saving of a map... That's already in game. It requires no new functionality besides some text. Most games like this allow for uploading of maps, which is simple, since they are individual files that are always compatible. All I mean by trade routes are separate statistics for these bases. For example, different trade ships would be passing different maps independently of each other, as they already do. The vision that came to your head doesn't seem to be the same as what I intended, and I apologize. I didn't mean for an over-complex system. Simply integration of already existing mechanics (such as the simplicity of the magic "save" button) into slightly more complex simulations.

For a ship, I simply saw it as another map of it's own. Construction would still exist on the grid it currently does, but building would be limited to what you could reach. Raids could simply be new entities (even single "ships" that have similar AI to raiders and would just require some new art and a bit of AI tweaking) Nothing I've suggested was meant to be extremely in depth. The systems could work with what the game already has.

One of the prototypes had all that, Tynan moved away from it. I think it could make a good expansion, but not high priority.
#10
Ideas / Re: Spaceship Construction
December 07, 2013, 08:19:03 AM
Quote from: Semmy on December 07, 2013, 08:07:25 AM
You arent going to other planets and doing space battles.

building a spaceship is the "end"game.
Like defeating the last boss.

I am on my mobile now else i would try and find the post from tynan explaining it (-:

I think he is talking about what the OP suggested, not what has been suggested in the past. Anyway, I agree. Building a spaceship as an endgame is all fine and dandy, but then going on space voyages would take away from the scope. That being said, once RW is all nice and wrapped up revisiting the spaceship prototype as an expansion could be pretty neat, where getting off the planet leads to a new game of space exploration trying to get home, with the possibility or high likelihood of crashing on a planet again.
#11
Ideas / Re: power control
December 07, 2013, 08:13:43 AM
Quote from: Ender on December 06, 2013, 09:33:10 PM
Quote from: aagaard on December 06, 2013, 05:50:58 PM
what about Light Switches so you just put that on top of cabble and when you turn that off it will cut the power to all the things the cabbel supports that way you can turn whole buildings off

Perfect! That would solve a whole hell of alot of issues, and id also kinda like a farriday cage so EVERY time a solar flare happens nobody gets fed, you know like you to make a room "farridayed" it costs a WHOLE lot of metal. something neat to have especially since its  a fairly futuristic game...
I think that will get solved by allowing your colonists to eat from the raw food stock pile, based on what I've heard mentioned in other threads.
#12
Ideas / Re: power control
December 06, 2013, 08:10:19 AM
Quote from: Omni on December 06, 2013, 08:06:37 AM
At the moment this is something I micromanage. (Turning off lights, doors and electrical devices if my batteries are running low.) Being able to automate it would be very helpful, though, as long as it was predictable and reliable. Things like "at 80% power, shut off these lights and doors unless they've been put in manual override 'keep on' mode."

I guess it depends. Do you consider micromanaging power usage every time the need comes up to be part of gameplay or an unnecessary chore? :)

I would go with chore, personally. Mostly because I'm stuck turning everything off to try and get my nutrient paste dispenser running (and once I had a colonist starve to death because I didn't realize til too late it was off). I would even be happy with an option to force on certain things, and all other power using things would get switched off automatically to compensate.
#13
General Discussion / Prototypes
December 05, 2013, 02:17:51 PM
Anyone play through them? I started playing the spaceship builder but was confused as to what I was supposed to do. Side note, anyone think any of the features in the prototype could work well in the current game?
#14
Ideas / Re: Raiders
December 05, 2013, 10:51:34 AM
Quote from: DaveStrider on December 04, 2013, 07:08:49 PM
Quote from: Galileus on December 04, 2013, 09:13:10 AM
Quote from: central on December 04, 2013, 09:04:35 AM
Honest question :
If you pay off the raider, what's to prevent them from raiding anyway?

Honest question: why would they?

They got money they wanted, they had no costs nor causalities and they are very likely to be able to come back after some time and milk the colony some more. Or they can scream "hidden treasure ahoy!" and start attacking anyway, with huge risk compared to potential reward and no chance to milk this colony in future.

You're assuming that the raiders have good business sense. I've always imagined the raiders to be fallout-style junkie psychopaths, that wouldn't care about profit and extortion etc.

I think sometimes the raiders should want to extort resources out of you, and to that end they would leave if you paid them enough or they managed to steal some amount of resources from you, with their focus being getting in and out with minimal casualties. Sometimes they should be marauders out for blood that will damage you as much as they can before being forced to retreat (basically what our raiders do now) and then sometimes they should be complete psychopaths that try to kill you until they are all dead or incapacitated.

Side note: Recruiting a "psycopathic" raider should bring in the chance they go berserk and try to kill everyone more often than normal, and not always predictably.
#15
General Discussion / Re: Why build a colony at all?
December 05, 2013, 10:42:32 AM
It has come up before, in diferent forms. I think many people miss another point entirely, and that is we are not really building a colony in this game. In the sense that a colony will grow into a new city, at any rate. This is a group of people trying to survive a hostile world in a hostile galaxy. All they are building is a base to survive, that is all.