Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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Boboid

Quote from: Wanderer_joins on June 28, 2018, 03:50:57 AM

a deep drill at best gives back around 200 steel with the drill

What? Each successful lump from a deep drill yields 38 steel with a 100% yield miner ( 8 skill or higher). Each drill covers a 3x3 area which means even if each square could only be mined once it would yield (38x9)342 steel. You also get 75% of the materials used to construct a deep drill back when you deconstruct it bringing the total up to 417 steel and 2 components(441 steel including the components)

If each square was only mined once you would still be gaining 402 steel per drill.

And.. each square covered by a deep drill can be mined multiple times though I'll admit to not knowing the exact number. Each square starts green and progresses through shades of yellow/red until it's exhausted and the overlay disappears.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

lwki

Quote from: Tynan on June 28, 2018, 02:53:37 AM
My main concern about what awful-normal said what the sense of deep drilling being grindey. How can we alleviate it? I'm open to ideas here. My first thought is to make more infestations and balance that with faster drilling, but that seems kind of punishing. Or make the drills tankier so the bugs can't destroy them easily. Hmm.
What about making it a little more dynamic?
Make drilling way faster so you can stay at x1 speed.
After every lump infestation spawns, at the beggining numbers are small but they rise with time.
Rewards rise aswell with danger level.
Also bigger drilling area would be great 9x9 instead of 3x3 for example

Madman666

An infestation after each and every lump? Really? Dunno about you, but i kind of want to mine steel without turning my colony into a ceasless warzone.

lwki

At the start it would be like 1-3 bugs, you could stop after every lump so you get low bugs and probably still more resources than now

East

Deep drill worms do not come out more than expected, it takes time to get out, and because it is melee above all, it was not difficult if you had enough firepower. Research of deep drills is very late game, so you can get enough firepower.

Wanderer_joins

Quote from: Boboid on June 28, 2018, 04:06:51 AM
each square covered by a deep drill can be mined multiple times though I'll admit to not knowing the exact number.

ok, i didn't pay attention to that, so definitely the limiting factor is drilling speed. though a larger drill/ moveable drill wouldn't hurt.

RemingtonRyder

Quote from: Tynan on June 28, 2018, 02:53:37 AM
My main concern about what awful-normal said what the sense of deep drilling being grindey. How can we alleviate it? I'm open to ideas here. My first thought is to make more infestations and balance that with faster drilling, but that seems kind of punishing. Or make the drills tankier so the bugs can't destroy them easily. Hmm.

Maybe there could be a warmup time for the drill before it hits optimum efficiency? Or maybe it heats up over time and has to cool off after use instead of drilling 24/7? Maybe you can mount spinning blades of death on the drill so that it isn't just a helpless machine any more? :)

Scavenger

#832
Or, perhaps the drill bit wears down, and you have to replace it much like the turret barrels. Instead of constantly replacing the entire thing.

Perhaps make it tanky as well, with the drill bit replacements serving as an upkeep cost. You can also make it a mobile drill, on some kind of trailer maybe, to stop from having to constantly break it down and rebuild elsewhere.

I just had a hilarious internal image of a drill on wheels being pulled by beasts of Burden haha.
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

Bones

#833
Quote from: Tynan on June 28, 2018, 02:53:37 AMMy main concern about what awful-normal said what the sense of deep drilling being grindey. How can we alleviate it? I'm open to ideas here. My first thought is to make more infestations and balance that with faster drilling, but that seems kind of punishing. Or make the drills tankier so the bugs can't destroy them easily. Hmm.

I would love if the infestation wouldn't damage the drills, they came from there, it's their way to escape from the caves below so they shouldn't see it as something to be destroyed but an open path to call more infestations.

So the player has to kill the infestation and do some action to stop the drill from bringing more of them. If left unattended the infestation would get bigger over time.

The initial infestation should be small and easy to take care of. Then you put a counter on that drill and subsequent infestations from there will get bigger and bigger.

There should be an action called 'Drop bomb on the hole' or 'Set poisonous gas on the hole' so the drill will stop bringing infestation and you can resume drilling.

With this drilling becomes more of a story to be told than a nuisance to be dealt fast and forgotten. It will also make players abandon drills that got too many infestations if they were unlucky to get them on that drill.

And then you can increase the rate of the initial infestation but decrease the rate of subsequent infestations that are harder.

EDIT: Also probably increase the reach a drill has, so the player has to deal with less drills on the map, less micro management.

Vito1189

Quote from: Tynan on June 26, 2018, 05:39:38 AM
Surprised: No discussion yet about how the armor system has been completely redone with armor penetration, damage diminshment (from gunshot to bruise), etc.

Anyway, quick update going up. Changelog:



-----

Building watermills too close together now makes them less effective (water turbulence).
Adjust naked brutality description.
Reduced "soaking wet" duration and made it happen in rain as well as water.
Fix: Minor issues with time speed slowing in combat.
Autocannon turret is now significantly more powerful and somewhat more expensive.
Fix: Pawns who are incapable of hauling can still do opportunistic hauling jobs.
Multi-analyzer no longer requires advanced components. Plasteel is enough.
Buffed wind turbine power output 15%.
Insect meat is now priced lower than other meat.
Fix: Some text still uses the term "joy" instead of "recreation".
Greetings uncle Tynan and good job!! I love Rimworld
Call me Clap

Tynan

Quote from: East on June 28, 2018, 03:37:07 AM
-It is the final 4 hours game video. Through this, you can experience the enemy's raid cycle or the difficulty of the last battl.
https://youtu.be/25SrC_5oopQ

Honestly I find this ending epic. Great post and thanks for the video. I'm sad I cannot understand Korean.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Madman666

Now that i watched that epic video, I kind of think armor blocking a hit could use a couple more variations of clinking sounds. The one it has now feels nice, but a bit of variety won't hurt.

Lech

#837
I have no idea how to force my pawns to put bound animal to grave. Hauling is grayed, I can't assign animal to grave too. They somehow did this, but I can't force them to. 
How does bed rest work now? I see my pawn doesn't care about his infection 82% (imm 60) and keeps feeding prisoners, even though resting is higher priority.

SpartanStu23

I've been playing Tribal start, Cassie Extreme for a few days.  Going good.  Love the changes.  I have discovered though that when I click history, then statistics, that the game shows Im playing Hard difficulty. 
Clips for evidence of the event:
Discovery of hard mode:https://clips.twitch.tv/DelightfulRelentlessPoultryFunRun
Selection of difficulty at the beginning:https://clips.twitch.tv/InspiringFragileCarabeefChocolateRain

Syrchalis

Quote from: Madman666 on June 28, 2018, 06:37:47 AM
Now that i watched that epic video, I kind of think armor blocking a hit could use a couple more variations of clinking sounds. The one it has now feels nice, but a bit of variety won't hurt.
One could do what Blizzard does: Pitch the same sound randomly a bit higher/lower (adjustable range) whenever it's generated. This is how in Starcraft 2 the same sound can overlap a lot without sounding too repetitive or just louder.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.