Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Scavenger

#181
Adjusted outdoors need speeds.

What does this mean?
#182
General Discussion / Re: Map Size Thoughts
July 05, 2018, 09:37:26 PM
I use second to largest map for many reasons.

More animals(My fav!)
More room to build
More choices of where to build, so i can find a very neat location with natural defenses

One of the biggest changes i wish the game had, just make it all 1 big map... maybe add a fog of war. Or at least more accommodating to have several colonies. I want to have a base in each biome so i can catch more critters of more types! Make a zoo.

The problem is, it makes it too damn easy, and i reaaally hate anything that takes away from the difficulty:/ Some of the issues-

Too many resources, ores, trees, food, ect
Takes enemies awhile to get to you, so time to prepare or mortar
Some events mitigated-
beavers can chew forever
poison ships can land so far away they have no affect
crashed supplies can be a long trek

I may end up just going for a medium, and wait decades for more interesting critters to spawn:/ Less choices of cool build locations without constant remaking whole map and choosing colonists all over again. Lot of a hassle.
#183
Quote from: Serina on July 05, 2018, 05:22:53 PM
Quote from: Tass237 on July 05, 2018, 04:50:36 PM

If they don't hunt human-likes, maybe they should automatically trigger manhunter at a certain hunger/malnutrition level to cover desperation? It would give an alert like any other manhunter event, but would add realism without dangerous surprises.


I like that idea. It's better than completely disabling predators from hunting humans.


Yes please! Most people used mods to alert them to predators hunting colonists anyways.
#184
Quote from: PatrykSzczescie on July 05, 2018, 02:51:21 PM
About deadfall traps never springing on you or allies: new meta for bases guys! in case you have tons of steel to spend.



I wonder if IEDs work similarly. Maybe explosives need a strategy, but EMP ones will counter mechanoids for sure.


And predators are passive now. Once there are no animals they could hunt for, they'll stand there until a new proper animal spawns. And when you attack them, they don't go manhunter for 100% chance anymore. They'll fight back until you flee, then they'll leave you alone. I wish this was a thing only in peaceful difficulty.

This... Is exactly what i imagined would happen the moment i saw that trap change lol, but didn't want to mention it till i tried it because of theorycrafting. With no need to stagger them so pawns can get through, every passage is just a death trap. SAD! Something needs to change, but i have no idea what. It was really annoying when pawns or pets would accidentally trigger them, but this is actually worse. I preferred to actually avoid using traps before this too except in emergencies because i felt they were a bit strong and not fun, maiming or killing enemies without anymore input from you than placing them decades ahead of time. 

Maybe a way to make traps more impactful and interactive but having far fewer somehow? Cost more?

Perhaps have some kind of small game trap to catch food like old school fur trapers, would help a lot with early game when you are too weak from starting out, injury, or something else to risk a hunt, and to keep rats out of your food supply. Maybe it even roots them in place like a bear trap!

And a lowtech trap for any humans and/or larger animals. Deadfall could work for that, but still the issue of spamming them in narrow corridors without fear of friendly fire with their current changes.

Splitting into 2 kinds of traps could also cut back on large amounts of dead animals around the map from your traps in critter dense biomes.

And i have somehow never been attacked by a random wild predator out of hunger without a manhunter even! Typically the only big preds i have played with are Panthers and the odd wolf. And i like the second to biggest map size, so that could have something to do with it, an abundance of food. Ive done jungle my last few runs so its crawling with critters. And critter corpses... Cobras are a fkn menace, the map is always littered with monkey, rat, chinchillas, and the odd tortoise corpses:P They killed a baby panther of mine, and probably 5 of my baby alpacas... Constantly sneaking into my base to eat my critters whenever i look away. I actually kinda like it, its realistic:P
#185
Agreed!
#186
Quote from: Tynan on July 04, 2018, 05:57:14 AM
I honestly think it'll take time for the meta to catch up to the current design.

Old design favored very "closed" bases - lots of walls to funnel and control enemy movement.

I can imagine a format with a wide perimiter wall, with a large "moat" of territory just inside covered by overlapping autocannons (maybe this is farm/grazing land), with the compact town inside that. The idea is enemies come through a gap in the wall and get mowed down as they cross the open zone.

There's other approaches too. I've seen town-like designs with turrets covering long straight streets, Paris 19th-century style.

Autocannons have a long range and can cover a very large field if placed well.

Basically the paradigm of walls being the be-all-end-all control mechanism is changed; walls are now both useful but also a liability against your turrets since they block LOS. It will take time for old assumptions to work themselves out. I think a lot of people are mostly still talking "in relation to B18", not just judging the game as it is. It'll take time.

I rather like a kiting retreating style of combat. Several rows of sandbags, with some narrow walled corridors here and there spread out to create retreat channels. I open with a few volleys from mortars, then when they get in range, they take some hits from colonists and auto cannons, and when they get in range to retaliate, i pop in a walled corridor and retreat, then pop out at the next row, and shoot, with some traps on their side of the first row of sandbags. And i repeat, retreating safely when they get too close, while auto cannons pelt them and they are slowed by traps. The final sandbag wall has the usual stone wall sections for bonus cover. Occasionally ill send out a pet hit squad led by a melee to pick off outliers, snipers, or runners.

It's almost a more open variant of the killbox, but allows for actual fun micromanagement and lets the colonists keep active throughout. I plan to test a nice stone floor for it so i can pop some fire bombs down too. May not be the most optimized, but its great fun! Just a challenge whenever sappers decide not to walk the boulevard of broken limbs:P
#187
Quote from: giltirn on July 04, 2018, 02:43:40 AM
Quote from: Scavenger on July 04, 2018, 02:26:02 AM
Quote from: Tynan on July 04, 2018, 01:32:01 AM
Quote from: giltirn on July 03, 2018, 06:25:55 PM
It's clear that Tynan has a goal in mind with these changes, specifically for us to fight out in the open mano a mano and forgo base defenses.

No, that's not the goal at all.

What I'm trying to avoid is really simple, one-piece-fits-all base defenses that solve every problem risk-free. Your base defense should be contextually adapted, complex, varied, interesting, and should fare differently against different threats.

Also related is that caravan fights and attacks on enemy sites, where you have no base, should be viable, as base defense should also be viable. This implies that base defenses are useful but no particular defense is absolutely necessary versus a given threat.

I want a challenge, it's part of why this game is one of the best out there. Do you really find it fun to have next to no risk? You mentioned sitting behind a sandbag and hitting fast forward, not seeming to realize that's exactly what you do with most kill boxes haha. Ditching minimal effort cheeses(like killboxes and animal hoards) and making you actually position, kite, change things up every single fight, is the whole point of combat and a challenge. And walls, gun turrets, and kill boxes are far from useless, their purpose is to fill in a few gaps and support your troops, not win the fight for you.

The only thing i want more, is more things in the terrain to affect what i build and where. So far, it is mostly just affected by mountains, temperature, and water. A lot of the replayability for me is crafting a new base and play style around my environment. Taking advantage of natural choke points from hills, rivers, and marshes. Swamps added a bit to it with very dense trees. I would love to see more! Maybe quick sand, sink holes, building on higher/lower elevations(this would be cool with a penalty or bonus to accuracy!), open lava field..?

I don't use killboxes as replacing turrets is annoying and expensive. I prefer building my base to funnel enemies through traps, split them up, and to use sally ports to flank them with weapons fire and sometimes melee. My defenses are geared around being able to reposition myself to negate enemy fire. Doors are a fundamental part of this design, hence my concern.

Sounds like Fortnite PVE:P Just make a super trap base and chill while they melt.
#188
Quote from: Tynan on July 04, 2018, 03:36:35 AM
Quote from: TheMeInTeam on July 04, 2018, 03:03:41 AM
...


Please, please, just tell me your experiences and your suggestions for changes to make - but criticizing my thought process is meaningless because you don't know what my thought process is and it's not practical for me to constantly update everyone on it. To assume my thought process and then criticize that assumed entity is just yelling at clouds.

I'd like to get this thread back on track and end the side discussions. Please make posts that are directly experience based, not assuming others' thought processes, and not responding to arguments with arguments. Other posts may be deleted.

I do want to reaffirm that overall this thread is very useful. Thanks to all those who participate, especially writing nice play stories. The process continues to run well.

Haha, your patience is admirable with people that just love to argue or complain, and repetitively at that. I have never seen a game dev spend even half as much time responding to individuals and take all of the input into account like this, Thanks and keep on keepin on!
#189
Quote from: Tynan on July 04, 2018, 01:32:01 AM
Quote from: giltirn on July 03, 2018, 06:25:55 PM
It's clear that Tynan has a goal in mind with these changes, specifically for us to fight out in the open mano a mano and forgo base defenses.

No, that's not the goal at all.

What I'm trying to avoid is really simple, one-piece-fits-all base defenses that solve every problem risk-free. Your base defense should be contextually adapted, complex, varied, interesting, and should fare differently against different threats.

Also related is that caravan fights and attacks on enemy sites, where you have no base, should be viable, as base defense should also be viable. This implies that base defenses are useful but no particular defense is absolutely necessary versus a given threat.

I want a challenge, it's part of why this game is one of the best out there. Do you really find it fun to have next to no risk? You mentioned sitting behind a sandbag and hitting fast forward, not seeming to realize that's exactly what you do with most kill boxes haha. Ditching minimal effort cheeses(like killboxes and animal hoards) and making you actually position, kite, change things up every single fight, is the whole point of combat and a challenge. And walls, gun turrets, and kill boxes are far from useless, their purpose is to fill in a few gaps and support your troops, not win the fight for you.

The only thing i want more, is more things in the terrain to affect what i build and where. So far, it is mostly just affected by mountains, temperature, and water. A lot of the replayability for me is crafting a new base and play style around my environment. Taking advantage of natural choke points from hills, rivers, and marshes. Swamps added a bit to it with very dense trees. I would love to see more! Maybe quick sand, sink holes, building on higher/lower elevations(this would be cool with a penalty or bonus to accuracy!), open lava field..?
#190
Good players should impose handicaps for fun imo. I have done some creative things to spice it up lol. Full cannibal is a common one.
#191
General Discussion / Re: Cleaning woes
July 02, 2018, 10:07:02 PM
How cool would it be to craft a roomba late game? :P
#192
General Discussion / Re: Introduce yourself!
July 02, 2018, 04:16:32 PM
Jon from Oregon in the US! Soccer, Zoology, Games, Bears, Beets, Battlestar Galactica!
I started in on this charmer back at the release of B18!

-What introduced you to RimWorld? Or to this style of game in general?
I have always liked strategy games, and have a broad taste in games in general. I started with Descent, Baldurs gate, C&C Red Alert 2, Age of Empires, and The Neverhood in the late 90's. I recently got more into the colony management games pretty heavily with Dwarf Fortress, Judgement apocalypse survival sim colony management demon hunting RPG game, and Oxygen Not Included about a year ago, though several RTS are similar to a degree. A friend recommended RW, and it's now my favorite colony management by far now, and my top 5 favorite games as well!

I have always yearned for a video game that matches pen and paper D&D in terms of ultimate freedom, and we are getting closer! I think DF still holds that spot, Though RW is far more fun IMO, with deceptively deep, satisfying, and innovative combat, and far more QoL additions than DF(Taming being at the forefront!), among other things.

-What's your favorite other game?
Probably still Baldurs gate, I haven't tried Dues Ex, but i think Baldurs gate hasn't been matched in terms of world development and story. Pillars of Eternity is pretty close in trying to re imagine the game! Divinity Original Sin 2 may be the best combat wise of that genre that i have seen. My list of "favorites" is very long though.

-Most embarrassing gaming-related story?
I shall have to think on that!

-What kind of breakfast cereal is the best?
I rarely eat cereal these days, but when I do I Frosted mini-wheats! Though Honey Nut Cheerios and Raisin Nut Bran are close.
#193
General Discussion / Re: Bad Ass Rat!
July 01, 2018, 03:32:03 PM
A rat with the strength to crack a wolf draw, and bite off a paw.. There seems to be more to the story than this haha. Bionic rat?!

One of my arctic wolves had its tail bitten off by a turtle twice, and its jaw once. Were at a snapping turtle over a tortoise, it would make more sense haha. I wish we had giant snapping turtles in the swamp!
#194
I actually quite like the Elites in Halo! Their culture Kind of reminds me of a futuristic feudal Japan. But another one of my main passions in the biology area are vaguely zombie style but more realistic viruses and other organisms that kill their prey, then repurposed the biomass into their own. The flood, zombies from The Last of Us( they gets big props, as it exists in real life with insects! Reanimating fungus.) Necromorphs, and the Zerg to a degree. The Halo universe is pretty great! But I digress haha.

It would be great if you are more likely to encounter or be raided by species evolved for certain climates in those climates. Like the furry Hillbillies in Tundras. Or possibly even an amphibious race near the ocean. Though.. Currently in game, location of bases has nothing to do with what attacks you. Which I dislike, I really wish your proximity and the number of enemy bases you are near, as well as which faction, had some impact on what attacked you.
#195
Quote from: Greep on July 01, 2018, 02:08:28 PM
In hindsight, letting in 20 polar bears wasn't "free food"

Incidentally yet another autocannon death  ::)  These babies really are a double edged sword outside of a killbox.

Hahaha, best quote taken out of context.