Iron man mode

Started by FrostBlade, October 28, 2014, 01:48:56 PM

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FrostBlade

This is something i was thinking about earlier what about an iron man mode?

Now how it basically could work is you can't save / load the game.
the game auto saves more maby? (in case of crashes and stuff like that.
and when you quit the game it auto saves to prevent the player to re do something from loading up an older save file.

I think this function will add alot more to the game since the stuff you do feel more final bad and good stuff happening has more of an impact to the player instead of seeing one of your colonist die and you just load up the save file.

How you could implement this is just at the start of the colony page you just have a check box if you want iron man mode on. (might help if you can't undo this)

what are your thoughts on this btw? (oh on a side note this is my first ever post here ) :P

Fafnir

It should have then achievements (à la Steam).

ShadowDragon8685

Damn, when I saw the title, I was thinking of a mode with only one colonist, who is an absolute genius, who makes a suit of power armor in a cave, with a box of scraps.
Raiders must die!

NoImageAvailable

I never saw the appeal of this kind of mode. If you don't want to savescum, just don't do it. I mean, is your willpower really so low that you need a game mode to force you?
"The power of friendship destroyed the jellyfish."

iShura


RawCode

In most cases IronMan mode have some kind of reward for playing harder difficulty, instead of punishment for dying.
Archivement is not reward.

Warband have a bit different loot scores no penalty for death.
Starsector feature nothing at this moment no penalty for death.
Many RPGs feature bonus skillpoints on levelup for playing hardcore.
Sacred 1\2 feature bonus chance to find magical items for not dying and death remove any bonuses accumulated over time.
Terraria feature nothing.
Minecraft feature nothing.

IronMan for Rimworld should feature saveload counter, that makes game harder each time you load it, without any limits on saveload function.

If you failed some encounter and decided to load save before that encounter to replay it, that encounter will be harder, to compensate loss of surprise effect.

Additional difficulty factor generated by loading save should accumulate over time, basically limiting "second attempts" to 2-4.

Weyrling

#6
Quote from: RawCode on October 28, 2014, 07:28:38 PM
In most cases IronMan mode have some kind of reward for playing harder difficulty, instead of punishment for dying.
Archivement is not reward.

Warband have a bit different loot scores no penalty for death.
Starsector feature nothing at this moment no penalty for death.
Many RPGs feature bonus skillpoints on levelup for playing hardcore.
Sacred 1\2 feature bonus chance to find magical items for not dying and death remove any bonuses accumulated over time.
Terraria feature nothing.
Minecraft feature nothing.

IronMan for Rimworld should feature saveload counter, that makes game harder each time you load it, without any limits on saveload function.

If you failed some encounter and decided to load save before that encounter to replay it, that encounter will be harder, to compensate loss of surprise effect.

Additional difficulty factor generated by loading save should accumulate over time, basically limiting "second attempts" to 2-4.
You talked about how different games offer rewards for IronMan mode, then proceed to suggest a difficulty increase with no rewards, not sure what your point is exactly.
However that sounds like a pretty interesting mechanic, so long as it doesn't count "quitting and coming back" as a load counter, which would suck pretty bad.

My experience with IronMan mode is that it's generally something like permadeath, no active save/load (saves on quit, load and it deletes the save, which has caused a ton of crash-glitch rants by various people in the past), starting with no equipment, etc.

Personally I'd rather see an IronMan mode be "you fall out of the sky with your colonists and a bunch of slag, you have no rations or metal or silver", you'd still have a few guns because otherwise it'd be way too hard.
Potential rewards could be making all your colonists learn faster, or starting with more colonists, etc.

Of course, a One Colonist mode would fit the IronMan name way better, and would be an extraordinary challenge, maybe let you choose his backstory and randomize the rest of it, to ensure you aren't incapable of everything useful.

RawCode

game should never feature any kind of mindless grinding, arbitrary limits on saves and other "things" that make game painful are unacceptable.

StorymasterQ

Quote from: Weyrling on October 29, 2014, 02:15:01 AM
Of course, a One Colonist mode would fit the IronMan name way better, and would be an extraordinary challenge, maybe let you choose his backstory and randomize the rest of it, to ensure you aren't incapable of everything useful.
Of course, as mentioned before, that one colonist should be able to make a power armor in a cave, with a box of scraps.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Weyrling

Quote from: RawCode on October 29, 2014, 03:42:10 AM
game should never feature any kind of mindless grinding, arbitrary limits on saves and other "things" that make game painful are unacceptable.
I agree completely, and your save/load counter is one of the more interesting ways to deal with save-scumming that I've heard of that somewhat avoids the issue.
Mostly I was just pointing out that you mentioned the relation between risk/reward of IronMan/Hardcore/Etc. game-modes from other games, then proceeded to suggest an increased risk/cost without a corresponding reward, I'm curious as to what your position on the subject is as you weren't entirely clear (or I'm just terrible at inferring things, or both).

RawCode

In case of Rimworld, *reward* for iron man should be altered "trader" generation.

Since player not allowed to re roll events by loading game before event.
He always should have chance to deal with them, trader with food and trader with medicine\limbs should always be on orbit, this is only acceptable "reward".