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Messages - Call me Arty

#46
Quote from: AileTheAlien on August 25, 2018, 07:45:39 PM
I didn't read it originally because it was a wall of text, and I usually read gaming forums after a long day of work. Brevity is the soul of wit, etc.

As for some dodge-equipment, that could work, although dodges in games tend to get unbalanced pretty quickly. I know I found a trait/tag for melee dodge last time I was in the XML, but I don't think there's one for ranged. IMO, even better than adding stuff like this to the base game, would be exposing these types of stats in the XML. :)

Thanks for the heads-up, I added a TL;DR to the main post.

I know that outright avoiding damage could be overpowered in some games, though I believe Rimworld could make it work. Theoretically, plate armor would be overpowered, though the bruises and fractures you're taking instead of getting pulped still adds-up. Similarly, I believe that avoiding a couple shots could be balanced out by the fact that lighter clothing would allow the critical hits you may not get in armor (heart, lung, brain, etc), plus the fact that you take more damage in general.

Giving the code more openess for modders always sounds nice. As much as I'd like Rimworld to be a Skyrim/Fallout (complete game you could play multiple times with no mods, and then just add the weapons and armor you like from Starwars or something, maybe a big community expansion or two), I think it's got to go the way of Arma and Minecraft (Yes, there is a base game, but you're buying it for the mods). Eh, discussion for another thread maybe.
#47
Gonna be honest, kinda surprised by the lack of attention this got. There's a large part of the community that wants melee to be more viable. Thought this could've been a solution that people would've been content with.
#48
Quote from: Pio on August 24, 2018, 07:40:46 AM
Wow, actually the old Federation Sprites look far better than the present ones.

I'm of two minds about them. The ones we have now definitely look way more unique than a lot of the other sci-fi armor mods, but the bions look too organic and the humans look to robotic. You can still tell where the arms and necks are on the old models. If we don't get the old models or xeno beasts (I wanted celestials, you asshats), then I'd appreciate a retouch of the current models similar to the Greydale sidearms (July 2, 2018: Page 80). Rimsenal's got a good, consistent art style, I just don't think it's too consistent with Rimworld's.
#49
Ideas / Re: Varying Quadrum/Year Lengths
August 24, 2018, 04:22:37 AM
 This just kinda seems like it should've been in the game already. You have my support.
#50
Quote from: Mufflamingo on August 23, 2018, 02:30:06 AM
Riman - Human
Rimans - Humans
Rimanity -  Humanity
Rimane - Humane

You dig? No?

How could we have Rimanity if there are no z-levels for blimps to crash into?
#51
Quote from: dogui on August 22, 2018, 05:22:18 PM
+1
From the moment I discovered this forum I bother everyone with my posts asking for a more realistic game, rising complexity and diversification. This idea you explain us so carefully goes into this direction so I completely agree with you.

Why thank you, in almost six hundred posts I've had maybe five genuinely nice and kind comments, I appreciate it.
#52
Quote from: Dargaron on August 21, 2018, 11:25:44 PM
Does the name need to include the term "Rimworld"? Because it would be kind of hilarious if the actual in-universe name for people on/from a Rimworld was ""Pawns."

Also, how about Rim-folks? Like City-folks, but from the Rim.

"Poor bastards."

I feel like anybody who got back from the Rim might get called that, though I figure there aren't enough people doing that to even establish a term for them. I'm saying that a maximum of like, twenty pawns ever made it back to anyplace that had enough sway to call them Rim-folk. "All these Rim-folk crashing into our parks in spaceships made from recycled slag, putting their peg-legs through our flowers and scaring the children with things like 'I only have half my organs left' and 'we had to eat my best friend when we ran out of food and bandages for the winter' and 'we had to do it without a table'. So damn entitled!"
#53

Don't tell me this won't be half of you.
#54
Quote from: 5thHorseman on August 21, 2018, 10:05:45 PM
Russia and China are proper nouns. This is more like "islander" which is a thing.

Mainlander, Westerner, damn, I guess you got me on that. I just got too caught up with '-er' following verbs. Y'know, a hunter being one-who-hunts, game being one-who-games, one-who-Rimworlds just seemed off in my mind.
#55
Ideas / Dodging needs more attention as a mechanic.
August 21, 2018, 10:25:42 PM
TL;DR: Melee pawns are currently held back by the fact that to survive the trip to an enemy, they need to be decked-out in heavy, slow armor, and are often injured upon arrival to the point where they lack the punch they had when they started. Gear that supports avoiding incoming ranged attacks could allow melee pawns to be more effective, and to have a better utility as chase-down units.

I mean, it's all in the title really. I'm kinda good at titles like that.

We currently have a lot of armor and clothing to choose from. The large majority of it is focused on either temperature management or defense. As far as armor goes, the whole thing focuses on boosting your bullet-taking ability while dropping your speed. Well, I think it's time to properly change that with some stuff to actually better help close the distance and stay alive once you get to your target.

I assume it's safe to say that we've all probably shot at some variation of Muffalo/Boomalope/Elephant, in addition to Rats/turtles/hares, right? How'd that go? The big guys took a lot more bullets to kill than the little ones, plain and simple . . . mostly. Due to the size of their bodies, the little creatures were able to avoid shots far better than a walking meat-fortress. Safe to say, it would be neat if we had the same option when it came to our pawns: sacrificing direct damage absorption while giving them the ability to outright avoid some of it. At this point, however, we can be fairly certain that a pawn with a slim build won't be any different than a "round" pawn, so that leaves us with apparel.

We've got apparel that affects psychic sensitivity, social impact, work speed, and pain tolerance. We can play around stat-affecting gear a bit before we hit the level of Legendary Ring of The Thrumbo +6 to Melee, so why not play around with dodging a bit?

I personally really like the nimble trait, which gives you a +15% chance to dodge melee, which is actually a pretty good bonus, but that's just in melee. I've never cared much for it, but I know that all the melee fans out there aren't concerned with clashing swords: It's getting to the rifleman in the first place. Melee dodge chance is nice and all, but it doesn't help you from the 99% of the time in combat spent running.

Sweatpants and a tribal sort of "bracelet/tunic/headdress of the Cobra" (leg space already occupied by tribal wear) could fill this void. Sweatpants are nice and loose, sporty, and allow plenty of movement without being overdoing looseness like a skirt might. They don't weigh a lot and aren't exactly super tough, so they wouldn't encroach on flack pant's territory while filling their own niche. Meanwhile, tribals are probably the group that would benefit the most from something that's cheap, doesn't protect a lot, and is low tech. Some kind of garment made from the usual textiles, and potentially some beads to place it above the rest of the clothing (though headdresses, and war veils/masks don't need anything special). Maybe even have them boost speed a little bit, that way it can even be useful for pawns with low combat skills who are usually just hauling things or bringing pawns back from a firefight, where heavy armor would just make their tasks take longer.

After that, we would have some apparel that would allow our bruisers to get to ranged pawns faster, which would probably lower the amounts of shots they're taking. Assuming they took a couple hits anyways, more dodging ability would keep them from getting laid-out because they took a gun's stock to the temple the moment they got in close (which would also mean that if we finally gave pawns the ability to have something like a knife or mace as a sidearm, melee builds wouldn't have an even worse deal). Finally, keeping survivability without sacrificing speed would mean that melee pawns wouldn't sacrifice their movement for chasing down fleeing pawns.

Overall? I could see dodging solving a lot of problems that we currently have with melee builds. . . or I'm completely overlooking key issues or mechanics that already exist that I just never played with.
#56
Quote from: zizard on August 21, 2018, 02:14:21 PM
Rimmer

As double-entendre invoking as that sounds, I could totally picture somebody on some planet that's actually got civilizations saying that in a bar when some scarred dude covered in bionics walks in. "Ah, you one o' dem 'Rimmer' types, aren'tcha?"
#57
Quote from: Kirby23590 on August 21, 2018, 01:53:58 PM
It's simple i think people who are born and live in rimworlds they are called Rimworlders. Yeah that's all i got. :-X
Quote from: BlackSmokeDMax on August 21, 2018, 02:19:31 PM
That is my guess/opinion as well.

No problem with it, I just don't know any real-life equivalent, like Chinaer, or Russier, or anything similar. Closest I know are things in movies and games, like Witchers, White Walkers, "Outsiders", etc.
#58
 The tribes have a definite place in Rimworld. I personally really like the idea of the cultural and technological clash, and I know that many other players enjoy the occasional tribal playthrough. However, I think we can all agree that there's not much that really gives the impression that you're playing as a tribe, rather than people who just don't have power yet. Implementation of elements such as the ikwa, and headdress/masks are going in the right direction, but it's still missing something.

Beads could add that cultural element that tribes are missing. Now, it's not just stereotyping I'm going off of here. The tribes in Rimworld don't really have too much of specific background that they reference, so it's safe to say that they can borrow elements from various indigenous groups.

With that in mind, tribes have a neat place in the world when it comes to currency: they didn't use metal or coins, often due to issues with forging the metal in the first place. Even groups that had access to such techniques - such as those native to South America - forged gold into symbols of status or art rather than currency and tools. Silver may make plenty of sense for Outlanders and Pirates who could figure that shiny = value, and would rather use valuable steel and components for food preservation or weapons rather than paper money printers. Beads, meanwhile, have remained a center of trade, art, and culture even in places that have been colonized, or at least introduced to the first world. It's safe to say that tribes of the Rim might find some importance in them as well.

Traditionally, beads are made of bone, coral, horn, ivory, seeds, shells, stones and pearls. We currently have access to three of those: Horn (Thrumbos), ivory (Elephants), and stones, the rest are featured in mods or we could just hope for future updates. However, it's not difficult to imagine the antlers/horns of creatures such as cows, deer, rhinos, jackalope Tynan plz, and ibex rams potentially getting the attention that only our largest creatures have attained. Perhaps some sort of overhaul is in order. That aside, I would figure that beads could be made from those available materials at generic crafting spots in small quantities, and in bulk at a stonecutting table. Logically, I'd expect a quantity of beads roughly equivalent to the value in silver of the bricks you didn't make by instead converting a stone chunk to beads, and a similar conversion for the stabby-face-bits. After that, just get a pile of beads, possibly a higher quantity than silver but with a lower value per bead than silver, but that would likely just overly complicate things.

First thing's first: Why use beads for trade? Well, for one, tribes historically aren't very mountainous. It's just harder to farm, build, and traverse them. Additionally, they often lacked the ability to smelt the metal in any reliable or very efficient way, meaning that silver wouldn't be too common. Beads, however, would be. Native Americans had buffalo, deer, elk, moose, and a great deal of other large game with horns and antlers (and bones but we don't have those yet). Similiarly, everything that you could actually chase down and wasn't actively trying to kill you in Africa tended to have horns (and lots of thick bones c'mon Tynan). It'd make a fair bit of sense. Also, I just looked up the mass of silver so that I could argue that you could carry more beads because they'd be lighter. Silver has a mass of 0.007. A berry has a mass of 0.05. One berry weighs over seven times as much as a chunk of silver what the hell they'd free-up trading by giving you a way to make passive money (converting horns and stones to a currency without needing to have a trader around, and if you're having a hard time with low-speech pawns or traders buying what you're selling), in addition to weighing less than silver does (assuming there was a logical change to metal: silver weighs a bit more than steel, though gold weighs almost twice as much as steel for the same density in the real world). Finally, it could free-up silver for those who might prefer to use it for weapons, sterile tiles, and furniture/structures. Meanwhile, you could totally use beads for say, adding some more flavor to tribal clothing than just the tribal wear if you really want an additional use for them.

Also, I just liked the flavor in the currency of Fallout New Vegas, where there are two major warring factions trying to establish their currency in the area. Just kinda makes sense.

P.S. Again, we should have horns and antlers dropping off of more creatures than two. I want a hunting lodge with a buncha trophies on it. It would also help with plains tribals making beads, under the assumption beads are seriously considered.

Sources:
The Importance of Beads and Beadwork in African Culture
When did the Indians start making glass beads?
How did Plains Indians get glass beads?
Trade beads

P.P.S. I would also welcome glass (love this guy) beads, but I feel like ivory is enough requests from me for one day.
#59
 I've been writing suggestions for a while and dipped my toe into a bit of fiction for the universe, and I was wondering if there was a term for Rimworld natives or those that live on it. For example, I'm an Earthling-American, specifically a Washingtonian with lots of Polish/German blood. . . you dig? It's a dumb little detail, but it's just one of those things that's getting to me, like seeing some a table set in a show or game where there's food in a bowl and no utensils, or trying to figure out where the asshole is on some of the weirder critters in the world or fiction.

I got nothing good when it comes to trying to find my own term. Rimman, Rimworldian, Rimmish, Rimling, they all sound like creatures from some 50's movie. I currently just default to "-of the Rim".
#60
Unfinished / Re: [1.0] The Flintstones
August 20, 2018, 01:57:54 AM
I can't tell if this is weirder than the Monstergirls mod or not.