We make bad suggestions and come up with horrible ideas.

Started by Eric, January 03, 2017, 11:54:58 AM

Previous topic - Next topic

SpaceDorf

Quote from: Kegereneku on February 14, 2017, 02:44:34 PM
Idea : Colonist randomly talk about movie, and sometime tell spoiler out loud. Resulting in mood malus

And even social fights ..

This could be enhanced by random mood modifiers of how much the pawns like or dislike the stuff they get on tv.
the girls get +5 for a romcom, while the brawler gets a -10 when they where watching at the same time.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

b0rsuk

#211
Train bears to treat wounds. I'm going to play all-melee colony next, and I'd like bears to apply glitterworld medicine on my doctor after rescuing him.

JimmyAgnt007

People with the hippy trait should try talking to raiders during battle and be impossible to draft.

b0rsuk

Quote from: JimmyAgnt007 on February 15, 2017, 01:23:02 PM
People with the hippy trait should try talking to raiders during battle and be impossible to draft.
Make them consume smokeleaf together. Or have sex instead of war. Then an empath, sex slave or other 'violence disabled' colonist may contribute to raid defense.

XeoNovaDan

Wait, so that'll give convent child sheriffs a use?

Limdood

Trigger happy now works like pyromaniac.  The trigger happy pawn will now randomly get non-mood related mental breaks and start spraying bullets all over.

O Negative

Quote from: Limdood on February 16, 2017, 12:13:29 AM
Trigger happy now works like pyromaniac.  The trigger happy pawn will now randomly get non-mood related mental breaks and start spraying bullets all over.

Pyromaniacs should equip incendiary launchers (when possible) before starting their fire spree :D

SpaceDorf

Quote from: O Negative on February 16, 2017, 12:18:41 AM
Quote from: Limdood on February 16, 2017, 12:13:29 AM
Trigger happy now works like pyromaniac.  The trigger happy pawn will now randomly get non-mood related mental breaks and start spraying bullets all over.

Pyromaniacs should equip incendiary launchers (when possible) before starting their fire spree :D

That actually happened with the Practice Target / Hospitality mod combo ..
a guest went to "shoot a few rounds" with a fucking incendiary launcher ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Limdood

the careful shooter and neurotic traits should combine to make the pawn repeatedly cancel and restart the aiming step on firing their weapon...you know...they have to make SURE it's perfect.

JimmyAgnt007

Quote from: Limdood on February 16, 2017, 10:02:48 AM
the careful shooter and neurotic traits should combine to make the pawn repeatedly cancel and restart the aiming step on firing their weapon...you know...they have to make SURE it's perfect.

but only if the target is moving, attacking, bleeding out, and so on.  Once the target is dead they keep trying to get a headshot before they can go after another target.

SpaceDorf

The ADD and ADHD Traits ..

The pawns starts to do anything they may find interesting at the moment until they lose interest.
Completely Ignores Work and Restriction Settings.
Also they tend to confuse other colonists they talk to.

They differ in that the H type prefers physical labor type and moves a bit faster, while the nonH type prefers to be indoors and has a slightly longer attention span.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

JimmyAgnt007

Tynan gets a text message every time the error log pops up.

keylocke

is this a subjective thread about :

if i hate something and post it here, it's automatically a horrible idea, therefore anybody else who likes what i hate is poop.

hahaha.

carbon

Make dirt/blood splatter/vomit a haul-able item.

Cleaners just pick it up and put it in a pile at their feet. Haulers have to then come through and carry it away.

XeoNovaDan

There is an extremely rare chance of a friendly mechanoid faction that will deploy on top of any raiders that dare cross your colony, and these friendly mechanoids will be pink, and have 99.367x more health and 1.447x more speed than ordinary mechanoids - for example:

One peg-legged drifter with a 22% awful marble club? There could well be a surprise consisting of a mix of 5 pink centipedes and 4 really bright pink scythers to absolutely make sure that the poor peg-legger gets absolutely obliterated.

Or if you're getting a massive infestation in your 12 year-old mountain base? It's all good, the friendly neighbourhood mechanoids will smash through the overhead mountain underneath which these nasty hives lurk, and they'll provide a complimentary exterminator service.

Additionally, it's impossible for colonists and friendlies to be friendly-fired by these friendly mechanoids, so your people and pets can walk straight into the hellfire that is 50 inferno cannon centipedes, and come out utterly unscathed. You can also give a friendly scyther some yayo, and there's a really good chance that it'll join your colony, and will act as a colonist. Even better, it has its health multiplied by 10, and only adds ONE silver to your colony's overall wealth!