Doors, some ruminations

Started by Darth Fool, April 23, 2015, 01:36:31 PM

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Darth Fool

Berserk colonists leave doors open behind them, even autodoors.  There currently is no way for sane colonists to do this without dumping something in the door to keep it open.  It would be nice to have the opportunity to do by choice what berserk colonists do in their rage.  Some suggestions follow based upon that train of thought.

1) auto-doors should close behind berserk colonists.
2) It should be possible to toggle doors to remain open.
3) It would be nice if doors could have components like locks (similar to organs in pawns) that could be damaged separately.  A door with a broken lock would remain open.  Thus, raiders might be able to get past a door without destroying the whole door.  Like attacks on pawns, they wouldn't be targeted attacks, but there at least would be a random chance that the lock gets busted.  To fix the door you could then just repair the door, not build a whole new one.

Nasikabatrachus

I have some similar thoughts. Here's a post I wrote out before checking on any other door suggestion threads:

I agree with the decision to go back on the "colonists have to lock doors to forbid them" thing with this latest release, but I'm interested in seeing just a bit more depth when it comes to door controls. I propose three toggleable settings for doors:

1. Forbidden/Unforbidden. As it is now.
2. Locked/Unlocked. A toggled state which must be switched by colonists. Locked doors keep enemies out and prisoners in, but take longer to walk through than unlocked doors. Unlocked doors don't need to be broken down by intelligent enemies.
3. Left Open/Left Closed. A Closed door is just a door as it currently works; colonists open and close them as they walk through. An Open door is simply open the next time a colonist passes through.

Why 2? I think it would allow for more creative defenses and more realistic and detailed security options (like if I want to fill a hall with doors for security, I should have to lock them all if I don't just want to slow my enemies down by a few moments). It fits the theme of hardscrabble life on the edge as well�the raiders are coming, rush to lock all the doors! Etc.. Let's not forget that a door left open was a key part of one of the greatest Dwarf Fortress stories, Boatmurdered.

Why 3? Well, in real life we make decisions about whether to leave doors open or closed all the time based on privacy, security, temperature, airflow, psychological reasons, so it is frustrating on an intuitive level that Rimworld doors aren't more controllable.

How all these should interact (like forbidding a Left Open door) are more specific decisions that would need to be tested by trial and error.

rexx1888

i appreciate the premise behind forbidding doors, but i prefer sims that make me personally as hands of as possible. course the ai needs to not be as thick as a brick first lol

Kegereneku

Something tell me a door you can let open and close suddenly is the only thing keeping from making temperature-based traps.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
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Darth Fool

True.   I am fine with it needing a colonist to flick...

Regret

Quote from: Kegereneku on April 24, 2015, 04:49:01 AM
Something tell me a door you can let open and close suddenly is the only thing keeping from making temperature-based traps.
Sounds good to me! I've always wanted a walk-in incinerator.