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Messages - nomadseifer

#1
Ideas / Re: Multiplayer
November 20, 2013, 05:49:58 PM
One BIG problem with multiplayer is the time-control aspect.  Right now, the game is not really an RTS.  You can pause, think for a second, and fiddle with your colonists and then let them carry out their actions.  In multiplayer, pausing would have to be disabled and even sped-up-time would be hard to balance with more players.  During combat, the game would be true RTS and a whole UI geared towards that kind of play would need to be designed. 
#2
Ideas / Re: Forbidden Zone
November 14, 2013, 06:08:28 PM
Makes sense. 
#3
General Discussion / Re: The Many RimWorlds
November 13, 2013, 09:39:22 PM
Well all interpretations should branch from the world-primer written by the developer himself : https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
#4
Bugs / Re: Colonists path inefficiently - By design
November 12, 2013, 02:36:20 PM
The OPs problem is a 'simple' fix.  Instead of having the on-fire player find a random tile and path to it, just randomly path from their current location for 5 or six tiles. 
#5
Ideas / Re: Proposal to fix the story loophole
November 12, 2013, 02:54:49 AM
There is no loophole. 
#6
Ideas / Re: Security Camera and Militia
November 11, 2013, 08:09:24 PM
Without fog of war, there is no need for security cameras.  The game already tells you when raiders arrive and when they are going to attack, so there is nothing to be 'alerted' to.  Mass-drafting is a good idea and has been discussed many times.  I think some form of it will definitely be implemented. 
#7
Ideas / Re: Abandon "Research"
November 11, 2013, 02:40:40 PM
I'm pretty sure Tynan has described the current system as 'rediscovering', not pure research.  So whats basically happening is someone sitting down and giving the brain power and focus necessary to figure out how something works, not researching it new.  At the end of the day, your system and the current system are really the same thing with different names.  Except the current system is much easier to understand on its surface.  So that makes it better, IMO. 
#8
Ideas / Re: Penalty for underground base
November 11, 2013, 02:35:51 PM
I'll just go ahead and state the obvious.  If you want the underground option to be more challenging, just make it more realistic in the most basic way:  make it MUCH slower to mine through rock.  Then getting your 20 colonists to all have 5x5 rooms underground would be a real feat.  It would force the player to create a small 'safe room' underground to hideaway if things get bad but most of the base would be out in then open, and maybe rebuilding would be a more common occurrence. 

Also, smooth stone should be a pre-req for the placement of any other tile/carpet.
#9
General Discussion / Re: Relative Weapon Damage V0.2
November 08, 2013, 05:51:43 PM
Glad I could help.  That Uzi is looking a whole lot better until this gets fixed.  :)
#10
General Discussion / Re: Relative Weapon Damage V0.2
November 08, 2013, 05:43:32 PM
Cassey, I'm pretty sure its a linear relationship.

Tynan, I just checked the accuracy of the Lee Enfield against the Pistol at the same range, with the same character, and got the same Range/Skill percentage.  Unless the pop-up is wrong, I don't think accuracy is being taken into effect.  Let me know if I'm missing something. 

Also, the range was near max pistol range. 
#11
General Discussion / Re: Room sizes
November 08, 2013, 05:22:05 PM
3x3 rooms do me just fine.  Just make sure they're clean. 
#12
I really think there should be a more standard ramp-up storyteller that keeps ramping until player death, with little or no adaptivity.  Right now, without turrets, every battle on Tough Cassandra is still pretty easy and straightforward and I eventually just run out of anything to do. 

Also, a mine-detector would be a nice addition to the enemy.
#13
Ideas / Re: Discoverability and learning curve
November 06, 2013, 02:13:21 AM
Yes, the nutrient dispenser processes the raw food so the colonists can eat it.  As far as I know, there will eventually be 'chefs' who can process the food even better.  That is why there is a negative hit for eating the nutrient paste because eventually there will be a better option. 
#14
There is definitely some learning curve.  If you follow some of the 'starter' guides in this forum, you should manage well enough.  There are many established methods to deal with raiders.   

Also, just start on Phoebe friendly until you get the hang of managing all the colony-aspects without having to worry too much about raiders. 
#15
Just chiming in here.  I am having the same issue.  No traders/slavers for a long time.  Raiders keep coming but their numbers do not increase.