Some thoughts on apparel

Started by dvosch, February 17, 2017, 04:33:14 PM

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dvosch

Some ideas for apparel change

Good day, Mr. Sylvester

We are community\hive mind of Russian anonymous imageboard  https://2ch.hk/vg.
(almost the same as 4chan). We wish to thank you for amazing game Rimworld, on which we have spent lot of time and the best days of our lives.

Here's the list of what we would like to see in the future Rimworld updates.

Issue: colonists (pawns) wasting a lot of time for walking from storage to storage. Due to this pawns are limited by one-two apparel sets. Besides that every item of gear and apparel equipping manually, wasting player's time and diverting him from gameplay. Also, some items from mods, which have to improve some of pawn's skills,  become meaningless. Example: pawn equips a SuperShovel™ from some mod. 30 seconds later raid begins. Weapon slot is busy by SuperShovel™, pawn wears a FarmerApparelSet™, which gives a pawn +10 to Growing skill. Player needs to manually change pawn's apparel from FarmerApparelSet™ to SuperMegaBulletproofVest™, equip pawn with BFG9000™ etc. It's way too long and each pawn have to change equipment manually.
Here's the solution (as we see it): a new game mechanic object - "Magic/Narnia wardrobe"  :D it can speed up the object's movement between pawns and storage. The point is: at the beginning of the game all pawns have "standard(casual) apparel set" and "combat apparel set" (at start sets are equal to each other). These sets either created automatically or manually on special tab in Outfits window (or maybe expand submenu Assign). During the game, as player researches new techs, merchants and craftsmen get new goods able to improve some pawn's skills (in vanilla game - steel helmet -> kevlar helmet -> power armor helmet). With the progress of the game it's possible to add night-vision device for soldier, headlamp for miner etc. From these items apparel sets are formed either automatically or manually by player for specific tasks (soldier, medic, miner, scientist, farmer etc.) We must create two standard templates - "Civil_1", "Combat_1" which player could form (something like a "doll" of the role-playing games such as "Arcanum", Dragon Age ", etc.) Or we can describe such "doll" in the text mode ("Head"->"Straw Hat", "Legs"->"Devilstrand pants", "Equipment"-> "SuperShovel™"). Such a set gives a pawn +10 to Growing, for example. Also, it would be great to make a button "Best equipment" to form automatic equipment sets. "Civil template" - for peaceful tasks, "Combat template" - for repelling attacks etc. It would be great to make "Combat template" individually for each pawn so that he could perform his combat task (gunner, marksman, melee).

Craftsman creates item and moves it to storage (or pawn transports item bought from merchant). At each working place the game creates "Magic wardrobe" (vanilla base item - Equipment rack). When pawn assigned to some task (mining, cooking etc.), first of all he comes to a wardrobe and takes needed item, which magically teleports there from a storage. Also, he gets either the best possible set for this task or precreated set. This happens instantly, either for a short time. As the task is over pawn comes to wardrobe to take off "working set". Then he puts on "casual/standard set". If pawn assigned to some work and there is no items for this type of set, then he works wearing "standard set".
As player presses "ALARM!!!" button (which is also desirable to add to the main screen of the game, preserving the "Alarm!" button for each pawn) all pawns of the colony go to the "Magic wardrobes", equip preset "Combat set" and start to follow the player's orders.


Of course this simplification is not realistic, but we think it may be attributed to "the conventions of game."


We expect that these changes will increase the interest in the game, help to get rid of things that slows gameplay, broaden field for creativity of players and modders.

Best regards,
Hive mind of  https://2ch.hk/vg forum.


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