Slightly larger scale would be good

Started by Lightzy, August 06, 2016, 02:49:45 PM

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Lightzy

Currently you got a full colony with... like 7-8 colonists.
You don't need no more cuz there aren't any more necessary professions usually. And you can very easily accomplish space-ship victory with 7-8 pawns.
The storyteller (cassandra) also seems biased towards a small colony.

In Dwarf Fortress, by comparison, you usually got dozens and hundreds, so the game is less about microing the happiness of a few pawns, but more about grand construction, inventiveness, exploration etc..

I'd be happy if the scale of rimworld grows a tiny bit. Maybe not DF, but not quite so small that every colonist death is a terrible tragedy and possibly game ending.

Just saying:)

SpaceDorf

wut ?
I got 12 and everyone has a full schedule.
My personal best was 30 Colonists after 3 years ;)

The good thing about rimworld is that you can decide who you want.
DF goes a bit overboard with growth for my taste .. the immigration waves sometimes compare to the visitor raids in the early versions of Rimworld before they brought their own food :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Lightzy

#2
You can get 30 colonists if you really want to, but there's no point in that at all.
With 7-8 colonists you beat the game real quick.. I think if the scale was a bit bigger, losing a couple of colonists won't mark "the end".

The scale of rimworld kinda expands itself.. I mean, if you get 30 colonists then yeah they can have a full schedule because you need to grow that much more food, create that much bigger a colony, repair that many more devices every minute.

But the game itself isn't suited to that scale really. You run out of natural resources quickly, you can't "dig down", and you basically outgrow the scale of the game...
One game I lost simply because I mined everything and ran out of metal/parts to keep fixing shit.


SpaceDorf

Right, but this goes to far into the what is the game really about discussion.

I don't think you can really "win" rimworld, the same as you can't win DF
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Wex

I lost count of my colonists when I hit 50. I keep getting prisoners.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

Pax_Empyrean

The more people you have, the less each of them matters individually. Rimworld's stories are largely about individuals rather than civilizations, so keeping the numbers down lets the narrative focus remain on individuals.

Lightzy

Yeah I guess that's what I don't like so much.
I'd prefer the story to be about the colony rather than about the colonists, and the scale a bit larger so to have more room for creativeness and whimsy

Pax_Empyrean

It would actually be pretty easy to mod this in by making a custom storyteller and using the scenario editor. Each of the storytellers has a desired population that they try to steer you toward. Randy Random doesn't care until you reach 50 people, so if you want to make a huge settlement, Randy is the best choice since he doesn't care that you have so many.

SpaceDorf

And to rout back to the DF Scale Comparison.

DF is still about the individual.
You still have favourite and most hated Dwarfs, the Nobles for Example, your military leaders,
your legendary weaponsmith who forged stabbypike the adamantine spear of killing marked with ribbons of goblinskin.
That stupid fisherdwarf that got himself killed over a sock .


And I would like the Idea of the grand colony story teller :)
The scale is larger, but the are still individuals. If you don't believe me go and  read a community fortress story :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

winddbourne

Quote from: Lightzy on August 06, 2016, 02:49:45 PM
Currently you got a full colony with... like 7-8 colonists.
You don't need no more cuz there aren't any more necessary professions usually. And you can very easily accomplish space-ship victory with 7-8 pawns

Just a quick note because this is a pet peeve of mine . . . building a space ship and feeling the planet is a LOSS. It is never a victory. My rich explorer has a ship in orbit and is here to conquer/tame the planet.  My lost tribe doesn't want to run away from the blood machines, they want to rebuild their tribe and kick some metal behind.

The crash landed folks DO want to escape . . . but that scenario probably needs to have it's description altered so it fits in with the rest of the game. Fleeing the planet should ALWAYS be a loss. You failed, your colony is kaput, dead, gone, game over. For the harsh feel of this game their shouldn't even be a consolation prize. lol

Lightzy

#10
About different win conditions, I made a suggestion like that.
upvote if you like it:)  also add ideas.

https://ludeon.com/forums/index.php?topic=22778.0


btw regarding DF individuals, sure, part of the magic of the game is the individual stories of heroism and defeat, but you don't lose THAT much by having your champion hammerlord die to an ambush. It's a sad story within the grand story, and that's it. 
It's actual proof that a larger scale doesn't at all harm the "individual" level story. It even makes it more impactful, just not on gameplay.

In a small-scale rimworld colony, it can pretty much mean game-over, losing your constructor/farmer/doctor. The grand story isn't so grand because of the very small scale.


I REALLY like the idea of creating a storyteller biased towards larger colonies, but unfortunately the very resource system goes against this. With larger colonies you have electrical stuff breaking down constantly, costing a lot of parts which cost a lot of metal, which is a finite resource pretty much. Same with other finite resources.  unlike DF where you can also mine DOWN, making resources pretty close to infinite (but danger!)

SpaceDorf

The actual unlimited resources come from goblin x-mas :)

and melting is allready in the game so raider x-mas is going there ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker