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 - sirdave79

#16
Ideas / Re: Leaders & No Emotion
July 18, 2014, 01:38:45 PM
Id just like to add that if a bunch of people actually setting up a rimworld colony were repeatedly attacked by increasing waves of hostiles , if they didnt go insane they would become more hardened to what the universe was throwing at them for their own sake. Not that they would necessarily become "heartless bastards" but that they would be less affacted by the 100th corpse theyve crafted than the first one. They are preserving themselves and their friends against people who are giving them no choice.

With that said I can see how totally eliminating the debuff could be almost an exploit.

I like the leader idea. Id think youd want your leader to hang back and call the shots in a firefight rather than charging up to the front where he might get wounded/kille in the circumstances where his death debuffs mood and his presence buffs mood.
#17
O thats good to hear (that burning clothes has been added). I didnt think clothes could be burned in alpha 5. Maybe one of the lettered releases added it.
#18
I agree. Im just watching vids atm but power armour doesnt seem that great. I question the "medieval missile weapons couldnt penetrate medieval armour" statement. Whether or not an english longbow could defeat the best plate is a bit up in the air, but im pretty sure crossbows could regardless, and I strongly suspect a warbow could sometimes penetrate decent plate. But the effect of any bow should be significantly less than kevlar vests (im assuming here and basing it on a bullet from a gun being harder to stop than a dart from a bow) or powered armour.

Armour penetration sounds like a good option for "adding a single property" to acheive the goal. I should think heavy weapons like a light machine gun or a sniper weapon system should slow a character down significantly and using them strategically with your peoples moving around them would be the way to use them. Not too sure why "burst wepons would be nerfed too much out of the box". Im fairly sure a modern assault rifle fires all bullets in an auto burst at the same speed as single shot (am I wrong ?). The lasgun and the frag grenade examples illustrate the mechanic already described above nicely.

Also armour should possibly have a penetration defense rating as well as flat damage resistance. Also, although its much less common, melee damage is a bit different to missile damage. Id think that that plate armour and powered armour would be highly resistant to melee damage. Not sure about kevlar vests but I suspect that actually they wouldnt do an awful lot against getting battered with a baseball bat (ignoring coverage). Which brings one onto non blunt melee damage. Getting chopped with a  great big axe or stabbed with a powered sword.

Speaking of medevil plate, wouldnt armour of that tier be a useful addition to the game? Possibly thicker front facing only super heavy unpowered plate (im thinking ironmans prototype suit from ironman 1) if bullets would be deemed to make regular plate worthless apart from against bows and pilum.

I would very much like to see the crafting of armour and weapons. Id like to the ability to craft "metal armour" sort of corresponding to medieval plate or plate/chain/metal inlaid garments, even if powered armour couldnt be crafted by colonists. this armour might provide less protection to missile fire (lower penetration defense) than kevlar but more melee protection.   Is everyone satisfied with a single armour peice ? Its nice and clean the way it is but helmets would be nice.

Although someone has posted "who'd want to buy second hand sweaty rags" on the topic of selling raider clothes to traders, since our colonists would be glad of the protection and not complain I think they should sell for a low value.

"get your authentic tribal garb here !".

Maybe just "dusting" or destroying clothes with a character death is the way forward. At the minimum allowing cremation of clothes (possibly also custom items here, allowing anything the player deems unworthy of being stockpiled to be cremated).

Also can powered armour be obtained in the game without the colonist creation mod being used ? Ive never seen it drop off a raider.

EDIT reading back I realise ironmans prototype suit is more powered than unpowered. Bad example, despite the visuals fitting.
#19
Ideas / Re: AI improvements and micro-management
July 17, 2014, 06:02:46 AM
I totally agree about being able to prioritise the items being hauled. Separate checkboxes for food, stone, metal, wood etc (like a certain other game has).

Some of the videos ive watched would suggest to me that hauling is a poor third cousin of other jobs and seems to only happen when most people have stopped doing anything else.

I prefer the sleeping as it is now, they sleep when they are tired. Maybe its just me but the sight of a scientist beavering away at the research station through the night appeals to me.
#20
Ive posted elsewhere on "world view modes".

Ive got my fingers crossed.

My pessimism is more directed at getting the colonies there and them doing something than the world itself.

#21
keylocke, I thought as I was writing "which god kind of matters", but asimov wrote it not me. Id just never thought about it like that. And I probably mangled his writings quoting them here, but that was close to what he wrote.

I totally agree that people fashion their lives around fairytales. Asimov also wrote about the dumbing down of america, and I suspect he had america in mind when he was talking about beleiving in god and going to heaven. People do fashion their lives around fairytales now. In fact id go as far as to say more people do that than dont. Thats the sad truth of our reality.

I agree also that you lose something by beleiveing in fairys, however I think asimov was suggestnig that from the point of view of someone who has already chosen to beleive, choosing not to beleive carries potential consequences and continuing has none.

And again were right back to you cant make anyone do or think anything. Its all up to them.

In england we have a newspaper called the sun. The sun often have provocative headlines. 99% of the time when you read the story its not how the headline suggests at all. I now no longer read the sun because I can (having read it to check on their sensational headlines enough times) usually predict the actual story from their headlines.

David Duchovny said it best as fox mulder, "trust no one". everyone has an interest.
#22
Isaac asimov wrote an essay on security beliefs. I read it in his "magic" short story compilation.

Essentially a security belief is a belief that someone stands to gain something from if things work out a certain way, and a belief that doesnt harm their outcomes if the belief is incorrect. he uses the example of religion and believing in god. If one believes in god then one may be reborn or benefit from "heaven" or some such. If god doesnt exist no one loses anything from believing in him. If god does exist and you dont believe in him you might not go to heaven (all depends on vengeful he is i guess) and if he does exist and you believe in him youll go to heaven.

That is a security belief. Some people refuse to accept what is more likely given overwhelming evidence because that is what they choose to believe. You cant make anyone change their beliefs, you can only hope the person your talking to has the good sense to be open minded to what your saying. When you discover the person you talking to is not open minded your wasting oxygen.

As others have said, frustrating as it is when you are almost certain you are right, dont waste time on the wrong people.
#23
Agree with most of whats said here. Drafted colonists should/could maybe carry a meal or two in their backpacks. Kind of makes me think about food decay and preservation though.

Ive seen videos where the default storyteller looks like its hammering the crap out of players. Seems like its tuned to send more hostiles against you than you have colonists. Whilst I like the look of the tactical element it seems like youll almost constantly be attacked by challenging groups of enemies. And the story above about attacks coming on top of previously highly damaging attacks sounds bad. I worry one has to be absolutely and utterly tip top to defend your base from successive attacks without suffering critical cumulative damage to your base and population. I suspect also that luck will be the deciding factor in encounters where a lower number of defenders are constantly attacked by overwhelming odds, at least when it comes to not succumbing to critical cumulative damage. Possibly further tactical elements might be added to change this.

I suppose that it is possibly intended that a few colonists die with a 2nd or 3rd damaging wave, its just the way I play DF is that I can almost arrange that no one dies (and thats the way I like it and the way I think a successful dwarf overseer should see it. And thats before we get into actual world populations and limits). And the logistics for these games make it difficult for routine stuffz to get done alongside the normal stuffz that need to happen continuously. Im thinking of the games timeframe, the actual game process that needs to happen for say a meal to be made (and the associated time) ie the colonist "grabbing the job", traveling to the beginning, then picking up needed items before finally making the output. I would guess that depending on start conditions making a meal could take a significant fraction of a day. I suspect repairing of base defenses would suffer the same problems.
#24
Ideas / Re: Food Preservatives
July 12, 2014, 07:15:50 PM
In a word, salt. It could be mined or desalinated from oceans. Salting meat to preserve it - to make it last longer. Salted vegetables make less sense, but maybe containers of "brined" vegetables works conceptually. The decay of meals is probably right but DF doesnt do it (sorry) and due to food prep logistics im bloody glad it doesnt. The timescale for the game(s) makes certain things qwerky.

If im not wrong raw food doesnt decay. I almost dont want to say it but it probably should (ouch - why ?)

Refrigeration is a good idea also. Would probably be needed also if raw food decayed.

Maybe refrigeration for raw food and preservation for meals makes sense. If both refrigeration and preservation were used to extend food "life" somewhat, freezing would extend it significantly (possibly halt decay totally for the purposes of mass transport).

So maybe 2 levels of refrigeration.


#25
Ideas / Re: Invading
July 12, 2014, 06:58:05 PM
Shout out for this. Sitting there waiting to receive the big stick is less fun than using your own big stick. Pre emptive player raiding could/should have an effect on raider numbers from that settlement. Your getting into the realms of needing at least some sort of pseudo cencus and/or population control/management and tracking for everything aside from the players assets. Could be expensive.
#26
Grids/co-ords on spheres is tricky. Its like the universe didnt want us to play rimrowld/df/minecraft on a sphere.
#27
I definitely would love to see this.

However I suspect the amount of work involved in getting whole rimworlds up and running in terms of other settlements, and the whole thing humming in the background whilst we play our colonies is probably too much too expect. It took DF a long time indeed.

I hope in wrong. Someone wave a wand.
#28
Ideas / Re: more options to interact with visitors
July 12, 2014, 06:47:50 PM
I prefer the idea of trading caravans/visitors who trade from the other factions in the game as opposed to sublight long distance vessels, the crew of which will know no one alive on their home planet when returning. It makes more sense lore wise to me. Surely with crews having to "leap forward in time" the number of trading vessels would be very low, prices would be very high and only the absolute most critical "stuffz" would ever get transported that way.

Factions on planet makes more sense. Hell they already visit sites. A saloon/inn would be an excellent addition, visitors heading there to keep out of the rain and spend their silver on a colonies booze and food and beds for the night. Rumour exchange and possible trigger for events also.
#29
I very much like the idea of a wooden handcart. Possibly also a muffalo/horse pulled cart.

DF has issues with hauling large amounts of items dropped off its "raiders". This game looks like it could benefit from improved hauling devices too.

Pickups could be good. If thats the way you want to go.
#30
Ideas / Re: Faster travel: Bikes and/or Horses
July 12, 2014, 06:14:18 PM
Bikes and Horses, awesome idea. If it had to be only one I reckon horses, for the western feel. I was thinking of horses whilst watching youtube videos. A lot of stuff wasnt getting hauled after the start and lots of long hauling jobs taking place.

I would love to see horses in the game. Bikes probably would be easier to implement. Side cars would be nice. And carts for horses, allowing hauling of maybe 4 items at once. Hell I want both, but if it had to be one id pick horses.

I like the idea of a bike/horse "parking zone". You could maybe set a tile distance threshold for a job/colonist to "grab a bike/horse" in the zone. So you could make sure that colonists nearby dont use them for short range jobs. Id also allow a character to be permanently assigned a horse. I think however a horse should "wait outside" in this case, as horses charging around inside houses and/or narrow corridors would be something you wouldnt want to happen.

Horses should maybe be available from traders also. If they can keep slaves alive im sure they can keep a horse alive. Traders should probably also bring other livestock but im going off topic now....