Sister Colonies

Started by BetaSpectre, September 29, 2015, 05:46:27 PM

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BetaSpectre

Add tabs whenever you build a ship and send people off elsewhere.
Basically after you make a new colony with the ship, you'll be able to manage both colonies the new and old one, and depending on your resources you can make even more colonies to multi-task

Each colony can send supplies/people back and forth via ship, but there is a chance for the ship to not make the destination, crash land, or blow up trying to lift off. Like a 5% failure rate, that increases with larger cargo vs ship size ratio.

This way when a pirate attacks one colony another sister colony can send aid, and not the 3 half naked shank holding town members you call.

This way Rimworld can focus on multiple small maps, rather than just one really big static map. I believe overall performance would increase if players could transfer from one map to another in this manner, this would be what I would do after strip mining a location clean.

Returning to an already exploited map will not refresh the resources, it'll simply show the remains of whatever the player did.
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Toggle

Eh, I don't think that's the best to add. Not many would use it, as it requires ending the colony and then managing two at once? It would kill some computers and just be a bit much. That with how complicated it would be to add I say nay. Interesting idea though.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

BetaSpectre

Quote from: Z0MBIE2 on September 29, 2015, 09:12:45 PM
Eh, I don't think that's the best to add. Not many would use it, as it requires ending the colony and then managing two at once? It would kill some computers and just be a bit much. That with how complicated it would be to add I say nay. Interesting idea though.
One colony could be paused while the other one is in play. This is to avoid needing one huge map to play to enjoy a long game. And it avoids losing everything when your colonists move from one area to the next. That way performance will on average increase if you've been playing the very large maps instead of lots of repeatable small ones.
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Regret

Some option for moving the whole colony could be interesting, you can become nomadic, stripmining before you go.
Just build some vehicles and start moving.
It just needs some risks, a random event that could be almost anything.

Some example ideas:
Toxic fallout means you don't end up where you want to go, you start at a random area with everyone at 20% poisoned and a toxic fallout event at that location.
Random deaths and/or lost vehicles (you lose a lot of supplies). By a pirate attack for example, in that case your total dps determines what happens exactly.
Accidentally wandering into a faction's settlement.
Finding hidden Caches.
Finding ancient ruins.
Running out of food.
debilitating accidents forcing you to choose between moving on without that colonist or setting up a new base in a random area.
The possibilities are interesting.

Factions could get angry if you settle near them, or if you stripmine more than x amount of anything. (make that amount more than fits on a single map, that way sedentary players never run into that problem.)

BetaSpectre

It'd add to the longevity of resource gathering instead of relying on importing goods. It'd also encourage turtlers to move on after a while.

It'd also be fun to just explore.
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