FTL+rimworld

Started by killer117, August 23, 2015, 10:10:12 PM

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killer117

For anyone whose played FTL (faster than light) they know that it is a decent space game. I was thinking a while ago about the rimworld ship building mechanic. Imagine u could build an actual spaceship. If u had hull parts, consoles, storage containers, oxygen generators, medical compartments, thruster engines, weapon hardpoints ect. Imagine u could take ur colinists out and control your spaceship, which u built, as u explored a galaxy.

Youd could have hydroponics on board to make food, or just buy it from traders, or grow it while landed on another planet. U could explore a random gen star map and take ur colinists out anywhere. This could mean that thier story could continue on over many planets. U vould board and attack other ships and space stations, invade a mechanoid hive, attack midworld cities, subjegate tribes, and leave colonies on multiple planets, which u could come back and visit when u want.

There could be a whole ship vs ship system, where, like ftl, critical componets are key to victory, and ur ship could have an armour rating and and take damage is specific areas of the hull. You could blast out the wall of the enemys armoury, then board them, and take over thier ship while they are unable to fight back because all thier good guns are inaccsesable. Ur guys will require food and oxygen, or you could just shove them in thier cryptosleep pods and control the ship using the AI core, saving u valuable resourses. U could buy guns to mount on ur ship, or build them yourself. Enact ur own repairs or take ur ship to a professional. Land on a new rimworld, and live in ur landed ship as u scavenge for resources to upgrade it. Make ur ship stronger with better armour, from steel, to plasteel to even some sort of lightweight composite. Add more weapon hardpoints, better engines, more efficent reactors, better weapons, buy more skilled crew, better storage, better AI ect.

Now i dunno if this is even possible, and while i seriously doubt that itll ever happen, im curious what others think of this idea.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

thesecats

its a cool idea but impossible, i think it should be when your ship takes of you can land again on a different planet.

Toggle

Would basically be a 2nd game, would be major to add in.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

StorymasterQ

Also, Rimworld lore states that there are no faster than light travel in Rimworld universe, so...
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Toggle

Quote from: StorymasterQ on August 23, 2015, 10:48:44 PM
Also, Rimworld lore states that there are no faster than light travel in Rimworld universe, so...

Lol yeah, that too.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

killer117

Fair enough, and i know its almost never gonna happen, but with the no FTL thing, u could easily just put ur guys in cryptopods then have the game fast foreward to the place u want to go. And imagine it as a DLC for rimworld
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

joshwoo69


killer117

Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Bozzarr

It is quite sad and pointless to just end your colony story just by taking off the planet.
FTL travel is impossible but humanity still managed to travel large distances inside of cryosleep chambers.
I do like the idea of building your own ship and making it travel to another planet or site.
For that,however, you would have to create ship that is both floored and roofed, airtight and designate area of the ship by new area type.

But Tynan would not approve yet, he has a vision he has to finish up and I respect it.
You can still get your brains modding in the mean time.

killer117

Yeah ive been thinking of how to do that. And i know tynan dosent want to do this and that he has a different vision for the game. The point of this post is to see what others think of the idea. I thought it was just such a badass idea. And i also wanted to see what other ideas other people could come up with for something like this
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

killer117

And also trying to draw up a spacemap sorta design. Im thinking of using empty circles to show unexplored areas and full circles to show explored areas, with minor variations to show planets, stores, heavily populated planets, mechanoid hives, glitterworlds, and maybe even danger, if its detectable using sensors on ur ship. I dunno how to impliment this, because i have zero C++ expirience or knowladge, i only know Html. But if any experienced coders or modders like my idea, there more than welcome to help trying to make it into a mod. Ive got lots of oyher ideas as well if anyone wants more details, because ive thought out a lot except for the actual coding and implementation
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Codexehow

That is well out of the scope of RimWorld. Not saying it's a bad idea, but it would be a completely different game and would take years to code.

Bozzarr

I am not a coder but it my opinion it would not be very very hard to do something like this. First off we would need copy able plans of buildings. That way, anything caught inside of the "copy zone" would be replicated. Even ship designs would...

Before alpha 11 (i think) player would start with colonists and 3 sleeping spots already placed on the ground. The same mechanics could be used in this mod. Only instead of 3 sleeping spots there would be a spaceship designed before colony has been launched into the space. Colonists,however, would simply be copies of those who entered ships cryosleep chambers.

Simply:
You place your colonists inside of your ship and contain it all inside of new area type.
Only steel plasteel gold and uranium items will survive launch, as well as anything contained inside of cargo holds(containers)
Game makes a copy of whatever was selected
You launch your colony ship with colonists A B C
You start something like a new game in new area.
Game pastes all that was contained withing ships area into new location.
Ships doors open and your colonists get eaten by local cannibalistic tribe.
Ships batteries/fuel reserves are empty but supplies and items it contained are still there.
Rinse and repeat....

killer117

Thats a good idea, but only a small portion of what im talking about here. I dunno if youve played FTL but if u havent watch some vids on it. Its an awsome game, and once u see it u might see the similar ship designs as to rimworlds room designs. And im trying to link these two together to hugely expand the game. Im thinking of making a full blown, pressurised, armed, armoured and havitable spaceship (although it may not start like this) and fly across a random gen galaxy, taking ages to get places because of no FTL so u have to use cryptopods instead, and while yeah u can setle back on another rimworld, u could also mine, or even inhabit, astroids. Go to soacestations, to attack, trade, or just repair and tqke a breather. U can get new weapons, everything from and assult rife strapped to the front with a string leading to the bridge, to R-4 charge turrets all over your hull. Youd have different consoles, with two seperate power readings. Those of normal rimworld, that are used to run lights, temp control, doors, production ect, and second system made up of points like in FTL. Each reactor generates a certain number of points, and more may be added, or the exsisting ones upgraded, in order to obtain more.

Now this is just a small portion of what i plan to do. While ill only be adding in a few actual new items, i plan on making tons of new game mechanics, and loads and loads of new gameplay.
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

zappy

I think it's a bit silly of an idea, and here it is why:
You hav whole planet. Let us explore that. F.e. what if you could send a party to another spot of the map, effectively starting on a new place with more resources? Some kind of bandwagon to move. Your previous colony gets 'saved' and is now not functioingn. But there may be some kind of random event like ' your colony was attacked by swarm of mechanoids' and if you try to get back, you'll only see smoldering remains of your colony overrun by mechanoids. Otherwise, if you try to return to previously colonised place, you just find your colony in exactly same state, cause you know, while you were away, no one controlled your colonists, and they were leisuring and eating, and grwoing back what they ate. Only time passes.  So, basically, eventually you would've had a save game for each spot you've visited.

Now if we could visit the place of the AI colony to exact revenge, that would be totally different. Say, you build your army of wickedness ,get on the spot where  there are tribals living, and effectively eradicate em. And another spot pops in, with some kind of message 'a new tribe announced themselves on the comms, and wants to exact revenge for their fallen bretheren', effectively keeping the number of threats you may face stable.

TL; dr. Who needs FTL, if we have whole planet b4 us?