How to bring the colonies out into the open again?

Started by stefanstr, September 27, 2014, 04:49:59 AM

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Alpha393

Actually, you're a bloody genius. Flare shotgun incendiary launcher rework? Burns and lights up half the enemy team when you fire it  ;D

My point with the flares was to make a launcher focused entirely around support, in this case by providing light to see them clearly, allowing colonists to deal with enemies more easily.

Would help so much with improving nighttime accuracy.

buttflexspireling

Well, I was actually going to recommend having corporate espionage wars
between feuding neighborhood home-owning family companies last week. This was to be done through installment of surveillance devices on corporate entrances. However, I feel that has been done already by such games as Death Gate and The Granstream Saga.

Kegereneku

#512
Quote from: DariusWolfe on August 18, 2016, 02:21:51 PM
Okay.

First I'll start by saying that if you considered my last post a personal attack, you must live in an exceedingly polite corner of the internet. Second, your insinuation that I'm lying was subtle, but not that subtle; It's irrelevant though, because some very quick research will support my points, whether you accept my expertise or not.

I fear that pointing that out might worsen it ("insinuating" that you could be wrong), but you misunderstood my intent.
I was only reminding you (maybe in a too antagonistic way ?) that on the internet, some person lie, some person DON'T but are not fully qualified to make general claim into truth. And yet most they'll claim to have enough expertize. I also hinted at the Dunning-Kruger effect. We just can't trust expertize claim even if I want to because only reader can judge of our (awesome no doubt) rhetoric.

So if it can avoid an outright rejection of what I said before, YES WALL ARE STILL USEFUL MILITARILY SPEAKING *In very specific military context that are not necessary applicable or good to force within a colony game like Rimworld.
Not that there is much left to say, because I consider you basically got my point about the gameplay. Simply that we have to slalom between what we want and what would actually improve the game.

As far as I'm concerned I don't have more to add for now. The coming addition of MINING MACHINE is much of a game changer and will certainly derail our current balance ideas, though "mortar causing cave-in", "non human-seeking hunterpack"& "better soil outdoor" stay safe bet for me.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Alpha393

If the new resource zones are infinite, I can see resource wars becoming a thing. Enemy group enters and hijacks your drill or builds their own, you have to uproot them if you want your drill back.

Kegereneku

Just reminding people that having a game that STOP, even on a single map, is not a bad thing.
No need to take the whole mining-things as a clue that we "should" colonize the planet or turn the game into a wargame.

Aside, after rethinking about it, the mining-machine will be for late-game, but before that we still need to find a way to not make perimeter-wall an obligation.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

chaotix14

Quote from: Kegereneku on August 20, 2016, 03:17:10 AM
Just reminding people that having a game that STOP, even on a single map, is not a bad thing.
No need to take the whole mining-things as a clue that we "should" colonize the planet or turn the game into a wargame.

Aside, after rethinking about it, the mining-machine will be for late-game, but before that we still need to find a way to not make perimeter-wall an obligation.

And for the no perimeter wall obligation the manhunter packs need to be changed drastically. https://youtu.be/6vhG9E8o_e0?t=1112 This is one of the best examples of why the manhunters need to go if Tynan wants open colonies, like he has always been trying to push people towards.

ThiIsMe007

#516
Quote from: chaotix14 on August 20, 2016, 03:58:51 AMThis is one of the best examples of why the manhunters need to go if Tynan wants open colonies, like he has always been trying to push people towards.

Do you mind sharing the source of this please, unless I missed it on the Reddit AMA ?

I would be interested in reading more about the game design motivations behind Rimworld.

chaotix14

Quote from: ThiIsMe007 on August 20, 2016, 04:16:02 AM
Quote from: chaotix14 on August 20, 2016, 03:58:51 AMThis is one of the best examples of why the manhunters need to go if Tynan wants open colonies, like he has always been trying to push people towards.

Do you mind sharing the source of this please, unless I missed it on the Reddit AMA ?

I would be interested in reading more about the game design motivations behind Rimworld.

As long as I can remember he's been against dwarven strongholds(even back when it literally was the only real way to deal with the waves upon waves of raiders thrown at you) and been trying to promote open colonies, and not walling in. The sieges I remember being implemented for the sole reason of getting people out of their killboxes and fortresses(boy did that backfire, the naturally larger open colonies take the most damage from sieges). Which makes it all the more surprising when he implemented the manhunter packs and basically the only solutions to defend against them was slaughter in a killbox or walling yourself in(two things he previously has always been trying to discourage).

I would go find sources, but digging through years of Tynans posts to find ones that explicitly state his opinion would feel a bit of a waste of time, especially since the ones I remember are pretty old.

ThiIsMe007

Quote from: chaotix14 on August 20, 2016, 05:07:25 AMAs long as I can remember he's been against dwarven strongholds(even back when it literally was the only real way to deal with the waves upon waves of raiders thrown at you) and been trying to promote open colonies, and not walling in. The sieges I remember being implemented for the sole reason of getting people out of their killboxes and fortresses(boy did that backfire, the naturally larger open colonies take the most damage from sieges). Which makes it all the more surprising when he implemented the manhunter packs and basically the only solutions to defend against them was slaughter in a killbox or walling yourself in(two things he previously has always been trying to discourage).

I would go find sources, but digging through years of Tynans posts to find ones that explicitly state his opinion would feel a bit of a waste of time, especially since the ones I remember are pretty old.

No worries about the source, and thank you.

I really enjoyed reading through the Reddit AMA, and equally enjoyed reading your short recollection.

SpaceDorf

Yeah, I too would like the hunter pack to act as "meat-beavers" coming from somewhere and eating everything they get hold of ( spawn with lowest hunger value to really push it ) they would not go directly for your colonists, but swarm out over the map,
and if a colonist happens to be the nearest target .. yum.
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.
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Alpha393

I think I found a way to encourage more open play styles: decrease the odds of brainshots, decrease the failure rate of surgeries and make good quality treatments more common. With injuries being safer and easier to heal, people will be ever so slightly more willing to risk injuries by using colonists to defend without resorting to a killbox.

DariusWolfe

Quote from: Alphanoob393 on August 20, 2016, 04:11:06 PMI think I found a way to encourage more open play styles: decrease the odds of brainshots, decrease the failure rate of surgeries and make good quality treatments more common. With injuries being safer and easier to heal, people will be ever so slightly more willing to risk injuries by using colonists to defend without resorting to a killbox.

The problem is that you're literally suggesting that making the game easier will make people more willing to take risks. You're absolutely correct; As someone who plays XCOM on middling difficulty, I get to play with a considerably more aggressive playstyle than those who play on Impossible difficulty. I dare say it's a lot more fun to play my way, but rogue-likes and semi-roguelikes often attract the hardcore players; One might even go so far as to say that they're the core demographic.

The key is to create options without significantly decreasing difficulty. While mountainhome will often be the easiest, safest way to play, having innate benefits to an open colony will help to ensure that those who choose the easier path have some reward other than the satisfaction of playing a higher difficulty mode.

Alpha393

Not drastically mind you, just enough so I don't end up getting a colonist rendered brain dead every fourth battle or so. Basically just enough so the RNG doesn't constantly make life suck no matter the difficulty. Of course the difficulty could be beefed up in other ways to compensate. More organ hits in place of brain hits? At least then I can fix the damage eventually. Brain hits should definitely stay a thing, just not such a common thing. Correct me if I'm wrong, but isn't an average liver bigger (wider?) than an average brain?

I once saw three brain hits near the end of one colony, and only one had been hit in an organ by anything other than a surgery failure through that entire colony, and only that one organ damaged by gunfire throughout my entire time playing the game. And the guy got brain shot during the same minigun volley. Either the RNG is skewed or I'm very unlucky. Possibly both.

Pax_Empyrean

Making it so that attacks enter the map from the direction of the enemy's town on the worldmap would make outdoor defenses more practical compared to backing yourself into a corner so you can deal with anything that appears from anywhere. Maybe throw some noticeably smaller raids from other sides.

Alpha393

Quote from: Pax_Empyrean on August 21, 2016, 02:19:55 AM
Making it so that attacks enter the map from the direction of the enemy's town on the worldmap would make outdoor defenses more practical compared to backing yourself into a corner so you can deal with anything that appears from anywhere. Maybe throw some noticeably smaller raids from other sides.

This could work quite well in conjunction with viewing the map after world generation to figure out which side needs security improved sooner