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Messages - Alerter

#16
Yeah, I understand. Once I had an assassin colonist with 15 melee skill and very interesting combo: bloodlust and wimp. That was funny (it wasn't). But you know, it's all part of the story. I mean, players can just imagine what could cause such traits in specific backstories. Maybe this assassin did his job for a long time, but then realized, that killing is not what he wants. So he ended up meditating, until he arrived to your colony.
P.S. I can imagine how serial murderers can be without bloodlust/psychopath traits. Of course, they can enjoy killing and stuff, but despite having this "hobby" they can act like a normal people. Also, they could do it for money (not without specific style tho).
#17
Backstory: ritual child. Chance to receive masochistic trait: +90%  :D

Cool idea man, but I think it will require too much work. I mean, we already have some backstories, which may prevent/cause pawns to have specific traits (not too many actually). I think it will be easier just to increase number of those. Close to your idea, but instead of specific (and questionable) percentage its simply 0% or 100%
#18
Ideas / Re: Dishes
March 28, 2018, 06:37:46 PM
Please, no...
Its all hygiene stuff, which probably will never be involved (toilets/showers/dirty clothes and all this kind of stuff).
#19
Ideas / Re: Your Cheapest Ideas
March 28, 2018, 04:41:35 AM
Quote from: Evelyn on March 27, 2018, 09:07:08 PM
I don't know about you but I always make penoxycycline - Malaria and the Plague are game-enders.
So you actually regularly feeding every single pawn of yours with penoxycyline to avoid diseases, which can be cured without it? Questionable.
I see only one reason to make it: lack of hospital beds/vital monitors during early game. And then again: why would you spend resources during early game? To prevent something that may not happen? In my opinion, this drug has very little value compare to others.
#20
Ideas / Re: Your Cheapest Ideas
March 27, 2018, 06:09:54 PM
Penoxycyline in it's current state is just too bad. I don't see any reason to invest anything in production of that drug. Can you make it boost immunity against all possible diseases/infections as long as pawn consuming it? (just like effect from luciferium)
#21
Ideas / Re: Some ideas for traits.
March 25, 2018, 09:43:40 AM
Cool idea, but some traits are questionable.
1) Vegetarian is the one I hate the most. Those guys never gonna get full mood bonuses from fine/lavish meals. Player will be forced to make different types of meals specially for them, which is annoying. It can be good in colony that never heard about meat, but it can be VERY bad in hunter colony.
2) Small and large appetites are also questionable traits. Iam not a doctor or biologist, but Iam sure that every human being will have to consume a certain amount of food in order to do a certain amount of job. For example, your colonist with small appetite can be forced to do hauling all day every day, while colonist with large appetite will just sit and research. Not very realistic, right?
3) "Cowardly trait? Get out of my colony!"
Iam not sure in which direction pawn will flee after this mental break. If it's straight to the base, then it's not THAT bad, but random direction equals one dead colonist.
4) Bugchaser is too insignificant trait, don't you think? I mean, how often your colonists get sick? Also, masochists are already in the game. And since any disease causes a certain amount of pain, well, you know...
Anyway, +1 for your idea (and specially OTHER).
#22
Thats actually a very interesting suggestion, I like it!
But to balance it properly, I think there should be a chance that mercenaries themselves will contact the player and request price for their "services" after a bad event happens. Otherwise, it will be abused 100% (especially if you will have decent silver income from trading).
#23
Ideas / Re: Your Cheapest Ideas
March 12, 2018, 07:25:40 PM
We can strip our prisoners/pawns, but we can't dress them. Idea is simple: add clothing policy for prisoners and allow pawns to dress someone according to policy (ability to haul might be required).
#24
Crafters: "Wait, why are you guys using all those thrash weapons? Did you just sold all good gear that I made?! Ok, time for a mental break I guess..."  :D

But honestly, I though that drugs are already doing something similar: better efficiency for potential addiction and mood loss. Also, don't you think that adding so many interactions in game will make it too inconvenient for gameplay? You have passionate miners? Now you can't mine large rooms. You have passionate artists? Now you must find enough resources... Maybe it can be balanced somehow, can't tell without trying to play with that system.
#25
Ideas / Re: Ammunition
March 12, 2018, 06:23:18 PM
Honestly, I think it will only make early game harder. If you will survive long enough to build machining table (which I believe will allow you to make ammunition), game will be like now. "Oh look, its the same RimWorld, except now you must spend some steel to use ranged weapons."
P.S. There is mod already (combat realism). Its very popular, you should try it.
#26
Ideas / Re: Butchering spot
March 10, 2018, 10:14:50 AM
Quote from: //SHIFT on March 09, 2018, 05:59:14 PM
For convenience u have your butchering table already.. This has totally different purpose.. Actually now it is pretty inconvenient to be forced to make butchering table everytime u have to stop somewhere and process some food during journeys to actually feed your colonist if u run out of reserves for example..

Vanilla has a lot of things like that. We can't move almost any crafting table, we have to rebuild it. I personally using mod that allows player to relocate those, so I basically can travel with butchering table. It will be easier to include this mod in game rather than make second copy of some tables just for caravans, don't you think?

P.S. I still don't want to be forced to travel with melee cook/switch weapons all the time. Don't get me wrong; I like realistic things, but you can imagine how many players will be annoyed by those mechanics.
#27
Ideas / Re: Butchering spot
March 09, 2018, 04:47:22 PM
I don't want to switch my cook's weapon every time he enters/leaves combat. Realistic, but not convenient for the gameplay.
#28
Ideas / Re: New Event: Resurrector Mech Serum downpour.
February 16, 2018, 05:14:23 AM
I can kinda agree with sick puppy. When I first saw resurrector mech serum I was like, "what?! why?!". For me its also very strange thing to involve something like that. But the thing is, those devices can't be made by humans. I suppose they were found on those mystery computer planets in RimWorld universe (you may check planet types), but I might be wrong. Anyway, I like the idea that resurrection is super rare thing and if we will have downpours from time to time (even if they may happen once in few years), whole concept of the game will be changed (at least for me). Good point: some people are finding the most enjoyable part of the game in story, not only in gameplay. World, where life has a little value and countless wars with countless resurrection processes are happening over and over again? No, thanks.

P.S. for those who wants to read about planet types. Archotech paragraph is about "computer planets".
#29
Ideas / Re: New Event: Resurrector Mech Serum downpour.
February 14, 2018, 04:20:10 PM
My first impression: xD
I just imagined how after giant raid this event will allow my food revived enemies to just flee with their gear.
But seriously, what could possibly go wrong?  :D
#30
Ideas / Re: "Dismiss Trader" context menu button
February 14, 2018, 08:59:11 AM
I remember similar topic named "let me alert a faction that their caravan should evacuate due to danger". Although you have another reason to add this feature, it still would be nice to have such option in RimWorld.