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Messages - Halinder

#76
Off-Topic / Re: rimworld RTD(roll to dodge)
December 14, 2014, 04:04:25 PM
"Uh. Doesn't sound like they /NEED/ to surprise us. Hell, let's hope they're low-tech, or we might have bullets sailing through these walls any second now. I'll just uh.."

Cuffs fixates himself at Gareth's side, a distance from the door but not enough to make him completely useless, removing his plasteel hatchet, letting it hang loosely in his hand rather than preparing for battle whilst muttering.

"Yeah, uh. You all might want to hold onto something, by the way."
#77
Ideas / Re: Raider Sappers
December 14, 2014, 03:43:11 PM
That's the thing though, Dive. During an attack you want to keep everything at full integrity. If a sapper plants the device on one of your conduit walls, you have to remove that wall which will let raiders inside different areas. Alternatively, you may have to cut off sections of your base and, in the end, it will at least have diverted one of your colonists from shooting at raiders. It's just another way to make attacks more dynamic, really.

I don't suppose any modders could do this?
#78
Off-Topic / Re: rimworld RTD(roll to dodge)
December 14, 2014, 03:36:26 PM
"Hey, uh. Anyone else get the sinking feeling that we're all about to be horrendously maimed by boarders?"

La'Vendez says this as he raises himself from his seat, scanning the room for any emergency oxygen supplies, especially considering that any boarders would cause massive damage to atmospheric integrity. His left hand remains in his satchel, fixated around his plasteel hatchet's handle but not actually removing it fully.
#79
Off-Topic / Re: rimworld RTD(roll to dodge)
December 14, 2014, 03:21:46 PM
"Jesus, Gareth. A pilot says its turbulence, it's just his plane going very very wrong. Hey pilot, you /usually/ let your equipment fall into disrepair?"

Cuffs grimaces, removing a water bottle from his pack and undoing the cap before pouring some onto the bloodied wound at his glove, which is now closed. He then caps the bottle, placing it back into his pack before wiping away the clotted blood around his hand, making a mental note to suture the glove back together before finally glancing to the back of the ship.

"'Cause it sure as hell does not sound repaired."
#80
Ideas / Raider Sappers
December 14, 2014, 02:00:23 AM
Raiders with weapons and armor are nice and all, but I feel like after losing so many resources to colonies, raiders would find different ways to try and overcome your defenses. So they set up mortar bases with food piles, but they fired too slowly, hit too unreliably, and eventually came apart leading in mass retreats. They set fire to the colony, and while it did damage, they were repelled anyway and the colony expended minimal resources fixing the breach. Sure, they hear from their pirate friends that another colony eventually snapped, but those were tales of luck.

Now, their overlords can choose to keep sending waves of dead men walking, but it's becoming far too costly. Seeing turrets used to rip apart pointmen or even annihilate the whole party, something needed to be done.

And so sappers come in. Sappers are raiders that are more uncommon than their weapon-toting friends. They carry a box that can be attached to power conduits (either on the ground, in the walls, or part of structures) to begin sucking power out of the grid, forcefully shutting down an entire base if unattended. This would essentially cause any power net connected to it to need -1 power, not a major deficit but enough to kill power to a base without batteries and cause problems in the long run. Thoughts?
#81
Off-Topic / Re: rimworld RTD(roll to dodge)
December 14, 2014, 01:32:48 AM
((Shall we move on with story?))
#82
Off-Topic / Re: rimworld RTD(roll to dodge)
December 13, 2014, 05:41:01 PM
Cuffs takes the paste and eyes it over, before laughing aloud and handing it back to the medic, swapping out his hand's current inhabitant for the cigarette without a moment's notice.

"Let's not waste medical supplies on a simple /scratch/, eh? All those superdiseases are back home -- y'know, where the antibiotics live!"

He seems to share Gareth's passion as he soon removes a zippo lighter from his duster's left pocket, flicking it open and sparking the flame before lighting the cigarette, taking to smoking for a moment before blowing it all out, doing so in a heavy sigh. His thumb soon flicks the zippo closed, afterwards pocketing the item.

"Mhm, mhm. Ain't a good thing, no sir, but the devil's got some hell'a good uh.. how's that story go? Temptation fruit 'er whatever it's called?"
#83
Off-Topic / Re: rimworld RTD(roll to dodge)
December 13, 2014, 03:43:49 AM
"Hired? You're.. you're being paid for this?" Cuffs gazes in awe of Gareth, holding the look for a solid four seconds before bursting out laughing, clapping his dusty gloves together and kicking up some extra dirt into the atmosphere.

"Nah, I'm kidding. I'm just here because they need one of 'em do-it-all's, determination 'n' all that crap. I can handle people. Consider me a combatant, decent janitor, and craftsman. Guess they just needed someone to uh, make sure things went smoothly, eh?"

Cuffs cackled for a minute, his handy plasteel hatchet poking out from his satchel and cutting him off quite literally as it scores across his glove's side, slight bleeding emitting from underneath. "Oh, hell. Put the thing in its satchel the wrong way again.."

He becomes preoccupied with slowing the bleeding, showing at least a basic understanding of treatments, though nothing more as he falls silent.
#84
General Discussion / Re: My Devilstrand!!!
December 07, 2014, 04:49:48 PM
REMwolder made a post a while back regarding the costs of each farm-produced thing (minus trees) and their selling value, and it was decided that cotton in its natural form was probably the best thing to sell. I'll edit this in a second with the post link.

https://ludeon.com/forums/index.php?topic=6613.msg64788#msg64788
#85
Outdated / Re: [MOD] (Alpha 7) Faction: Orcs! 0.35
December 05, 2014, 01:55:00 AM
Orc siege units!

Create an NPC based on an orc operating a small ballista/scorpion, wheeling it around everyplace.

And if you can get them to construct stuff, make them build battering rams around walls that causes damage to all adjacent walls as long as it's operated.

And remember fire arrows are good for the soul!
#86
General Discussion / Re: Zero Trade
December 03, 2014, 04:29:02 AM
I never buy food, ever. Sell your potatoes, sell raider clothing (sells for quite a bit), buy plasteel and bionics to upgrade colonists and create bionics with mods. Trading isn't too useful without mods though it might just be me.
#87
Off-Topic / Re: rimworld RTD(roll to dodge)
December 02, 2014, 01:17:54 AM
name: La'Vendez

gender: Male

physical appearance: A well-aged black male at 5'8", this grizzly fellow maintains short, well-kept black-yet-graying hair. He boasts a powerful stature, lean from years of work (at 58 years old).

skills/atributes: Perhaps slightly psychotic, industrious, and a jack-of-all-trades, though he cares very little for doing his own farming, cleaning, and cooking. He makes an excellent butcher. Terrified of psychotic boomrats.

background: Born to a tribe on the day they were attacked by pirates, his life followed a pattern of remaining sketchy through his most pivotal moments. They fought the pirates off, but soon began taking their losses over the coming decade. At thirteen, La'Vendez watched the rest of his tribe die to a tornado while he hid with a friend by the name of Patches in a nearby marsh. The two got along well until a boomrat clawed her eyes out one day, attempts to fight it resulting in a very burnt friend-corpse. To this day he has moved between slave trader groups as a mercenary, enjoying medical benefits from the more advanced factions of this Rimworld.

additional info: Seems to have a strange love for slaves.


1. Should have 6-8 players.

2. Should be open to ridiculous input from players but mostly canonical from the actual storytelling standpoint. Not too serious but not taken lightly.

3. Prepare stats for them monsters though!

4. If you bring in space station 13 creatures we will haunt you forever.
#88
Ideas / Re: Assaulting Enemy Colonys
December 01, 2014, 11:28:27 PM
Eh, perhaps have a single raider stronghold on the map that is impossible to attack (as, y'know, if they send raids weekly or a few times a week with over a hundred people, they're bound to have a MASSIVE central base) so they can always hit you. They'll try to set up extra bases for different reasons:

-Supply areas to stock goods and act as a storehouse until convoys can deliver goods to the stronghold. Can be attacked for loot. Perhaps add a system where hitting these areas buffers out your wealth, making raids temporarily less harsh on your colony.

-Bunkers. Heavy defensive locations that deny access to adjacent tiles on the map. If they pop up next to a supply base then you have to hit the bunker and destroy it first.

-Recruiting centers. Not a lot of resources or defenses but plenty of people with melee and pistols. Same system suggested in supply bases.

This would take severe reworking of raider AI though..
#89
Quote from: Wex on December 01, 2014, 01:53:28 AM
In reality the eye and the jaw are only making you waste 2 good medikit on nothing.
You aren't going to eat them? Then you aren't in the desert.
What happens in the desert, stay in the desert.

You only have to use one medkit if you do it all at once. The medkit is simply for anesthesia, I believe.
#90
Proceed to burn EVERY single body..