Tynan please don't cut the tornado!

Started by dkmoo, November 23, 2017, 08:22:38 PM

Previous topic - Next topic

dkmoo

Hi Tynan, I saw from a different post that you responded with the plan to cut it and turn it into a weapon instead. I really hope you don't do it because I think players like it as disaster but just don't like the fact that there's very little counter or preventive measures to it. I would rather you keep it and implement a few counters such as the ones listed below.

1) make it so that it can only spawn outside of your home zone (but can path thru the colony)
2) make it deal MORE damage on outside tiles - I want to see an epic path if destruction.  But the damage can be mitigated for indoors. (See next point)
3) this is an important one that'll address most of the players' issues with the current version of the tornado: give tiles close to walls damage mitigation - ie, tiles next to wall has 25% damage reduction for each side (so 1 tile with 4 walls around it will be fully protected). This % then decreases with distance away from the  wall, reaching 0%  around 3- 5 tiles away. This will make small rooms offering better protections against tornados. Tiles closer to walls will be safer, and Larger rooms are more vulnerable in the middle but can be improved by support pillars.
4)a late game tech that gives a device that wiill have a chance to alter the path of the tornado
5) make wind turbines operate at 100% For the duration of tornado
6)Do NOT give the ability to build thick roof (like the mountaintop) bc this will make siege raids pretty harmless...

Thank you. Please consider this plea!

Bolgfred

Quote from: dkmoo on November 23, 2017, 08:22:38 PM
give tiles close to walls damage mitigation - ie, tiles next to wall has 25% damage reduction for each side (so 1 tile with 4 walls around it will be fully protected). This % then decreases with distance away from the  wall, reaching 0%  around 3- 5 tiles away. This will make small rooms offering better protections against tornados. Tiles closer to walls will be safer, and Larger rooms are more vulnerable in the middle but can be improved by support pillars.

This would be the best thing happening. Actually one could say it was bad game design, the tornado doesn't already have some logic like this.

In this way: " Tynan please don't cut the tornado!"
"The earth has only been lent to us,
but no one has said anything about returning."
-J.R. Van Devil

Emulsion

+1  :)
That sounds great!
In this case it still'd be a threat but players would be able to protect their real valuables by spending resources and planning ahead.

So,yeah: "Please don't cut the tornado!"

Disnof

How is random destruction by mother nature not perfect for RimWorld?

Must keep tornado!

Jibbles

Quote from: dkmoo on November 23, 2017, 08:22:38 PM
Hi Tynan, I saw from a different post that you responded with the plan to cut it and turn it into a weapon instead.

Ha be cool to see it as a weapon.  I hope he at least leaves the tornado in the scenario editor.

Shurp

Quote from: dkmoo on November 23, 2017, 08:22:38 PM
3) this is an important one that'll address most of the players' issues with the current version of the tornado: give tiles close to walls damage mitigation - ie, tiles next to wall has 25% damage reduction for each side (so 1 tile with 4 walls around it will be fully protected). This % then decreases with distance away from the  wall, reaching 0%  around 3- 5 tiles away. This will make small rooms offering better protections against tornados. Tiles closer to walls will be safer, and Larger rooms are more vulnerable in the middle but can be improved by support pillars.

I just wanted to second this thought.  This sounds perfect!  It even makes sense!  You can create 2x2 safe-rooms where objects only take 25% damage (perfect for hiding valuables and keeping pawns alive) while everything else gets trashed. 

More damage over a wider area but with less intensity also sounds great.  So you wind up with lots of damaged solar panels and windmills that have to be repaired rather than a few being destroyed.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

SpaceDorf

Quote from: dkmoo on November 23, 2017, 08:22:38 PM

5) make wind turbines operate at 100% For the duration of tornado


Actually Wind Turbines should shut down when a Tornado is on the map, else the force of the wind could destroy the Turbine or Rotorblades without getting close or create power surges in your power grid
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

dkmoo

#7
Quote from: Shurp on November 24, 2017, 09:07:54 AM
You can create 2x2 safe-rooms where objects only take 25% damage (perfect for hiding valuables and keeping pawns alive) while everything else gets trashed. 

My original thought was for each side to have 25% damage reduction that's stackable for each direction with a wall, and also have this DR % decrease with distance. So for ex, 2 tiles away 15% DR, 3 tile away 5% DR. So in your 2x2 room each tile will have 25%+25%+15%+15% = 80% DR, or only take 20% damage.

We can let Tynan/community decide on the actual % and the distance DR phase out rate, but the idea here is that this mechanic makes 1) smaller rooms safer, and larger rooms increasingly more vulnerable away from the walls. 2) make double/triple layer walls have meaning - by offer more protection - ie, a triple thick wall will offer 25%+15%+5% = 45% DR from a single side alone for the directly-adjacent tile.

firefistus

And PLEASE make it so visitors don't get mad at you for getting hurt by a visiting tornado.

Snafu_RW

#9
Tornadoes are more irritating than hurricanes IRL in the sense of their unpredictability WRT pathing. Hurricanes do more dmg over a wider-spread area but their pathing is (fairlly) predictable; tornadoes do a lot of dmg in a small area but their pathing is pretty much unpredictable!
How about:

       
  • Tornadoes only spawn on flatlands (WRT the biome you have)
  • They will rip off constructed roofs & scatter & damage/destroy items inside
  • They will destroy wood walls & damage stone constructed walls (to say 25% of its current HP), damage natural rock (to say 50% of its current HP) but not destroy it outright from 100% (avoiding partially-dmged outcrop issues).
  • They will ignore pathing WRT constructed walls but respect pathing WRT natural stone/mountain
  • A constructed device (Tornado Warning) siren would be availabe to get pawns under cover, with some research (maybe a meteorologist specialist?) Tribals could gain an early similar effect by using an 'animal watch' research that dead-ends
  • Possibly a 'hardened roof' could be added - not sure I like this idea..
  • Since most tornado/hurricane dmg is IRL caused by debris hurled thru the air, perhaps some sort of mechanic could simulate this (eg your pawn's close to a stockpile full of stuff, they're gonna be badly hurt/killed)
  • Animals (all animals, not only trained) should flee as if being hunted
Just some thoughts; I'm sure there are other ideas floating out there..
Dom 8-)

Elixiar

Finally had one tear through my colony and cause incredible damage to my defenses, wall, and living areas only for a massive tribal raid to captialise on the breach and flood into my colony.


I love it. I think it should always spawn from the edge of the map though. And maybe a notification 2 days or a day in advance that one is on the horizon.
Also, a 'storm depressor' late game device would be nice that dissapates the tornado if it hits the radius maybe, or acts as like an invisible barrier for the tornado.

That'd be a good countermeaasure.
#votekeepitin
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

lauri7x3

i like the tornado as it is now more then in some weapon..

gipothegip

I like the tornado as well. I'd rather they didn't remove it.
Should I feel bad that nearly half my posts are in the off topic section?

Andy_Dandy


mean

It should appear only in proper climate zones, and there should be an adequate response to it other than only having a mountain base.