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 - erdrik

#526
Ideas / Beauty related Traits
March 03, 2015, 01:43:19 AM
Suggestions:
"Likes Rustic Housing":
Gains reduced beauty benefits from rooms or objects not made with wood or stone, but gains double the benefits if they are.

"Likes Modern Housing":
Gains reduced beauty benefits from rooms or objects not made with stone or steel, but gains double the benefits if they are.

"Spacer Born":
Gains reduced beauty benefits from rooms or objects not made with steel or plasteel, but gains double the benefits if they are.

... and other such traits that tweek how colonists react to beauty and the various material types that can be used in construction, crafting, cooking, ect.

It could be a cool way to encourage making customized rooms for each colonist.
#527
Quote from: erebus2075 on February 28, 2015, 11:37:35 AM
Quote from: Cimanyd on February 28, 2015, 11:14:37 AM
They should be eating and sleeping before it gets that bad, though.

Is it the same ones each time? Do any of your colonists have traits like depressive, very neurotic, too smart, etc.?
"ugly inviroment" even though there is flooring, plants, even culptures that are good+ crafted -.-
Just a point of clarification, "ugly inviroment" is not a trait.
Go to the colonists character tab, and look at traits.
#528
Ideas / Re: colonists should gain some traits over time
February 26, 2015, 02:01:25 PM
I like the idea of associating it with soft or hard mental breaks.
#529
General Discussion / Re: Old people
February 25, 2015, 04:34:23 PM
I had an older guy as a starting colonist.
Even with the age penalties, he still had 137% mining speed so was very useful.
#530
Ideas / Re: colonists should gain some traits over time
February 25, 2015, 02:49:39 PM
I like the idea of gaining traits, but it should be traumatic events that do it not a gradual over time thing.

Like maybe after killing or seeing the death of a large number of enemies/allies and 'cleaning up the mess', there is a random chance to become obsessive about cleaning up blood.

"No, no, no... no blood here... scrub scrub scrub. ... no blood here..."
#531
Ideas / Re: The right heating system
February 25, 2015, 02:42:05 PM
Your being too exact.
It is not about being period/era accurate.
It is about being thematically accurate.

The 'wild west untamed rimworld' theme is suppose to be about rugged, inefficient challenges.
The fact that there are swords, and non-period gear and weapons are not relevant to the theme because they can still be rugged and inefficient.

But advanced heating systems are by nature/design meant to be a more efficient solution to temperature control and therefore do not match the theme of the game.

And as a final point, if I recall correctly Tynan has stated that the game is not designed around large colonies.
Your goal is to build the ship and leave, not build a permanent colony.
Looking at the data, the storytellers MAX desired population is 11(Cassandra), 11(Phoebe), and 16(Randy).
16 population is considered "critical" to Cassandra and Phoebe, and the game will start trying to actively reduce your population.
#532
Quote from: Tynan on February 23, 2015, 01:37:34 PM
I agree with the OP. But to be clear, it's not deterioration that bothers him; it's micromanaging the results of that. Right?

Anyway, I responses to this same complain on reddit. Have a look see: http://www.reddit.com/r/RimWorld/comments/2wlavo/clothing_degradation_do_you_like_it_or_no/cos8q3v

I don't use reddit, so Ill put my post here.
I think the rates(for non-consumables) should be lowered.
I have several shirts in my dresser right now that Ive had for about a decade.
They are faded to be sure, but they don't have any holes or tears either.

Considering this is a wild rimworld, I think 2-3 years for max untouched lifespan for cloths is good.
Ooo! Maybe even a trait that makes colonists less/more destructive towards their gear?
#533
Ideas / Re: The right heating system
February 25, 2015, 11:48:23 AM
I thought Tynan fixed the darkness mood while sleeping a long time ago?
I know it doesn't show up for me any more...

And Im not saying its a wild west theme because of the 'aborigines' and cowboy hats.
Im saying it because Im pretty sure I read it somewhere.
Ill see if I can find it.

EDIT:
Here we go.
Very first lines of the rimworld home page:

QuoteRimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of the galaxy.

Inspired by the space western vibe of Firefly...
#534
Ideas / Re: The right heating system
February 25, 2015, 01:36:30 AM
I don't believe anything in the game is meant to be truly appropriate and economical.
If I recall correctly the game is based on a "Wild West" theme.

Its why gun turrets explode like bombs, and other such oddities.

You are on a rimworld making due with scrap.
Its the central theme to the game and I don't think that will, or should, ever change.
(If you want that to change you are better posting a request in the mod forum)

#535
Ideas / Re: Scavenger Raider Event
February 25, 2015, 01:23:09 AM
Quote from: PigletsFury on February 24, 2015, 08:53:49 PM
..
I disagree, if the scavengers avoided the homezone players could easily abuse this mechanic by homezoneing all or most of the map when this event occurs.

You mean that potential that I already addressed in the opening post?


Quote from: erdrik on February 24, 2015, 04:39:56 PM
...
(May want to add limiters to how far you can make a homezone beyond a colony construction, to prevent players from just homezoning the whole map.)
...


Quote from: PigletsFury on February 24, 2015, 08:53:49 PM
     I feel that if they instead avoided the colonists it would result in much more interesting gameplay :D

And how is it interesting if its just a raid mechanic that avoids colonists?
If anything it will make mountain colonies super easy to defend.
Just put yer colonists at the entrances and the scavengers would never get in.
That is not even remotely interesting.

EDIT:
I think it is far more interesting an idea that they take the things that are outside of your colony's purview, to draw you out of the colony and force you to take a risk to protect your distant claims.

RNG could even throw an actual raid in the middle of it and suddenly your caught out of the colony during an attack!
Not only is that more interesting, its much more emergent.
#536
Ideas / Re: Scavenger Raider Event
February 24, 2015, 08:09:10 PM
I don't think they should enter the HomeZone because that is where the colony defenses are likely to be, and a scavenger is all about minimal risk for reward.
Coming into the colony can escalate, and then it just becomes a small raid.

The idea is they come and take the things that are outside of your colony's purview.
#537
Ideas / Scavenger Raider Event
February 24, 2015, 04:39:56 PM
Hostile factions don't always have to come in to just wreck our junk.
Maybe they just want to steal our claims.

It should be in the same category as Raiders, but less violent.
Basically they come into the map and instead of attacking the roam the map and pickup items they find.
They should also avoid the colony by staying X distance from any HomeZone.
(May want to add limiters to how far you can make a homezone beyond a colony construction, to prevent players from just homezoning the whole map.)

All that Steel that dropped last week, but was too far to warrant pulling someone away from other jobs to get?
Welp, too late. Them darn'd scavengers got it.

Left a bunch of gear and material after clearing out an enemy mortar position, but couldn't bring it all back swiftly?
Scavengers got it. :o

I think this would be a great way to keep the pressure up on the colony without resorting to just 'endless gun toting varmints'.
#538
Ideas / Situational Deterioration
February 24, 2015, 03:50:39 PM
I like the idea that all items are subject to deterioration.
But I don't like that there isn't much I can do to prevent it.
(In fact Im not sure there currently is anything that can be done?)

So it got me thinking about how prevention can be implemented.
I think it would be good to reduce the base deterioration rate of all items(excluding food items and other rottables) to take much much longer.
Then add a debuff to weather that dramatically increases the deterioration rate of items that are outside.
As well as having extreme temperature conditions also having a debuff.

So you could have interior storerooms to keep your items in good condition but have to keep them maintained at proper temps.
#539
General Discussion / Re: demo poll
January 22, 2015, 01:00:14 PM
If I think your silly it will be because of your giant run on sentence, not because of your spending habits.

If your not sure it will run on your computer, it is better to post your PC specs and ask for minimum requirements than to expect a demo.
#540
I wouldn't be opposed to colonist offspring, but I don't think it is particularly needed.

I would like to have relations between colonists tho.
Like Bob is Jacks friend, and hates Jill.
Having them 'fall in love' would be interesting, and add the potential for a new function for the Double Bed.
Allowing two people to share a double bed, but have large moral penalties if they are not in a relationship.