Anti-stockpiling suggestions

Started by Pulaskimask, June 07, 2014, 04:38:41 PM

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Pulaskimask

Right now it is really easy to stockpile energy, food, etc. This is not good as it makes it too easy to turtle. I have thought up some ideas to make it harder:

1. Batteries lose their charge over time. In real life batteries lose their charge, why not in Rimworld? This would make it so that you couldn't just have rows and rows of batteries unconnected to the powergrid waiting for emergency, you would have to recharge them every once in awhile. This wouldn't remove the strategy of having back-up batteries, just make it less effective/easy. Additionally battery leakage could be made a thing, and different types of batteries could always be introduced with varying properties such as how much stored energy they lose, their chances of leaking, their internal resistance controlling potential power output, etc.

2. Preserving food. Berries can be made into jam. Meat can be smoked. Potatoes? I have no idea how to preserve potatoes without a freezer. Preserved food would provide less happiness/nourishment to colonists than fresh food. It would also require time to preserve the food. This way you don't have vast reserves of food piling up that never goes bad.

3. Weapons jamming. This isn't really related but I just thought of it. A weapon can randomly become jammed and needs cleaning to use. When a weapon becomes jammed it turns into a "jammed weapon" and your character automatically unequips it and in order to re-equip it must first be cleaned to turn it back into a "weapon". This could promote having more weapons lying around in case of a fight and you want to just grab another weapon as opposed to taking the time to clean your current weapon. Could also be used to help balance certain weapons where changing other weapon parameters wouldn't make sense.

johntiger

#1
First idea have some merit if vanilla have switch systems instead of having to destroy and then construct the conduit.

2nd idea should provide more nourishment and happiness due to variety of food types, not less since they takes time, come on who doesn't like jams on toasted bread, cooked meat like tri-tip, or mashed potatoes (btw raw potatoes can last for long time as long as you keep them in the dark so they don't grow roots because toxicity increased within the green growths). Those three homemade foods should combine to become lavish meals, which provides bigger happiness.

3rd idea would make good addition if you can add durability to weapon. Each firing reduces durability. When durability pass 75 percents, start incrementing the chance of gun jamming or malfunctions above zero. Durability can refresh to 100 with maintenance repair by crafting or gunsmith. It makes good harmony with weapon customization.

Coenmcj

Batteries already have a sort of internal resistance; the efficiency, I've used a mod where different battery sizes had different efficiency's, the larger ones had higher resistance and a lower flow of power, but had a larger capacity while the smaller batteries had lower resistance and a higher flow of power, yet smaller capacities.

While I would like added complexity, the idea of having my batteries losing power while they're unplugged just doesn't appeal to me.
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Untrustedlife

Quote from: Pulaskimask on June 07, 2014, 04:38:41 PM
Right now it is really easy to stockpile energy, food, etc. This is not good as it makes it too easy to turtle. I have thought up some ideas to make it harder:

1. Batteries lose their charge over time. In real life batteries lose their charge, why not in Rimworld? This would make it so that you couldn't just have rows and rows of batteries unconnected to the powergrid waiting for emergency, you would have to recharge them every once in awhile. This wouldn't remove the strategy of having back-up batteries, just make it less effective/easy. Additionally battery leakage could be made a thing, and different types of batteries could always be introduced with varying properties such as how much stored energy they lose, their chances of leaking, their internal resistance controlling potential power output, etc.

2. Preserving food. Berries can be made into jam. Meat can be smoked. Potatoes? I have no idea how to preserve potatoes without a freezer. Preserved food would provide less happiness/nourishment to colonists than fresh food. It would also require time to preserve the food. This way you don't have vast reserves of food piling up that never goes bad.

3. Weapons jamming. This isn't really related but I just thought of it. A weapon can randomly become jammed and needs cleaning to use. When a weapon becomes jammed it turns into a "jammed weapon" and your character automatically unequips it and in order to re-equip it must first be cleaned to turn it back into a "weapon". This could promote having more weapons lying around in case of a fight and you want to just grab another weapon as opposed to taking the time to clean your current weapon. Could also be used to help balance certain weapons where changing other weapon parameters wouldn't make sense.

TBH Im not sure about this...... yeah right now the balance is shifted towards being easy.. but tynan wants the player to die eventually...Weapon jamming is a hard idea to sell.
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