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Messages - Goldenpotatoes

#331
General Discussion / Caravans = Loot pinatas?
April 10, 2016, 02:22:06 PM
Trade caravans are an extremely nice thing to have, having something other than the occasional trade ship for selling goods is nice, but right now they feel a bit too easy just to shoot and steal from.

You can check the gear of their animals to see what is carrying what. This means just stationing a few colonists with pistols and quickly popping the one with the best gear usually ends with a few of the caravan retaliating while the rest bolt for the map border. Sure, it worsens your relationship with that faction, but that's nothing when I can send back a fraction of the silver I stole on the console and patch up their incapped colonists for a decent relationship boost. Rinse and repeat for phat loot.

Specifically during the first year of a colony, the stuff you can get from these caravans is pretty insane. Oh, you're carrying 2 power arms, a painstopper, and 3000 silver? Don't mind if I do!

itt: caravans op pls nerf
#332
I'm honestly surprised he got an alpha version as quick as he did, very nice indeed.
#333
Quote from: jasroc on April 09, 2016, 08:46:19 PM
Quote from: Shurp on April 09, 2016, 08:16:57 PM
A healthy colonist that stays in bed all day and gets regular healroot treatment has a 100% survival rate in my experience from flu/plague.  Something else must be going on.

Sometimes people just die.

There's a difference between a good story and "i did literally everything possible in-game and they still died to the flu."

Something odd is definitely happening, seeing how I've dealt with multiple infections beforehand in A12 and rarely had a person die unless neglected.
#334
Anything that stops the current sudden baldness every colonist goes through when equipping headgear is good to me.
#335
General Discussion / Re: The pirate base
March 30, 2016, 08:57:48 PM
Nope. As it currently stands, the generated map serves no real purpose other than a fancy way to select where you want to start a game.
#336
I don't remember the part where I asked it to be a cone-of-death you two keep talking about. I only asked to have some sort of multiple-bullet spread instead of one bulky projectile that mimics a 'cluster' of shots.
#337
I mean, this IS a game..

I'm just trying to give an idea on how to add variety to the game's current ranged arsenal past 'shoots bullet or explodes'.
#338
General Discussion / Re: Painstopper
March 28, 2016, 09:34:55 PM
Quote from: mumblemumble on March 28, 2016, 08:43:50 PM
Yep...stuff like eyes, hearts, and other stuff are all well and good, but the limbs really make people more vulnerable

I always imagined the bionic attachments to be more of a single attachment with some joints in between for proper movement. Unlike the fleshy counterparts, bionics rely more on circuits and what-not, which probably get broken a lot easier in terms of connection than a regular body part. If it were given multiple parts like the organic counterparts when dealing with shots/explosions/melee, you wouldn't have a stub of robo-arm, you'd have a mangled mess of circuitry and metal of what used to be a robo-arm.
#339
I'd still like shotguns to actually shoot in a cluster instead of singular projectile. Maybe if you want a larger spread than more compact shot, you could also add a sawed-off shotgun to the game? Give the player variety between if they want a more concentrated blast or if they want to hit a larger radius.
#340
Quote from: Alistaire on March 27, 2016, 06:28:42 PM
It's pretty easy to do in C# as is though if you're interested in things like this you should check out CombatRealism which includes stuff like explosions into fragments, reloading system and different firing modes.

The main idea for this came from with how combat realism handles shotguns, actually. I much prefer it over vanilla's method.
#341
The shotgun as it stands is currently just shooting 1 'bulky' looking projectile that is suppose to mimic a cluster of projectiles. This is kinda boring as it stands and doesn't really make it anything other than a more powerful pistol in practice.

It would be more interesting if the shotgun earned its lethal short-range by making it fire multiple projectiles in a cluster. Unless every shotgun on the rimworld is only firing slugs, using something similar to a buckshot for an actual spread would be much more interesting as it'd allow you to even possibly take on clusters of enemies in a single shot, which is something almost no other gun can do, barring stuff like the incen launchers and the rocket launcher.

#342
I'd much rather see simplified ammo as the thought of another level of micromanagement for a colony is rather painful, even more-so in situations where drop-in raids are even worse if you just so happen not to be carrying to correct caliber for that particular weapon.

I wouldn't see an issue if instead of adding different calibers for ammo variety, you keep the simplistic ammo (rifle, pistol, shotgun), but add in 'exotic' ammo that has varying effects (AP, hollow-point, ect) for each weapon genre. Keep the management to a point where you'd be swapping out ammo because you want a different effect, not because the several different calibers of bullet you'd need to stockhold for weapons on your colonists.
#343
Ideas / Battle armor for animals
March 26, 2016, 09:25:10 PM
A crafter with a sufficiently high level should be capable of producing some sort of leather/metal padding to lay over medium/large animals for more blunt protection. Maybe allow the ability to disassemble kevlar chest pieces to add some rudimentary sharp protection as well?

I just want a battle-thrumbo decked out in armor, man.
#344
Mostly for hunting animals that stray too close for easy meat and priority targets during raids.

Also for the rare occasion the 70-year old man with 2 peg legs joins my colony at random and just so happens to walk into said 'friendly fire'.
#345
General Discussion / Ingame Soundtrack
March 09, 2016, 08:36:53 PM
I never really bothered with music in most games as I had my own music on majority of the time, but I recently got around to trying another play-through before A13 with the music enabled.

I was honestly surprised at how good the music was. The cue-ins decent enough and the music definitely helped fill in the quiet times. My favorite one so far is the end-credits one as the colony ship blasts off, the lyrics give a pretty good summary of your usual run and is a nice way to end a colony.

Big +1 to Lindsay for making a good game even better their music.