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Author Topic: A16 Hype  (Read 60608 times)

keylocke

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Re: A16 Hype
« Reply #225 on: November 16, 2016, 03:56:02 AM »

i think the map is just to simulate travel time between different factions so that the player's choice of starting location would actually have a tactical/strategic effect.

ie : if you place colony near friendly factions, then it's faster for them to send reinforcements or to send trading caravans to your colony and vice versa.

it would also be cool if factions are more dynamic. like some factions would get annihilated coz of hostilities with other factions, etc..

instead of having to deal with just that one band of pirates every playthrough. faction relationships would be more dynamic. or something.
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mrofa

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Re: A16 Hype
« Reply #226 on: November 19, 2016, 06:50:41 AM »

Finally world domination, thx Ty!
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CodeRen

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Re: A16 Hype
« Reply #227 on: November 19, 2016, 12:08:37 PM »

DF is not a commercial game though, they don't need sales.

Also children don't just "die" in rimworld you can do quite some stuff to make them die or after they die.

The problem is the same why games with the swastika are banned in germany even though it's "just" a game.


Yeah you can do a lot to them but really they are a basic sprite on the screen and most of the time you wont even know whats up with them unless you look at the health tab, so its not like fallout or gta introducing kids being killed. This game and the way its designed works perfectly to have kids in it.
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skinicism

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Re: A16 Hype
« Reply #228 on: November 19, 2016, 12:26:02 PM »

  Tynan promised me more prismatic imaging
overlay technology for mapping out features
of suits and suit-integrated technologies
to enhance the senses of colonists.
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Alenerel

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Re: A16 Hype
« Reply #229 on: November 19, 2016, 02:06:22 PM »

  Tynan promised me more prismatic imaging
overlay technology for mapping out features
of suits and suit-integrated technologies
to enhance the senses of colonists.

Tynan promised me that he would pull out... And now Im pregnant.

Dont trust Tynan.
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A Friend

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Re: A16 Hype
« Reply #230 on: November 19, 2016, 07:08:50 PM »

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Jaridan

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Re: A16 Hype
« Reply #231 on: November 26, 2016, 02:11:53 PM »

Hype relit (not that it ever died down D:)

https://twitter.com/TynanSylvester/status/802515294002540544
« Last Edit: November 26, 2016, 02:13:44 PM by Jaridan »
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Daman453

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Re: A16 Hype
« Reply #232 on: November 26, 2016, 03:16:16 PM »

I am so ready for alpha 16! Hypeeeeeeeee
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Profugo Barbatus

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Re: A16 Hype
« Reply #233 on: November 26, 2016, 03:20:51 PM »

Its hard to not get a little hype about this. The idea of playing an Imperialist, Military colony is incredibly appealing to me now that I can (Potentially) attack my neighbors and export my favorite dealings of death.
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Grishnerf

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Re: A16 Hype
« Reply #234 on: November 26, 2016, 03:46:41 PM »

december release Hype"!!"

o god. i will probably forget xmas day with my Family.
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mumblemumble

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Re: A16 Hype
« Reply #235 on: November 26, 2016, 06:55:54 PM »

I wonder, can we literally genocide tribals if attacking is done?
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carbon

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Re: A16 Hype
« Reply #236 on: November 26, 2016, 07:41:57 PM »

"Sensory mechanite blankets for everyone!"

(too soon?)
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mumblemumble

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Re: A16 Hype
« Reply #237 on: November 26, 2016, 07:52:48 PM »

"Sensory mechanite blankets for everyone!"

(too soon?)
Wouldn't sensory mechanite blankets just make obscenely strong, really pissed off tribals? How about a feast laced with luciferium, might go down better.
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Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Profugo Barbatus

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Re: A16 Hype
« Reply #238 on: November 27, 2016, 05:44:36 AM »

I've just been giving thought to the potential mechanical changes that some of these new additions might bring. Tynan's had a lot of time to work on this, and he's said its a pretty big update. Some things that aren't fully fleshed out, might see some more meat now because they'd be useful for these new features.

For example, Traders evidently have to carry their goods, and food for the trip. Pack animals would help with this, but man or beast of burden would likely be balanced by a carry capacity. This would *potentially* indicate a more fleshed out inventory system for pawns, besides simply clothes, guns, and lunch. I mostly suspect this for the latter value of it though in the other systems.

Trading is relatively straight forward for an inventory system, in so far as how its used. Attacks however, would definitely want/need such a system. Mainly, raids would want to bring gear back. Whether the gear is the guns of your fallen friends, or loot from the enemy camp, or a mix of the two, being able to tell someone "Stuff your backpack with gold" or "Sling that mans rifle" would be very useful. Side effects of this would include being able to bring parts, ammo, and spare weapons. Set up your own mortar siege camp, or bring a doomsday launcher to split open a wall and then have the launcher pawn take out his spare weapon. Once you've won/decided to retreat, then you'd have that inventory system to drag back what's left.

Also on the offensive matters, would be medical care concerns. You're gonna want to be able to patch up your wounded in the field before departing to trek back, so being able to carry some medicine into the field would be excellent (Then just slap down some sleeping spots fer some quick field surgery).

All this assumes that combat on different world map cells is something the player can directly involve themselves with. I'd be surprised if that wasn't the case, but it's an assumption none the less.
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deslona

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Re: A16 Hype
« Reply #239 on: November 27, 2016, 06:29:32 AM »

I've just been giving thought to the potential mechanical changes that some of these new additions might bring. Tynan's had a lot of time to work on this, and he's said its a pretty big update. Some things that aren't fully fleshed out, might see some more meat now because they'd be useful for these new features.

For example, Traders evidently have to carry their goods, and food for the trip. Pack animals would help with this, but man or beast of burden would likely be balanced by a carry capacity. This would *potentially* indicate a more fleshed out inventory system for pawns, besides simply clothes, guns, and lunch. I mostly suspect this for the latter value of it though in the other systems.

Trading is relatively straight forward for an inventory system, in so far as how its used. Attacks however, would definitely want/need such a system. Mainly, raids would want to bring gear back. Whether the gear is the guns of your fallen friends, or loot from the enemy camp, or a mix of the two, being able to tell someone "Stuff your backpack with gold" or "Sling that mans rifle" would be very useful. Side effects of this would include being able to bring parts, ammo, and spare weapons. Set up your own mortar siege camp, or bring a doomsday launcher to split open a wall and then have the launcher pawn take out his spare weapon. Once you've won/decided to retreat, then you'd have that inventory system to drag back what's left.

Also on the offensive matters, would be medical care concerns. You're gonna want to be able to patch up your wounded in the field before departing to trek back, so being able to carry some medicine into the field would be excellent (Then just slap down some sleeping spots fer some quick field surgery).

All this assumes that combat on different world map cells is something the player can directly involve themselves with. I'd be surprised if that wasn't the case, but it's an assumption none the less.

I think it may be better and simpler to make trade caravans akin to the elf caravans in DF...i.e.


That said, individual colonists/people should have a carry limit. Again, far into the distance I think. Best to be planned, balanced and fleshed out in the next few alphas.
« Last Edit: November 28, 2016, 06:55:55 PM by deslona »
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