Good arguments for water system ?

Started by b0rsuk, February 23, 2017, 01:19:23 PM

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b0rsuk

Water system could also cause more realistic animal distribution among biomes. Now it's not uncommon to see elephants in tundra. If animals had more distinctive water requirements and temperature requirements, animals that don't fit would naturally ragequit. Donkeys would thrive in arid shrubland.

SpaceDorf

But that would also be effected by the plants that the animals are able to eat.
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Sola

I don't think there's a single gameplay argument against having a water system in the game.

The only thing keeping it out is the amount of work involved with such a thing, when there's already work that needs to be done in the game.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

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travin

Quote from: Sola on March 09, 2017, 03:59:13 PM
I don't think there's a single gameplay argument against having a water system in the game.

The only thing keeping it out is the amount of work involved with such a thing, when there's already work that needs to be done in the game.

Don't confuse the discussion of one as a demand for one. Only but the greenest newbies make such demands. I think it's safe to say we're all comfortable with the demands of Alpha dev, but that doesn't prevent us from discussing additional ideas for later development. 

OFWG

Quote from: Sola on March 09, 2017, 03:59:13 PM
I don't think there's a single gameplay argument against having a water system in the game.

Of course there is... haven't you read this thread?
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

b0rsuk

A reminder, this thread is about water as a potential resource to be stored and/or provided to colonists, plants, animals or machines. Having boats or raids by water doesn't really need a water system, you can just reskin Transport Pods and make a requirement that they are placed near water.

People like me think simple hydration need is boring, because it's a copy/paste of food need. Most of needs are distinctive and the challenges they make are distinct. Clean your rooms once in a while, dispose of corpses, don't store ugly resources in work room if you can help it, install sculptures. Craft comfortable furniture, especially beds and dining chairs (okay, this one is a bit primitive, it could use more mechanics like comfortable clothing). Drugs, unlike comfort and beauty, can be bought for addicted colonists, can be grown. Actually drugs are very much like the food need, but you can't decide to stop eating. What I'm saying is that a new need shouldn't overlap too much with existing needs because it's not an interesting addition to the game.

makkenhoff

I think currently coastlines and water tiles in general are currently wasted/underused. Some of the arguments made about human habitats being on the coastline have some merit, classically they provided ample food. I do agree, we don't "need" another need bar to manage. So, I'm going to come at this idea from a few angles, not because I am advocating for them, but because I see value in calling out missed opportunities to expand on existing gameplay elements, even if I personally don't think I'd like the idea.

Fishing, is one resource that would be dependent on water. The deeper the water, the larger the fish. The obvious bonus is an additional food source, but the risks are clear: you can't just fish from safety, you have to get to the water's edge; you can't really wall off coastline. Spear fishing, for instance, would make use of what I see as an underused weapon. You could add in certain dangers to water, to offset the "creation" of food.

I understand irrigation in some form used to be in Rimworld. (Before my time, I'm afraid, so I don't really have that knowledge to draw from.) My thought would be allowing players to channel new waterways for higher fertility, the risk involved would be overused waterways drying up, as well as brief droughts causing plant death. (At least one additional calculation per season, I would think, based on rainfall per region.) Water storage mediums could be used, such as wells and above ground storage tanks, to offset this danger.

Fires. Currently, we have firefoam (and to be fair, I never use them) but for a tribal? (They are clearly throwing clumps of dirt at the fire, trying to smother it.) I'd rather see wells providing buckets to be carried to fight fires, instead of just running into a raging inferno, putting it out with one pawn barehanded. I'm not exactly sure how this might affect firefighting, and I'm finding it difficult to imagine. Droughts would of course lead to higher fire risks, as the ability to fight fires would be lessened.

I don't necessarily think water needs a lot of "good" mechanics, but I do believe it needs to be more than just something that gets in the way of your base building.

travin

#67
Quote from: b0rsuk on March 10, 2017, 02:34:01 PM

People like me think simple hydration need is boring, because it's a copy/paste of food need.

Since you brought it up, in my mind water is essential and should be integral part of the game. You think it's boring and a waste of time yet you're ok with the need for mopping and cleaning as an engaging and efficient use of gameplay. That is so bassackward I can't even.