My Biggest Problem: The Wrong Mentality

Started by antibodee, April 24, 2015, 01:04:36 AM

Previous topic - Next topic

antibodee

I have been playing games like this for a lot of years.  Over that time, I've developed habits that were ruining my ability to enjoy Rimworld to the fullest extent.  I strive for perfection.  My longest game went on for almost 150 years, and in that time, I lost 3 colonists.  When everything goes to hell, I pack up and start a new game, or load.  It took some time for what Tynan has been trying to explain to people to really sink in.  This game is about the story.

Death is a huge part of it.  Tragedy is a huge part of it.  People will die.  That doesn't mean you shouldn't try to protect your colonists all that you can, but when bad things happen, to get the most enjoyment out of Rimworld, you have to embrace it and move forward 'as is.'  There is a satisfaction that comes from burying your dead, counting the living, and moving forward.

chaosmage

I hope i understand what you are talking about, i'm sticking to my colonist so much, know their habits, strong and weak sides, so that every loss is a tragedy. I simply can't lose anybody from the core team, as there is no replacement. Even if he has a peg leg, cataract and 55 years old.

gnodin

Hello,

I hope that i will be understood as english is not my native language...

I often save scumming if one of my three first colonists died. I'm so attached to them that i can't let them go... (Usually the first one is my caracter, the second one is my girlfirend and the third one is my cat... :p )
I played like this since the first alpha!

I don't know the other guys that join my colony. I barely remember their name and i have no problem if they die! (after all, they attacked me first!)! I don't care if they have bad clothes, if they are hurted, etc.
I hope Tynan will implement a storyteller that will start with many (something like 13 colonists) but you can't have new members and build turret! Then i can put all my familly (and my friends) and start the drama! And since you can't have new ones and they are all important, i surely won't save scumming because that's will be the aim of that colony :
How many member of your familly can you save by making the ship in Ironmode?

Goo Poni

Quote from: antibodee on April 24, 2015, 01:04:36 AM
There is a satisfaction that comes from burying your dead, counting the living, and moving forward.

>A colonist has been shot to death
But of course! Give him armour and a helmet and the first pissy little arrow still skewers a vital organ through the arbitrary damage system like it's nothing. Naturally!

>A colonist has bled out
Good fucking job, doctor. Go feed the guy resting up with a couple bruises while someone else spills pints all over the god damn floor from multiple gunshots.

>A colonist has bled out
*deep heavy sigh*

>A colonist has starved to death
Oh, of course, plant guy is dead and cook girl is having trouble keeping her insides inside. Of course the one and only doctor is going to feed the raiders' meals to everyone instead of eat one himself. Hoo hoo! Hee hee!

>Colony goes from 11 to 5

>Raiders have landed nearby
*power armour, sniper rifles, grenadiers and firebombers to the tune of about 15 raiders*
Fuck it. Fuck this game. You win. I'm leaving.



^ "Satisfaction".


MarSmith

I think that prioritization in this game is rather challenging.

I also think that there tends to be a very steep curve early on. Prioritization, and implimenting a proper prioritization system is difficult at best. We, as a species have had problems with it since 194x. Even super computers have problems with prioritizations and job control. It, would, be, difficult, to build a system that accounts for every variable. So, I can't fault the developer for this. The amount of logic and flow controls that would be needed would take a team of people years to build.

There is a simple matrix, or flow, that I think would be 'easier' to impliment.

Essentially, a subroutine, for prioritization that goes something like this:

Job needs to be completed. (Any job.)
Am I going to die? - Does Starvation condition exist?
If yes, then  I eat, if no, I proceed.
Are colonists going to die?
If yes, am I doctor?
If yes, then I must treat. If no, then do they need food? (If yes, feed, if no, proceed / skip.)
Do colonists have wounds to head?
If yes, then, treat head, if no, do.........

Essentially a moving out of prioritization that would allow for better tasking.
There is a lot of limitations with the medical system.

1 - Lack of Self aid. Colonists do not self aid. Example, casualty evacuation. There is no immediate aide to stop, or quell the bleeding. If a colonist gets shot, then well, they either stand and fight, or get knocked out. When they do get knocked out, there is no treatment really available, without possibly some weird actions at the scene. Looking at trauma medicine. A lot of things are done at the scene to stabilize someone for treatment or transport. This can be as simple as dumping pressure dressings/ trauma bandages / cloth, etc into a wound to stop the bleeding, or more complex operations, depending on the incident.

Adding this into rim world would add some interesting scenarios and more tactical options. A 'medic' class, would be useful, and be required, as would stretcher bearers.  The ability to set initial triage centers, without having to really micromanage and play with the system would be nice. I'd love to be able to move my wounded back more and more effectively, rather than sending them all the way across the map.

2 - Arms and legs tend to be shot way, way, way too much. Most people, tend to be trained to aim for center of mass. It's simply logical. Largest target, largest likelihood to hit. Armour will slow / or stop a bullet, or fragments, however there is a counter balance to that. It's not well abstracted in the game. For example, a lot of body Armour is not stab resistant, just due to the design, plus, it tends to only be usable once. As well as the kinetic energy dissipation of being hit by a round. Oh, and weight / movement / comfort / dex penalties. (I know this one from experience, try wearing a giant barrel around you for a day, that doesn't breathe at all, in 30-35c weather, it isn't fun......and that was only a Level IIA / Level III vest.....not the heavier ones they wear now.)


I would say, the game is vague enough that we make our own stories. I actually did a really long story treatment of one of my colonies that I 'roleplayed' and simulated out, it was really fun. I think I have 10-15 pages of notes and about 30-40 screen caps from it. To me, the game was only the first third, everything else for me came from within. I played my characters in a particular way (Of 20+ colonists, only 10-12 of them were armed for example, and 1 of those never left the deep parts of the base. Also, I had no killboxes, or heavy static defenses (They were coming.)), that made the story in my head go forward.

Turps

This game is awesome like that. Some times you get so attached to these little sprites with names and little background stories, either from being a starting colonist or one that just excels at the tasks given to them or always in the sh-t makin ya laugh and other reasons too. When they loose a leg mid battle it calls for another to distract by legging it across the battle field while another swoops in for a daring rescue. Or when one of your favourites dies there is usually an epic "NOOOOOOOOO!!! it can't be... Noodles has died Nooooooooo!" Noodles is my cats name ;D Or brain damage like poor poor Gracie -6 impairment. She did a little cleaning and bit of gardening maybe some cooking. I think she had a good life and was still an important part of the colony. Being last to the front line every time can be a healthy trait. She definitely had a ticket on that ship outta there too! Micro managing a full sick bay is intense but fun. Events like these make for epic games that you don't forget. Its also why I don't build killboxes because it can become a bit boring mowing em down endlessly with no dramas. I still enjoy flawless victories but love doing it freestyle 8)
Its not a battle unless some limbs are getting shot off!

antibodee

When you lose a character you truly love, it makes it a lot more bearable if you build them an incredibly beautiful grave.

TLHeart

always a grave for the colonist, with roses, and a nice sculpture for the head stone. I usually have one about with their name in the description.