Fallout Incident

Started by Telarin, May 21, 2015, 07:35:32 AM

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Telarin

Tynan:
I am all for adding new and creative events to Rimworld, however, I do ask that when you add an event like this, you take a moment to consider what tools we will need in order to properly handle the event, and make sure that they are available. Clearly there are not a lot of specifics listed in the changelog, so there is a lot of speculation on exactly how these types of events will work, but based on those assumptions, confining colonists to specific safe areas, or away from hot areas seems like a must. As we know, Rimworld currently lacks the tools to do that. Please consider adding these kinds of helpful tools and mechanics when adding new types of events that will need them for reasonable resolution.

EscapeZeppelin

You can just lock people inside you know.

Panzer

I guess this will work like heat stroke or hypothermia, your people will seek a safe zone if its too much to handle.

Tynan

It's not like I'm blindly just throwing events in; the player-side experience is all I ever think about.

That said I am also willing to experiment and put in events without knowing exactly how they'll play out. If it doesn't work well I'll rebalance it, or add more player tools, or change or cut it. I think a lot of game designers don't move their games forward fast enough just because they're always afraid of destabilizing the design; I'd rather just go forward and handle problems as they arise. That's what alpha release is for :D
Tynan Sylvester - @TynanSylvester - Tynan's Blog

skullywag

Thats a very VFQ Agile approach to take. One that works for a lot of companys around the world, i like that you do this. :)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Regret

Quote from: Tynan on May 21, 2015, 01:26:08 PM
It's not like I'm blindly just throwing events in; the player-side experience is all I ever think about.

That said I am also willing to experiment and put in events without knowing exactly how they'll play out. If it doesn't work well I'll rebalance it, or add more player tools, or change or cut it. I think a lot of game designers don't move their games forward fast enough just because they're always afraid of destabilizing the design; I'd rather just go forward and handle problems as they arise. That's what alpha release is for :D
Good, I like being challenged.

Delekhan

#6
I think being able to place off-limits zones would be useful. Pawns do not enter the zones unless drafted and ordered to do so manually.

And while we're at it, it would be so nice to have a Hold Fire command for pawns and turrets.

Also, it would be fantastic to have something similar to the Haul Priority Designator mod in the core game.

Finally, it would be GREAT if we could "forbid" construction projects to put them on hold.

Another note about forbidden zones: it would allow us to create secondary remote settlements on the other side of the map (somewhat rudimentary, but it would make it possible at last). We could forbid colonists from one settlement from going to, getting stuff from, and completing bills/construction projects in the main colony. Right now it's pretty much impossible to set up working outposts or secondary settlements because colonists from one settlement constantly walk across the map to do stuff in the other one. We would accomplish this by placing forbidden zones, clicking on the zones, and selecting which colonists the zone applies to.

warden

Quote from: Delekhan on May 21, 2015, 11:31:28 PM
...

+1 and a million, or something. Every single one of these would improve the gameplay massively. I know adding content is important for the players and the longevity of the game, but i find mechanics like these to be in desperate need of attention.

Tynan

Delekhan definitely has some strong thoughts here, notes have been taken :D

What's the use of a hold fire command?
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Shinzy

Quote from: Tynan on May 22, 2015, 08:08:25 AM
Delekhan definitely has some strong thoughts here, notes have been taken :D

What's the use of a hold fire command?


Quote from: Delekhan on May 13, 2015, 04:53:51 PM
I've noticed there are a lot of (much-needed) improvements to the general gameplay systems in the changelog, which I think is great.

One improvement this game needs rather badly, in my opinion, is the option to have pawns and turrets Hold Fire. While the option is enabled, the turret or pawn will not automatically open fire on targets and will only manually attack or force fire. This will make managing mortars and artillery so much easier, and will also add a lot of useful options during combat (e.g. a guy with a heavy weapon or single-use weapon that you don't want used until the time is right).

Another obvious addition to the game is a "safe fire" mode. The pawn or turret will NOT open fire on a target if there is a significant chance it may hit a friendly pawn - INCLUDING visitors! force-fire can override this, obviously, and the option should be a toggled behavior (default on makes sense).

Let me know if you agree that having this simple addition to the game would multiply the fun factor and squash frustration on a whole new level.

http://ludeon.com/forums/index.php?topic=13034.msg132074#msg132074

Jan2607

Well, it's an Alpha, and I like experiments :)
As Tynan said, if it doesn't work, we he can change it back. Please be creative and show us some crazy things :)

I like the ideas of Delekhan. The use of hold fire command could be:
- mortars doesn't fire automatically on raiders if manned
- said this, mortars can get stopped if friendlies are around the target
- you can let the enemies come near to you before shooting them on the right time

Adamiks

Quote from: Tynan on May 22, 2015, 08:08:25 AM
What's the use of a hold fire command?

Almost every time my 50+ colonists + turrets start to fire in the first guy that come out. Result? 1-2 guys killed, all my colonists + turrets needs to reload.

Jan2607

Quote from: Adamiks on May 22, 2015, 11:43:10 AM

Almost every time my 50+ colonists + turrets start to fire in the first guy that come out. Result? 1-2 guys killed, all my colonists + turrets needs to reload.

Yeah, it would be really nice, if turrets and colonists would shoot various enemies at the same time and not the first they get into range.

skullywag

Well if you automate the selection of targets and make it random theres a chance the front guys dont get targeted so thats no good, itd be too costly for each pawn to check if another pawn turret has the same target and even if you did when is it ok to double up....its a toughy.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Listy

Quote from: Adamiks on May 22, 2015, 11:43:10 AM
Quote from: Tynan on May 22, 2015, 08:08:25 AM
What's the use of a hold fire command?

Almost every time my 50+ colonists + turrets start to fire in the first guy that come out. Result? 1-2 guys killed, all my colonists + turrets needs to reload.

The way around that is staggering engagement times with the range of the weapon.