A Gratuitous Amount of Suggestions

Started by SuddenlyBananas, June 25, 2015, 03:31:39 PM

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SuddenlyBananas

I think this might be my first post, but I've been playing this game for a while now.  I  honestly can't remember when I started.  I want to say it was in the 200's build, but I'm not quite sure.  Anyway, if you see a little "Bernal" running around in your colony, that's me!

I've been saving some of these for a while, and I know that some of the things that I will suggest have probably been mentioned in the past. It's impossible for me to read every forum post (although I've tried haha), so bear with me if it seems like I'm copying someone else or being repetitive.  I don't expect everyone to like everything I have to suggest, but it is fun to speculate!

I'm going to try to put these in some sort of order, but they might not be.

New Enemies/New Events
Remorhaz: If any of you are familiar with Dungeons and Dragons, you might know what these are. They are large, angry looking centipede-worm things that live under the ice. They pop out of the ice to feed, and they can generate large amounts of their own body heat.  My idea is having an event in which one (or a small number of them) decide to nest somewhere near your colony.  They pop out and try to eat whatever walks by, whether it be animals, colonists, raiders, and anything except mechanoids, really.  They would be able to burrow, but when they burrow/unburrow the snow should melt around them.  That way if you are paying attention, you can spot them, but if you forget about them or no one walks by for a while,  they get buried under snow.  These would only be in snowy areas.  If it is not snowing, they would probably either leave or die.  I would imagine they would have some incentive to kill them. One example would be to harvest whatever organ generates heat so you can make a better heater.  Another example is to use their carapace as armor.

Giant Space Moths:  A ridiculous name, but I feel like it fits for this game. Moths like light.  Your colony makes light.  It would be a shame if a number of giant moths started to congregate around your colony and eat all your clothes and hover around your lights.  They probably wouldn't attack you unless you attacked them,  but they WOULD attempt to eat your colonist's clothes.  I don't think I've ever worried about losing my clothes in this game, so that would be pretty funny if a particularly bad infestation turned your colony into nudist camp.

Bounty Hunters:  An interesting way to obtain a new colonist.  One potential colonist is running from a number of very well-armed bounty hunters attempting to capture him.  You can choose to kill the bounty hunters, if you feel like.  Or you can let them do their thing and completely ignore them.  It is possible that they end up fighting by your colony, but it is not guaranteed.  An alternate version of this event is to have the bounty hunters ask for a particular colonist from you in exchange for some decent gear or silver. You can choose to accept, or fight them off. So I guess this is in A11 and I either have missed it or accidently thought it was my idea when in reality, it was already in the game. 

Geothermal Slug:  Not necessarily a slug, but I can think of anything else to call it.  A very large slug type monster plops on top of a geothermal vent and roots into the ground, essentially making it a building.  While en route to the vent, it would be pretty vulnerable.  Once rooted, however, it would be a strong opponent.  It would be able to shoot bursts of steam at people attacking it, and be able to melee people with its gooey little eye-stalks (I realize attacking people with your eyes doesn't make much sense, but neither does a rat that explodes, so yolo).  If your generator is on top of the vent that this particular slug wants to inhabit, then you basically just gave it armor plating, as it completely absorbs the metal after a time.  I feel like having geothermal is too safe, especially when people make generators that are waaay far away from their base and just link to it with a conduit.

Sentient Plants:  Yeah, that's right, it's like that M. Night Shyamalan movie where the plants tell people to kill themselves.   Except they gently coerce your colonists to go insane or to cultivate more crazy plants.  Those crazy scientists with their fancy hydroponics are always coming up with some crazy ideas, like plants with the concept of self-preservation and the ability to release spores and grow and overtake things with their thorny vines that hurt people in melee range.  Again, hydroponics are always too safe!  Gardeners would start to feel bad "for no reason," and certain plants would look funny if you really looked.  That way it IS possible to stop this event from actually happening if you take the time to look around. 

Sentient Turrets:  "Okay okay, this is ridiculous.  But just hear me out.  Guys, what if like, guys, what if like lightning hit a turret and like, made it come to life?  I mean, it has some fancy shmancy left-over computer chips from our old ship's AI right? What if like, the jolt activated something in the programming that we missed?  And like, the turret started having feelings and emotions, and needed someone to talk to or else it might go crazy and hurt people.  After all, it gets a little lonely out here, day and night, with only the occasional raider to kill.   Maybe instead of killing, it would like to have a friendly chat every once in a while.  Nah, what am I saying, that would be crazy." -Turret #4, nicknamed "Chatter" for it's incessant philosophical speeches and it's loud, repetitive burst of fire, both of which are inescapable and have caused many men to flee in terror.  The turret would basically need Warden to go and talk to it every once in a while or else it will start killing anything it sees.  Otherwise, its just a regular turret that you will get emotionally attached to and not want to lose.

Totally Not An Alien:  I think once colonists have different races and traits and genetic mumbo-jumbo (is that still going to be a thing?) this one might not work.  But basically have an alien who is trying really hard to fit in with your colonists.  It may be innocent enough, maybe it just wants "to have some friends, and wants to drink beer and eat metal.  Wait, you mean humans don't eat metal?  What do they eat? Wood? What, meat? Yeah I totally eat meat too guys."  This is pretty much just a regular colonists, but it would do weird things and make some of your colonists uneasy sometimes.  It would eat random objects instead of food, and maybe be really good at some things but absolutely terrible at others, to the point of where you want them to avoid doing certain tasks entirely (like negative skill values?).

New Weapons
Psychic Conduit:  So this is the future, and there exists technology that is psychically sensitive.  I think it would  be neat to have a piece of glitterworld tech that can harness the psychic powers in some of your colonists.  Psychically dull and deaf people could not use this at all, normal colonists could use it to an extent, but the psychically sensitive ones can REALLY use it.  My idea is little staff or glove that can shoot a little purple ball of energy.  This would be a decent weapon, but it shouldn't outshine some of the better weapons.  The weapon should also generate a power shield that, again, should not outshine a really good power shield that you can regularly find.  That way you get this neat-looking purple shielded dude shouting out energy blasts. I dunno, it sounds cool to me and it gives more reason to pay attention to the psychic stuff.

Shooting Range/Practice Dummies: These are for practicing your skills. It slowly levels up shooting or melee.  Not much to explain here.

Structure/Security
Roofs without walls:  Sometimes, I would like to have an outdoor area that still has a roof, like a gazebo.  Is there a real reason for this? Not really. Maybe to avoid snow and rain but not cramp your colonists?  I dunno,  it just seems neat.

Dig Out: Dig out the ground.  Adds the same benefit as a sandbag would.  Having both,  however, would increase accuracy of those shooting.  This could only be done where the ground is soft enough to dig out.  Maybe even have downed colonists not be able  to get hit since they are behind a sandbag and in a trench.

Barrier:  A metal barrier that is essentially a wall, but you can shoot out of it.

Barbed wire/shields/more traps:  I've seen these on the forums, so I'm not going to give my opinion in detail. 

Random Other Stuff Like Commands and UI Buttons and Whatnot
Drafting positions: have a set place in which the colonists know where to go when you draft them and give them this command.

Clean area command: To where you highlight an area you want cleaned (or even hauled) and can have colonists prioritize cleaning in that entire specific spot.


I think that might actually wrap it up. If I have any more, I'll add to it later.  Any feedback is welcome!  It is definitely entertaining to read all of the posts in this forum.  This game allows for a lot of things that I don't think many other games can offer.

Jimyoda

What a great read! I really love imagery invoked by the 'talking turrets'.
Santa, all I want for Christmas is a SimplyBananas modpack.

(btw, your Bounty Hunters... wish come true in A11! I think in the event the person is called a refugee)
Quote from: Rahjital on July 09, 2015, 03:09:55 PM
"I don't like that farmers chop people up."

Obviously she has already played Rimworld :P

Read the wiki. Edit the wiki. Let the wiki be your guide.
http://rimworldwiki.com/

SuddenlyBananas

Quote from: Jimyoda on June 25, 2015, 04:28:50 PM
What a great read! I really love imagery invoked by the 'talking turrets'.
Santa, all I want for Christmas is a SimplyBananas modpack.

(btw, your Bounty Hunters... wish come true in A11! I think in the event the person is called a refugee)

I'm glad you enjoyed it!  I updated it, now that I am aware that the Bounty Hunter thing is in the game already.  I think I might have just accidently thought that I came up with the idea when in reality I saw it happen in game.


MrWiggles

Sentient turrent sounds like it was taken from Dark Star.

SuddenlyBananas

I feel like sentient turrets appear in many science fiction games and movies, which is why I thought it would be neat to see in this game.  I definitely don't think that I had an original idea there.  It's a trope that seems almost strange to not include, ya know?

MrWiggles

Well, actually...

Rimworld doesn't seem to be comedy. And as much as a talky the turret sounds entertaining, its inherently funny.

SSS

A lot of these seem too fantastical for my taste, but I liked the moths idea since it would make clothing more relevant, and having more varieties of plants (with some being dangerous) would be cool too.

Darmok

I really, really want roofed areas without enclosed walls. I've been wanting to design an outdoor bar forever now with a roof over it, so no one gets rained on. I think I have a workaround for it though, but have yet to actually try it. The idea is to enclose a large courtyard area and designate everything as no-roof-zone except the area you want roofed. It's a bit of a roundabout way of doing it though.

SuddenlyBananas

Quote from: Darmok on June 27, 2015, 08:58:30 AM
I really, really want roofed areas without enclosed walls. I've been wanting to design an outdoor bar forever now with a roof over it, so no one gets rained on. I think I have a workaround for it though, but have yet to actually try it. The idea is to enclose a large courtyard area and designate everything as no-roof-zone except the area you want roofed. It's a bit of a roundabout way of doing it though.

I think I've tried something similar. I agree though, it is a roundabout way of doing things.

TLHeart

Quote from: Darmok on June 27, 2015, 08:58:30 AM
I really, really want roofed areas without enclosed walls. I've been wanting to design an outdoor bar forever now with a roof over it, so no one gets rained on. I think I have a workaround for it though, but have yet to actually try it. The idea is to enclose a large courtyard area and designate everything as no-roof-zone except the area you want roofed. It's a bit of a roundabout way of doing it though.

after a room is built and roofed, you can remove as many walls as you want, just keep the  corner pillars in place, an outside roofed courtyard. Yea it wastes 1 block of construction material, and the time to build and deconstruct the walls, but when I want that outdoor beer garden patio, that is what I do.

You can even have an awning type roof, coming off of a wall so long as the roof is within 6 cells of the wall.... it will say outside, with constructed roof.