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Topics - Jstank

#41
I do not think this is intentional! 8)
#42
I Have been playing Alpha 14 extensively, and I have a few cheap suggestions.

1. Wild heal root. - Rare but it would be nice to collect a few meds in the beginning since you can't always grow it from the start anymore

2. Mixed leather and block items - Building a wall or chair out of pure hide/blocks is more beautiful, but sometimes you want to combine a bunch of different hides/blocks together to make one mixed block or leather item.

My Alpha 14 LP Here

https://www.youtube.com/playlist?list=PLdRzyg_rQbgtcVo55Ohaf2HfKR6iSoIrj
#43
https://www.youtube.com/watch?v=bC_GlDRBMWo

I was watching something that I haven't seen in a long time. Delone Wolf, a youtuber who got a pre release A14 copy playing a new game and learning it for the first time. He had some suprising hang ups within the first couple minutes.  I think its relevant now more than ever because with the steam release there are a bunch of new players out there who may not necessarily know how to play.

The one thing that I noticed was how overwhelmed he was playing the game
with all the tabs.

The second thing is that he went 30 mins and never figured out that he had to un-forbid items for his colonists to move and use them. The tutor never told him that he had to do that.

I think that the next thing to look for is refining the tutorial, especially since we have a ton of new players out there.

The last thing you want is for a new player to feel the game is too complicated. You can always turn the adaptive tutor off so it wouldn't be too bad for veteran players.

If anybody is a new player out there you should reply with something that you found to be not very intuitive, or something that you got hung up with.
#44
Ideas / Research: Antidote for disease X
May 17, 2016, 05:14:37 PM
These diseases are a pain in the butt and they have no counter. We need to be able to research an antidote for disease x. Add a table to convert heal root + some other crop into antidote. Because F muscle parasites.
#45
Because I sure do. I haven't checked this forum since it closed. :'(
#46
Ideas / Pet visit provides joy to sick/injured colonists
November 06, 2015, 08:19:32 AM
Another good use of pets! No extra posting necessary!  8)
#47
Ideas / Using the lull to talk about raider appeasment.
October 27, 2015, 04:49:42 PM
I don't know if this has been suggested before but I have this idea about raider behavior.

Raider appeasement is quite basic. You currently have two options.

Raider appeasement comes in two flavors. You can either send them silver, or release prisoners.

This has two problems. The first is that just sending raiders silver isn't very interactive or fun and releasing prisoners is a good idea, but sometimes the player doesn't have a choice. If the raider has a 99 recruitment difficulty you can either execute them and take an undesirable mood debuff, or just release them even though you might not want to. For that reason I make the following recommendation.

1. Raiders show up and put down  a zone
2. You get a message saying that the raiders will attack in three days unless you put some items into their stock pile. They will tell you what they want. "We demand X number of item(s)"
     -Raiders 'know' what is in your stockpile and will demand a percentage of an item based on difficulty level including colony wealth.

3. If you appease the raiders they will go away.
4. If you fail to put the required items in their stockpile they will attack. You will get a standing de-buff. Faction standing debuff
5. If you attack them they will turn hostile. You will get a You will get a standing de-buff. Faction standing debuf
6. If you 'hang around their camp' (enter their home zone) for more than x amount of time they will assume you are trying to ambush them and attack. You will get a standing de-buff.
7. Appeasing the raiders may make them either friendlier to you or more likely to extort your colony in the future depending on your 'warden's' highest social skill based on a random chance. (success or failure)
8. This behavior will...
     -give players more choice when dealing with the raiders.
     -aleive constant late game assaults the annoys the player (me)
     -add to the list of possible raider activities.
     -be used on raiders who are too low to 'send silver too'.
     -be more interactive than calling them up and sending them silver.


#48
Ideas / Saving presets for work priorities!
July 27, 2015, 07:24:54 PM
No description necessary. 8)
#49
Rimworld Alpha 10F "This Olde Colony" | 4 | J is for Joy

https://youtu.be/mUmbVcbnpuA

MUSIC
https://youtu.be/mUmbVcbnpuA

Rapli Composer :

https://www.youtube.com/channel/UCGwjaoX2xB0ebcOx8T8vCTA

Chris Keech

https://www.youtube.com/channel/UCCL_aP-oSBV0YLHEyuGf8tQ

"Louisiana Fairy Tale - Original" by Fats Waller (eMusic) (This old house theme)

https://www.youtube.com/watch?v=2yuD0QptJW0
Enjoy!

[attachment deleted due to age]
#50
Ideas / Battering Ram Attack!
April 12, 2015, 12:10:44 AM
A different type of attack where pirates roll in a slow siege weapon to batter one section (closest in home zone) of the wall. Its slow moving so if you can get out and take it out quick enough the attack will fail but if it gets to the wall it will one shot a hole into it then all the pirates will pour through.
#51
I was watching Yetti Alpha 8 for 22 episodes straight today and during that time I had an idea I want to share


Multiple crashed ship parts.

We have the drone AI core but if each ship that you take down had a different ship part needed in construction of the final spaceship parts like

Drone Reactor Core
Cryo-Sleep Stasis Jelly
Drone Engine Pod
Drone Structural Beam

?
#52
Ideas / Thinking beyond 'Joy': Law and Order
March 31, 2015, 11:46:15 PM
Building upon the joy mechanic we will soon have colonists going around trying to fill their joy requirement. As many of you have pointed out, it would be possible for colonists to take enjoyment of negative behaviors.

My idea is to implement  a law and order system.

The system will work simply like this. You have a list of all the 'joy' activities in the game. Everything from stargazing to murder. As a player you can toggle certain 'joy' activities as either legal or illegal.

So for instance. Lets say MOST of your colonists have a drinking/drug problem. So you make public intoxication illegal. So if someone begins binge drinking the designated warden will come and put that individual in a prison cell. That person then becomes a prisoner. You could also be a very sadistic player and outlaw silly things like 'star gazing' This would make your colony more efficient because if people aren't allowed to 'star gaze' then they would spend more time working. Of course this would have negative effects on the colonists moods.

Furthermore while in prison the warden will have a chance of convincing the prisoner that 'star gazing' or 'binge drinking' should not be preformed. However some colonists will be beyond hope and will be in and out of jail for the time

While in prison a player could then choose to inflict a variety of punishments like putting them in stocks, banishment, rehabilitation, or execution.

Ill leave it there and if anyone wants to expand on this, or tell me I'm a terrible game idea person, Ill take it either way.

Let me know what you think! Good Idea or no?
#53
Ideas / Survival Backpacks Exploring and Reasons
November 01, 2014, 11:48:04 AM
I posted this in response to how to get colonists out into the open. I felt it needed its own thread as there was general interest. My idea is a survival backpack.

The Idea of turtling is not an issue of being too risk averse to go outside its that the distance to which you can travel and do anything lies with the mental health mechanic. When your colonists are away from a warm bed and a hot meal they get grumpy.

Often times I find my colonist walking clear across the map to pick up a fallen ration only to have enough willpower to consume the ration and return home. This is not desirable and a waste of time.

It also discourages colonists from exploring for any length of time other than to day trip to an objective to gather or kill and return straight home to their warm bed and hot meal. If colonists had a little temporary area to call home and a stash of food they could draw on for a limited amount of time where they won't freak out horribly it would be feasible to do some exploring. Every soldier or explorer understands the need to bring with them survival tools on long expeditions due to the inordinate amount of stress that traveling incurs. In this case a traveling colonist needs shelter, food and medicine.

This survival backpack will contain a tent and five or so meals. Deploy the backpack in a remote area and you will get a small indoor structure and a stash of five meals (edit and medicine). The bed will automatically be assigned to the owner of the backpack.

You could set up a temporary mining outpost and have your miners set up camp near the vein, mine it out for a few days and return home after their supplies have been spent, or you could use the tent and food stash as a forward outpost to build a more permanent secondary outpost away from your main outpost. This would also make breaking sieges with a small special forces group more manageable and fun.   

Then there has to be a need to go there. While building a secondary outpost may be fun and breaking sieges with Rim Team 6 is cool i think there should be additional motivation to going out into the great beyond.

I would further suggest reworking the research system so that the tree is actually out in the world with discoverable relics (schematics that have fallen from your mother ship and are scattered across the map). You would have to research the artifact (schematic) for several days which will require some colonists to be away from home for an extended period. Set up a little tent and pack some food for a week so the team can get the research done and return with (insert researchable item here...cough cough... geothermal generator schematic.... cough cough) This would prolong the game and add a new layer of complexity but more importantly it would be great motivation to get out there and do some exploring!

Fog of war would also enhance that feeling of I need to go exploring to reveal the map because finding the best starting spot should not be easy and this change would make finding the schematics a fun little objective to the game. Or maybe fog of war is to ambitious.

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