Treasure Rooms

Started by Harold3456, May 04, 2016, 08:22:11 PM

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Harold3456

I'm sorry if this is an ingame feature already, and I simply haven't had the good fortune of seeing it, but I think it'd be cool to see Treasure Rooms or Treasure Caverns in Rimworld. We already have the Ancient Dangers, but what about rooms that used to be stockpiles for some ancient civilization, or rooms that might contain crashed ships (similar to your ship) full of colonists that may/may not be hostile?

Additionally, it would give me a lot more incentive to mine into mountains if there was a chance that I could discover a cavern full of food, materials or colonists deep within. As it stands now, I just mine the precious metals off of mountains' surfaces and then leave the rest. It just seems like a neat reason to encourage further exploration, plus it makes every mountain a potential windfall.

Kegereneku

I'm all for it but the maps generated are getting quite cluttered already.
Keeping on dropping treasure pod will feel monotonous.
And hiding them in mountain is not encouraging to play in desert.

For now I don't see much solution to do that.
- Unearth them somehow ? (it would simply clutter the map differently)
- Or allow Expedition outside the map (which is a really big suggestion with new problems)
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Vaporisor

I agree with kegereneku somewhat.  It would be a clutter that becomes a metagame feature if it was all maps.

That said, it would be nice to have a wide range of features from ancient dangers to crashed ships and treasure rooms.  Abandoned colonies, etc.  But rare.  So not every maps has even one, others might fortune into multiple?  Then finding one is more of a game changer and helps make new plays, special seeds etc of value. 

This could also extend into terrain style features.  You choose a desert, but it has a rich oasis.  The jungle has some toxic spewing relic, etc.  Treasure room would be awesome, but its implementation would work best as a set that creates chance for a range of random set components.
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rexx1888

i find the giant maps dont get cluttered like the smaller ones, and are just a better play experience long term(the trekking in the first few months is annoying but once its done its done) as such im all for there being more actual stuff in a map.

an sidenote, if drop pods are cluttering the map, that says more about drop pods needing to occur less than it does about the map being cluttered :\

Harold3456

Quote from: Kegereneku on May 04, 2016, 08:44:17 PM
I'm all for it but the maps generated are getting quite cluttered already.
Keeping on dropping treasure pod will feel monotonous.
And hiding them in mountain is not encouraging to play in desert.

For now I don't see much solution to do that.
- Unearth them somehow ? (it would simply clutter the map differently)
- Or allow Expedition outside the map (which is a really big suggestion with new problems)


There won't be "treasure pods" constantly dropping, they'd be there from the start like the ancient dangers (and your run-of-the-mill ruins). Sure, it's an added incentive for mountain maps, but I don't think many people play in extreme flat-land desert anyway, unless they're specifically looking for the challenge of it. Besides, it doesn't have to be just in mountains, they could be in normal ruins out in the open, they just wouldn't have a "treasure" pop-up the same way the ancient dangers warn you.

PS: If you added this treasure mechanic, and removed the "ancient danger" warning, it'd even make every ruin opening a gamble!

b0rsuk

Those treasure rooms you describe sound just like ancient danger rooms. Some of them already contain several cryosleep caskets.