More interesting tech system based on the actual tech levels.

Started by Untrustedlife, January 13, 2014, 07:06:51 PM

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Untrustedlife

I do like the current system, but I have an idea which you may be able to implement in a better way then I explain it.

I havent thought this through a huge amount yet. But, it makes no sense that you can have a colony of medivel farm oafs. but they all know how to build solar panels.

I suggest limiting the technology of the player by , not only research, but also by tech tech level of colonists somehow.

So for example if you have an entreapanur and 2 medieval people, you should be able to build medieval technology alongside the tech that the entrepreneur has experienced. Or you could "Average" it out by having a number assigned to each tech level (so say, our farmers are at tech level  4 or 5 (medieval) and we have an entrepreneur lets say he is at tech level 8 or 9 (industrial/pre-modern) so you would end up with 4 + 4 + 8 / 3 which averages out to 5.2 (which is medieval/renaissance in this case) (closer to renaissance)

or maybe you could do it by the amount of varying tech levels so if you have 2 medieval people and one industrial age entrepreneur you have 4 + 4 + 8 / (amount of tech levels, in this case, 2 (medieval and industrial)) which= a tech level of 8 which is industrial.

Maybe the differing tech levels would just add more varieties of buildings/furniture you can build instead of limiting?

Either way i think it would be interesting if you took this route.

-----------------------

Other idea:
Also, maybe instead of that idea (above) you could start us out at a certain tech level and we could advance beyond it via research.
balance it by starting us out at a lower tech level (you just crashlanded with a bunch of people who may or may not be educated), so it would make sense.
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

windruf

QuoteSo for example if you have an entreapanur and 2 medieval people, you should be able to build medieval technology alongside the tech that the entrepreneur has experienced. Or you could "Average" it out by having a number assigned to each tech level (so say, our farmers are at tech level  4 or 5 (medieval) and we have an entrepreneur lets say he is at tech level 8 or 9 (industrial/pre-modern) so you would end up with 4 + 4 + 8 / 3 which averages out to 5.2 (which is medieval/renaissance in this case) (closer to renaissance)
and if you have a medival and a SF than you have modern (which none of them knows) ;)


irl if you land on some island with just the stuff you have in your pockets - you have techs of a caveman(if you know them or have brain to invent them). for everything more advanced you need tools, you have to make, find or bring with yourself.


Galileus


AmalgamSnow

@Gal,
Yes, there are meant to be tech/civ levels in the game, no idea where i saw it, but Tynan did say he wants to implement different levels of tech according to worlds and colonies. Such as medieval tech, atomic age tech (WW2) modern age (current) and future era techs.

Galileus

Is it this:

QuoteIn this universe, cultures do not always progress forward technologically the way many science fiction worlds assume they will. Often, a culture will blow itself up or suffer plagues and other great catastrophes. These regression events send them “back to the stone age”.

Because this happens regularly, people in the RimWorld universe come from extremely varied technology levels. Some are stone-age tribespeople. Some are medieval farmers and lords. Some are industrial-era politicans and bankers and riflemen. Some are information-age programmers or astronauts. And some are from eras beyond our own.

(...)

People can have and use technologies from levels beyond their own. On an industrial-level world (like the rimworld on which the game takes place), most people use gunpowder-fired weapons, fossil fuel engines, and other familiar machines. But anyone can stumble upon ultra-advanced technologies in an ancient ruin, or in a crashed spacecraft, or among the wares of a trader. These items are nearly impossible to manufacture for the people of RimWorld. They are incredibly valuable and very poorly understood.

Because I've seen that as well - and it states that different colonies exist in different eras. I've not seen any mention of different eras being a factor in gameplay and actually affecting building possibilities; nor about advancing between eras.

Untrustedlife

I belive they should effect what tech you have available to you why is it that if all my colonists are medieval slaves and lord that they know how to make solar panels.
It makes no sense.
Liek tynan said any given Battle could involve a bow and arrow, a m16 and a near magical teleportation device.

The tech levels do exist and are part of the game, I was suggesting making them more of a part of the game.
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

Galileus

You would need a whole game for each era to be able to do that. Otherwise random start is not an option and loosing one colonist may very well mean doom for all. And even if you have a medieval food dispenser, I would prefer my game to be playable and enjoyable. I know for sure I would not enjoy such a system - with a simple loss of a colonist I could loose pretty much all my work, and this is way too far gone in my opinion.

System itself is... arguable... at best. In this game, there is no way of keeping track of what types of colonists player will have at which point, and as such designing such a system to be balanced and work under all conditions would be near impossible.

Also, games are not math, they don't need to be logical all the time ;)

Trensicourt

Tech level Should be:
Pre-Industrial
75 years
Fusion<--Modern
75 years
Fission<--We are almost here!
75 years
Star faring
75 years
Biotech
75 years
Quantum
75 years
Post-Industrial
75 years.

We will reach Post-Industrial in the next 450 years roughly. But this could only happen if there is no world wide  devastating change like the Dark Ages. Even a small setback like the accidental destruction of a new class of starfaring "spaceship" could set us back several decades.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

Untrustedlife

#8
Quote from: Galileus on January 15, 2014, 03:59:17 PM
You would need a whole game for each era to be able to do that. Otherwise random start is not an option and loosing one colonist may very well mean doom for all. And even if you have a medieval food dispenser, I would prefer my game to be playable and enjoyable. I know for sure I would not enjoy such a system - with a simple loss of a colonist I could loose pretty much all my work, and this is way too far gone in my opinion.

System itself is... arguable... at best. In this game, there is no way of keeping track of what types of colonists player will have at which point, and as such designing such a system to be balanced and work under all conditions would be near impossible.

Also, games are not math, they don't need to be logical all the time ;)

I totally understand your point having tech unlock by colonist may not work (if it goes away when they leave or die)

But i think the tech level of colonists should effect you in some way.

So for example if a medieval oaf joins, you can now make bows and arrows and swords (and other medieval looking items) like a medieval bed.
If somebody from the far future joins, you can build futuristic looking stuff.  A futuristic looking bed)

(all of this stays unlocked after they die)

I bet it could be balanced out.

Just sort of  a pallet swap. (just to make things look pretty)

Or some actual useful things, possibly. (if tynan is willing)

You should at least be actually interacting with people from the other tech levels.

this quote:

Quote
Your starting colonists in RimWorld are at a technological level in the middle of this span. But you may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a revolver, a charged-shot pulse rifle, and a near-magical teleportation device.

Right now you really only interact with people from your tech level.

So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

Galileus

Add to it a "mini-quest" to get a special colonist from certain era (either as a in-game quest or end-game achievement) and I can agree for that 100% :)

Untrustedlife

Quote from: Galileus on January 15, 2014, 05:07:01 PM
Add to it a "mini-quest" to get a special colonist from certain era (either as a in-game quest or end-game achievement) and I can agree for that 100% :)

Awesome, wish i hadn't re-edited that to make it less messy. *facepalm*
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK