Your Cheapest Ideas

Started by Tynan, October 09, 2013, 12:17:07 AM

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Alistaire

I think aiming at a wall 1 tile in front of you should basically be a guaranteed hit with almost anything. However if I shoot a sniper rifle at it there's a pretty big chance the bullets will shoot 45 degrees away from the wall when I miss; it's harder to miss than to hit the wall so the game has to try its best to find angles where the wall isn't hit.

Buffing the AccuracyTouch would mean that a sniper rifle would also be a guaranteed hit on pawns at this range, which is completely unrealistic. The accuracy on a weapon reflects how hard it is to hit something at that range, but it doesn't take in account what that thing is. A completely stationary target should always be easier to hit than a moving one. But it isn't.

Lonely Rogue

First, if a pawn melee's an attacker, it restarts the ranged process. Therefore, it wouldn't matter that the touch accuracy was set really high, because the pawn is hitting the ranged user at this range.

Second, it is not realistic that someone would use a sniper rifle at touching distance, because... reasons.
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?

Alistaire

DDawgSierra;

I have no idea how you can defend your suggestion that every touch accuracy should be increased. The accuracy system is inherently flawed so modifying the values that go into it is just a way of submitting to its flaws.

In real life you don't miss a shot because you aimed at something but the bullet goes into a different direction. A way (and way, way) more realistic solution is to change the current percentage based accuracy system to a degree system, where guns with flawless accuracies would have the value "0" to all four accuracy ranges, meaning there's a 0 degree variation from the point the player aims at. A value of "2" on accuracyLong would have more effect than a value of "2" on accuracyTouch, because SOHCAHTOA says if the A (distance pawn to target) is bigger and the angle is the same, the O (distance target to the point you hit with this variation) is bigger. Balancing a sniper rifle would be much easier, since shooting a Pistol at longer ranges would be very inaccurate (for a logical reason and not because the game decided this shot should hit and the other shouldn't) through the use of a bigger accuracyLong such as "5" (which would be very inaccurate indeed).

Another suggestion would be to add some variable like aimTouch up to aimLong which would be a tick value between WarmupTicks and the time the pawn shoots its weapons, making it even easier to make sniper rifles balanced on short ranges. If the pawn shoots something at touch range with a pistol, the aimTouch should be around 5 while it should be much higher on a sniper rifle since it takes time for the pawn to scope in OR it should be around that time if the sniper should be shot from the hip. This system fixes various issues with accuracyTouch.

Also, how is it unrealistic for someone to use a sniper rifle at touching distance? Pawns don't switch weapons based on range at all, so if your sniper gets rushed he's gonna shoot his rifle anyways.

Lonely Rogue

I'm saying that because pawns will attack you and prevent you from firing at 'touch' accuracy, it would be okay to make all 'touch' shots 100% chance of hitting the target. I don't necessarily understand why you need to fire at 'touch' range, but you're the one playing the game.
Quote from: Alistaire on July 05, 2015, 08:46:06 AM
Significantly increase weapon accuracy on short range when you're shooting at a wall.
That is what you asked for. I was saying it would be easy to do so in the xml files.
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?

Havan_IronOak

I'm NOT really sure how "cheap" the various changes are but...

How about modifying the Blighted Crop event so that it only hits a field or two rather than wiping out an entire season's crops. Perhaps a blight that only affects one species of plant. After all, it wasn't "the Great Irish Pan-plant Species famine!"

Jorlem

I would like to suggest that there be no visitors, passers-by, wargs, or non-droppod raiders during the toxic fallout event.  Or, if there are, they start off with a higher level of exposure to the fallout, to indicate they've been exposed for a while in the process of getting to my base.

luxSolisPax

With your recent changes to taming animals, How about including a "Steed" class that alter's a pawn's move speed and only allows hauling while mounted?

neuffs

Being able to set "Do until you have X"-isch for jobs were the game uses Butchery products.

E.g. to keep the colony producing slate block from slate chunks until they have 250 slate blocks (not counting other kinds of blocks).

jamesinar

How about crop rotation. Instead of one crop planted in a field forever you choose two or three to be rotated between. This could even reduce the chance of a blight.

Serviette Union

#2274
How easy would it be to add a range component or version of "Do until you have X" in bills?

When I'm starting out and have only a small number of colonists its nice to build up a good reserve of meals and then let the cook(s) off to do other tasks like construction and growing etc but as soon as someone eats a meal you are at X-1 and the bill needs to be filled again. Since each colonist typically eats two meals a day, do until you x becomes essentially an endless task. It'd be nice to be able to just set a range of, for example, 10-20, meaning the colonists will get to work on making 20 meals and then the bill is suspended until you drop down to 9 rather than 19.

Havan_IronOak

Quote from: neuffs on July 09, 2015, 09:06:22 AM
Being able to set "Do until you have X"-isch for jobs were the game uses Butchery products.

E.g. to keep the colony producing slate block from slate chunks until they have 250 slate blocks (not counting other kinds of blocks).

There is a mod for that! Itchyflea put together a stonecutting tweak that allows you to set up do until you have bills for each type of stone. Here's a link to the original thread and I'm using the version that is in Ninefinger's Ultimate Mod Pack with version A11B
https://ludeon.com/forums/index.php?topic=7887.msg79278#msg79278

Oga88

For me a game changer would be not receiving any mood penalties for selling prisoners. It just makes no sense. Good way of making extra cash.

Necronomocoins

#2277
I would like to be able to choose what a pawn puts into it's inventory. So a colonist that I have set to haul things could empty it's inventory and increase it's carrying capacity or a colonist that is sent to defend the colony could put a melee weapon in inventory, for close encounters. Not quite as cheap would be getting the attacking pawns to switch weapons for combined ranged and melee attacks.

MrWiggles

#2278
And event that stops/greatly reduces all corpse rotting, the brewing of beer and turns infection chance to zero. A cloud of special gas, that inhabits bacterial growth.

Its more of an attempt at a neutral event.

Sketteck

I didn't read all the suggestions so I may be repeating some already suggested.

Water sprinklers:  Mainly for putting out fires, but could be used for beautification and increased plant growth (irrigation).
Trading/interacting with visitors (other than just combat):  You may be able to do this already, but so far only ones I've been able to trade with are the ones from space.
I think it would be neat to be able to visit other tribes to trade or raid (maybe you can, but I'm still a noob so have no clue).
An expanded Research Tree:  possibly more techs that have less effects, meaning that you have to do more techs to have same results, putting more emphasis on research and technology.
You could make each skill even more detailed...  like say an artist gets bonus effects if he works in the same material.  If he works in granite he would get a bonus (maybe a higher sale price or a faster build or maybe artist can choose which effect he prefers) when he works in granite, but art done in other mediums wouldn't get a bonus.  I would think you would need to make a high threshold to receive the bonus and possibly even limit the bonus to one medium (per skill) or make second bonus much much more difficult, like 10k to 100k, something like that.  Not sure how much it would add to game, but it might be interesting.
I think being able to have progeny would be nice, but would probably be too complicated (too much to add). 
Animal husbandry could be interesting.  Have some animals that have renewable resources like milk, eggs, fur, feathers, etc.  It would be nice to have the extra resources (even if they were only cosmetic and  had slight price variations).  More content adds more depth, but then it also makes it more complicated, which while appealing to the consumer usually isn't for the producer.
I have to say I'm impressed so far with the game and if I were to voice any point of contention it would be that the Research available is very limited.  It would be nice if you added some, but even better if you made some that were prerequisites for other more complicated technologies. 
Sometimes the characters will pray or mediate, it might be nice to add a chapel, church, altar so something like that... give people piety and have their level of piety affect those around them (either positively or negatively depending on their personality and piety).  Perhaps, it's too complicated, but it would probably be interesting.
I think as long as stuff is added people will like it (they may not like individual updates, but overall people enjoy more depth).