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Messages - Pendryn

#61
Yeah, but separate rooms negates the sharing a room penalty.
#62
Carpet everything.
#63
General Discussion / Re: turrets
November 05, 2013, 01:09:55 PM
Build some walls that force the raiders closer. Should help.
#64
Ideas / More mean things for raiders to do...
November 05, 2013, 12:10:11 PM
All that juicy power is just sitting there, pumping through the walls. Wouldn't it be a shame if every now and then a raider could start overloading the conduits and start exploding portions of your everything? I am vaguely certain this would be amazing.
#65
General Discussion / Re: Defence tactics
November 05, 2013, 12:06:47 PM
Quote from: DeltaV on November 05, 2013, 10:38:49 AM
Am I the only one who never does the weird funnel strategy? I like having actual battles on sandbag walls, makes it feel less cheaty.

Nah, I like to build little towns, so I always have battles either on the outskirts  with my guys behind some sandbags with turrets blazing, or, if I get caught off guard, the fighting is in the streets with me maneuvering around my own houses and other facilities moving into the enemy flank, or, being outflanked myself, all the while the fires are burning and the destruction is raging. Good. Clean. Fun.
#66
Bugs / Re: discovered weapon duplication ^_^
November 05, 2013, 11:05:08 AM
Quote from: DeltaV on November 05, 2013, 10:59:14 AM
On testing, it doesn't look like the people with the duplicate weapons can actually fire them. It treats it like they have one, but they can't shoot it and when you go to have them equip a different weapon they don't drop the duplicated gun.

True. They will not fire a duped gun. I, however, did have them drop the dupes. So perhaps I can still sell it.
#67
Quote from: OldFilthy on November 03, 2013, 04:52:50 AM
I think when the player has that much control over the fight, and the area they fight in the only way to make it interesting is uneven odds, or creating an event that either forces the player out of their 'bunker' or makes them want to leave their bunker.

Maybe having the AI build a base for the player to assault would probably be better than leaving the player alone to make an uneven battle field. It wouldn't take much, just a few sand bags that the raiders retreat to and decide to camp when they lose maybe 75% of their force rather than waiting till they lose 90%, and if the player ignores them, the surviving raiders try to control the area while avoiding the player camp until more raiders come to fill their numbers up. Leaving the raiders alone means constant threat of larger assaults, and a bigger raider camp to deal with later.

I think this idea has two big plus points, first it lowers the initial bar for success for large camp defence, secondly it forces the player to initiate a fight (albeit on a weakened enemy) but against their defences.

However after saying all that, I don't think this should happen for every raider attack, I'd say one in six or maybe even lower.

I think there should be times when the raiders simply run in steal your food and metal and then make a break for it, only attacking when they meet resistance.

Another solution, which would actually be amazing, is having certain raiders attack with tunneling equipment that can knock through a single solid block in a matter of seconds and a wall block in a few more. This would eliminate any ultimate defense and the AI would want to do this as it would naturally be considered flanking.
#68
General Discussion / Re: Introduce Yourself!
November 05, 2013, 08:51:12 AM
Figured I'd go ahead and do this...

-What introduced you to RimWorld? Or to this style of game in general?

I love these kinds of games. I found out about this one from the Stonehearth forums, another game I cheerfully backed.

-What's your favorite other game?

You ask this like there could be only one? Hmm, let's name a few. Minecraft, Hearthstone (not to be confused with Stonehearth wich I am sure will join this list), Dungeon of Dredmore, FFXIV, Civ 5, and on and on and on...

-Most embarrassing gaming-related story?

Hmm, I guess it would have to be during Wrath of the Lich King in WoW. I was the guilds main tank and we had just started a fresh days attempt on the King himself. Well, there was a trinket in the game that I adored that basically allowed you to shoot a rainbow from your chest to your target for minor damage but holy geez a giant rainbow. And, well, I still had it on when I pulled. Ah well, nothing like being best rainbow pals with Arthas.

-What kind of breakfast cereal is the best?

Cinnamon Toast Crunch.

Other fun info about me y'all can frolic about with. I am a native Texan, probably won't leave. I work, usually as a set designer and builder for theaters, the the one I was at for the last three years recently closed down and I now spend my skills distributing petroleum to pay the bills. Also dogs. And cats. Amazing.
#69
General Discussion / Re: Post Your Base
November 05, 2013, 08:39:00 AM
Hmm, I just don't like the idea of building into a mountain side. I know, it is the easiest thing in the world to defend, but it seems wrong. I keep making towns which become forts with walls. I just finally lost a fairly successful one after some time. I'll have to take a screenshot of one at some point.
#70
Ideas / Re: Re: Your Cheapest Ideas
November 04, 2013, 03:31:07 AM
Just tossing some thoughts out there. As I am not a programmer I have zero idea of whether any of these would be considered cheap as I have no reference for the length of time it would take to code them.

Perhaps when you initialize your colony, how about when your survivors arrive, some less fortunates arrive as well? Maybe have them be special items in the game that don't generate any unhappiness and decay after a day or so. Purely cosmetic.

How about some corpse decay? As the only way to prioritize corpses in manually, perhaps nature on this strange new world includes really go bacteria that'll break down corpses in, say, 5 days or so?

How about a Colony Leader? After a few days your current colonists elect one to be the leader, probably at random. That individual would give a temporary boost to, say, happiness, or perhaps a work efficiency boost. She is so inspiring. She wouldn't need a personal boost as she has a badge of office. If she dies, a new one would be elected among the survivors in a matter of days.

I believe I saw someone mention terraforming somewhere. Ain't a shabby idea.

How about natural caves? Basically per-generated mined out paths into rock sides, maybe with surprises awaiting an explorer? Just a though.

Blast Doors and other Hardened Structures couldn't hurt, right?

Maybe if larger maps are introduced, a Fog of War could be too, that way raiders could be lurking in the unknown and so it would be harder to determine the direction of an attack unless a scout was sent out. And on that note...

Raider Bases! Perhaps raiders could build their own mini bases? A few sandbags,  a turret or two. This would give them a point to strike from, and a point to retreat to to lick there wounds and plan a second strike?

Raider Reinforcements. Send those baddies in waves! True Carnage!

And of course more gear, Miner's Hats, Flashlights, whatever, just more.

And that's all. I'm spent. Enjoy it or ignore it.
#71
Ideas / Re: New activities for Raiders
November 04, 2013, 02:54:49 AM
Just had a thought. What if there was a variant on Raiders that, rather then raiding in the typical fashion, perhaps a few raiders show up and set up a very simple base of there own. Nothing major, just a few sandbags of their own, maybe a turret that comes with a power source of its own, maybe some sort of solar-battery that keeps a small charge stored up, just enough for a gunfight, and of course a few raiders, not many, but perhaps two or three. Basically the point of this is to lock your colonists out of a section of the map, and giving some or your more martial colonists the action they seek.
#72
Ideas / Re: Your Cheapest Ideas
November 03, 2013, 05:41:11 PM
Quote from: cappie on November 03, 2013, 04:57:32 PM

- Make 'repairing' a separate task instead of having it part of 'construction'


This, a thousand times, this.