More Research Please

Started by Barkleybark, July 17, 2014, 12:06:28 AM

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Barkleybark

I love games with lots of upgrades.  The more the better!  So please add more to the research bench.  Maybe 3 tiers?

Here are some ideas... ;D

Human health (10%, 20%, 30%)
Human movement speed (10%, 20%, 30%)
Human learning skills speed (10%, 20%, 30%)
Turrets damage (5%, 10%, 15%)
Turret range (10%, 20%, 30%)
Turret toughness (10%, 20%, 30%)
Mortar damage (5%, 10%, 15%)
Mortar accuracy (10%, 20%, 30%)
Mortar cool down (10%, 20%, 30%)
Tougher walls (10%, 20%, 30%)
Faster pickaxe (10%, 20%, 30%)
Energy Efficient (10%, 20%, 30%)

Just to name a few. So what do you guys think?  Have any you would like to see added?


Deux

I wonder, you can mine into a mountain, but will we ever see a system where you can mine down a level?

BetaSpectre

Adding levels will be really something insane, its like a whole new map, IMO it'd be too much to put in.
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

StorymasterQ

Adding research items shouldn't be too hard, should it? It's the coding for the research results is what's hard :D
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Shinzy

Quote from: StorymasterQ on July 17, 2014, 01:30:40 AM
Adding research items shouldn't be too hard, should it? It's the coding for the research results is what's hard :D

I don't think it's too too hard? all those speed/toughness/cooldowns/accuracy things mentioned are already coded in. It should only come down to giving them a permanent boost, right?

and faster picks are already in the research!

ooh and adding undeground map? that'd give the gameplay whole new layer and raise the experience to completely new level! (eehehehehe)

oh god, sorry =P
I'll just go spam darude sandstorm in the youtube comments now

vagineer1

Quote from: Shinzy on July 17, 2014, 06:06:40 AM
Quote from: StorymasterQ on July 17, 2014, 01:30:40 AM
Adding research items shouldn't be too hard, should it? It's the coding for the research results is what's hard :D

I don't think it's too too hard? all those speed/toughness/cooldowns/accuracy things mentioned are already coded in. It should only come down to giving them a permanent boost, right?

and faster picks are already in the research!

ooh and adding undeground map? that'd give the gameplay whole new layer and raise the experience to completely new level! (eehehehehe)

oh god, sorry =P
I'll just go spam darude sandstorm in the youtube comments now

Sorry but Tynan said that there will most likely never be a Z-Axis in the game.
You see this tank?

This tank is the epitome of "I'm going to destroy you"


This tank can make Chuck norris cry.

All hail the Takemikazuchi.

Ramsis

Hi friend, you seem to be a whore for research and options!

Go try this mod: http://ludeon.com/forums/index.php?topic=3464.0

TTM literally takes RimWorld and adds an additional 6-12 hours of gameplay with custom research, custom events, and a complete overhaul of the building system and tech tree.
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

bjo0rn

Your suggestion makes sense from a gameplay perspective, but  how would you practically realize movementspeed, health and learning rate bonuses in the realm of RimWorld? Exoskeletons, genetic manipulation and cognitive psychology?

Barkleybark

Quote from: bjo0rn on July 17, 2014, 11:58:03 AM
Your suggestion makes sense from a gameplay perspective, but  how would you practically realize movementspeed, health and learning rate bonuses in the realm of RimWorld? Exoskeletons, genetic manipulation and cognitive psychology?

I don't know bro... they were just ideas. I have no clue how to make them work. That's Tynan's job. ;D
All I know is, I like upgrades and since the game keeps getting harder and harder over time, lots of upgrades sound like something that would help you last longer...

Barkleybark

Quote from: Ramsis on July 17, 2014, 09:25:44 AM
Hi friend, you seem to be a whore for research and options!

Go try this mod: http://ludeon.com/forums/index.php?topic=3464.0

TTM literally takes RimWorld and adds an additional 6-12 hours of gameplay with custom research, custom events, and a complete overhaul of the building system and tech tree.

Thanks, I'll check it out, but I'm more of a vanilla player. Not really into mods...

Shinzy

Quote from: bjo0rn on July 17, 2014, 11:58:03 AM
Your suggestion makes sense from a gameplay perspective, but  how would you practically realize movementspeed, health and learning rate bonuses in the realm of RimWorld? Exoskeletons, genetic manipulation and cognitive psychology?

Drugs!!
like in all them old timey wars
yeah? no? aw..

putsam

Quote from: Barkleybark on July 17, 2014, 02:22:47 PM
Quote from: bjo0rn on July 17, 2014, 11:58:03 AM
Your suggestion makes sense from a gameplay perspective, but  how would you practically realize movementspeed, health and learning rate bonuses in the realm of RimWorld? Exoskeletons, genetic manipulation and cognitive psychology?

I don't know bro... they were just ideas. I have no clue how to make them work. That's Tynan's job. ;D
All I know is, I like upgrades and since the game keeps getting harder and harder over time, lots of upgrades sound like something that would help you last longer...


Instaed you should be able to increase speed with shoes

bobucles

What's with all this busywork research? Stat boosts are mundane and 99% of these upgrades are already obsoleted by BETTER features from the mod pack. Want firepower? Upgrade turrets. More health? Build armor. Hauling capacity? Conveyors. Defense? Shields.

The only thing missing from the mod pack is that your crew can't equip upgraded tools to perform their job faster (like a power drill or auto scythe or anything like that).

tommonius

More research is a great thing!!

I would like to see some more turret customization and different methods of fire, a rubber bullets firing mode to learn how to incapacitate people easier would be sweet and tougher turrets would be great.

I would love to be able to research a clone machine so you can vat grow more colonists. Maybe have an  event to have one get dropped onto the map and you capture it and research how to use it and even then it takes a month or two to grow one and you can pick stats with it taking longer with each new grown person.