so.... colonist...babies? (pawns?)

Started by pktongrimworld, July 08, 2015, 07:31:27 PM

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akiceabear

I'm skeptical that children will stay out because of political correctness. If Tynan cared about that its likely cannibalism, slavery and organ trade wouldn't be possible. Political incorrectness can be an advantage for indie games.

My guess is they enter via mod first.

keylocke

i was thinking if kids inherit some of the traits of their parents, it might be easier to breed pawns with specific traits.

ie : i can pair 2 careful shooters so that they'll have a higher chance to produce a kid with careful shooter trait. etc..

same thing goes with traits like cannibalism, psychically deaf, brawler, trigger-happy, jogger, etc..

you can breed entire families that have similar traits. instead of waiting upon the whims of the RNG.

this opens up a new kind of playthrough.. as in you can breed your colonists so they'll be more resilient to specific biomes, or to tailor to a specific military or survival strategy that you have in mind.

people would also have to prevent "unwanted" traits from spreading, so they'll probably keep pawns with unwanted traits on a different allowed area than the others. preventing them from getting some sexy times.  ;)

Toggle

I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Hiztaar

It depends on where you want to drive your colony. Leaving the planet is one of the possible endings. But I remember having read that there will be different ways to end the game. If we can call it an end. So maybe, trying to colonize and industrialize the planet would be interesting.
"What do you mean, "*They* cut the power ?"

[B18] United States Colonial Marines (Aliens) - All mods

SSS

Quote from: Hiztaar on July 11, 2015, 10:10:38 PM
It depends on where you want to drive your colony. Leaving the planet is one of the possible endings. But I remember having read that there will be different ways to end the game. If we can call it an end. So maybe, trying to colonize and industrialize the planet would be interesting.

Babies Ever After.

keylocke

#35
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

it depends on the time tick. dwarf fortress doesn't seem to have problems with dwarf kids, plus they even got z-levels, water (flooding), thirst, etc..

seriously, all of the "reasons" people keep saying why things won't work for rimworld, seems to be working well for df.

although rimworld's RTS tactical battle system hands down beats most of the other colony sims.
(but this piece of a gem starts to crumble when fighting large battles on open fields, since tactical maneuvers can be a pain when having to command one pawn at a time)

but when it comes to gameplay complexity, df is still definitely the tops.. (but the graphics and the controls makes it such a pain to play.. gnomoria is a fun substitute but the RTS battle system of rimworld is still waaay better than those two games)


edit : timber and stone (1.6 and upwards) is starting to look real tight.. the battles still ain't as great as rimworld though..

edit : but i think that the Total War series still has like THE best battle system i've played so far (when it comes to large battles).

Elixiar

I would not like children in this game for the sake of them being children.
Also it would take forever for them to age into something useful. I'm not against the idea I just hope it stays a mod of it is made possible, I would like it to stay an option only.
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

Klitri

You're all fighting over something useless.

Make children an option, since some part of the community is a bunch of "moral individuals" (It's okay to kill people, just not if they're under 18.) And the other half is actually okay with kids since they know it'd add to what the game is supposed to be.

AN7AG0NIS7

WE NEED VATGROWN CHILDREN SUPER SOLDIERS!!!

Well we don't really need it.. but it would still be nice to have that option and we get to pick their passions and traits.

Or vatgrown children super crafters. We can start manufacturing clothes, weapons, etc with 24/7 production capacity.

Aristocat

Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Kruniac

Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Nothing you just linked excuses not having children in a survival simulation involving a colony.

In fact, as you can see, Dwarf Fortress implements it both nicely and hilariously.

Aristocat

Quote from: Kruniac on July 13, 2015, 05:39:37 AM
Quote from: Aristocat on July 13, 2015, 05:27:21 AM
Quote from: Z0MBIE2 on July 11, 2015, 12:32:13 AM
I extremely doubt kids will appear, since there'll never be enough time for them to be useful by growing up unless you're butchering em for meat, and by that point that would be pretty useless...

http://lmgtfy.com/?q=how+to+kill+children+dwarf+fortress

http://www.bay12forums.com/smf/index.php?topic=91093.0

http://www.bay12forums.com/smf/index.php?topic=38863.0

It's not about why, it's about why not.

Nothing you just linked excuses not having children in a survival simulation involving a colony.

In fact, as you can see, Dwarf Fortress implements it both nicely and hilariously.

Did I phrased it wrong? What I meant is that child is absolutely useless but fun to slaughter nonetheless.

Also they breed like crazy, so if you don't slaughter them fast enough you just can't play any more! that or you just mod them so you can't have child.

magicbush

#42
Quote from: Klitri on July 12, 2015, 12:13:17 PM
You're all fighting over something useless.

Make children an option, since some part of the community is a bunch of "moral individuals" (It's okay to kill people, just not if they're under 18.) And the other half is actually okay with kids since they know it'd add to what the game is supposed to be.

Actually so far only 2 people have been against the idea that I have seen in this thread. That's closer to 5% or so, and most of the others are just saying they doubt it will be added but not really saying they would be opposed to the idea.

Toggle

I said I doubted it but I just kinda oppose it. Owell.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Lonely Rogue

Quote from: milon on July 10, 2015, 07:36:12 AM
@BassMonroe:  +1

About kids growing up in 18 years: these are genetically modified humans from 3000ish years in the future. They don't necessarily need 18 years to grow up. ;)

RimWorld Desc.- A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
Rimworld: A game where you're kept as entertainment for thousand year old robots, and you just don't know it yet.
Any mod requests?