Alpha 8?

Started by Visitor000, October 02, 2014, 05:39:15 AM

Previous topic - Next topic

MajorFordson

I'd like people to stop shooting like they're short sighted when the enemy is only 20m away. Understandable that gun fights have to have a little inaccuracy to them because they would be over too fast, but firing a pistol over and over and not hitting a guy 20m away is just stupid. Giving weapons more realistic accuracy would give better tactics, ie riflemen wouldn't want to get close to pistols because the pistols shoot faster with the same accuracy of a rifle up close, whereas the rifle is accurate at long distance and out ranges pistols.

Varnhagen

Quote from: MajorFordson on October 02, 2014, 07:53:46 PM
I'd like people to stop shooting like they're short sighted when the enemy is only 20m away. Understandable that gun fights have to have a little inaccuracy to them because they would be over too fast, but firing a pistol over and over and not hitting a guy 20m away is just stupid. Giving weapons more realistic accuracy would give better tactics, ie riflemen wouldn't want to get close to pistols because the pistols shoot faster with the same accuracy of a rifle up close, whereas the rifle is accurate at long distance and out ranges pistols.

Nah, it's okay. It's an abstraction. People move in a firefight, they duck and roll (jump sideways emptying their mags)... A miss is visualized by hitting a different cell and looks short range ridiculous. The alternative of hitting the right square but still not scoring a hit on the pawn would spawn some ugly bug reports. So I can live with it. People are clumsy and without proper training a mess in any firefight. Even on a couple meters/a couple more feet most miss their opponent.
Concerning your tactics: It's in the game! No M-24 wielding sniper will get into shooting distance of a pistol because a pistol is faster. You could and hope for luck, but that ain't no tactic, that's gaming.
Quote from: Drahkon on October 02, 2014, 02:34:23 PM
Tone down limbs being shot off. Nice mechanic, but too much just becomes frustrating instead - perhaps disabled limbs requiring a cast for a long period + chance of infection and shot off more rarely.
Rescue for visitors.
Better flooring control and a solid way to deal with or even place mud/shallow water.
Duster crafting.
Select colonists by weapon. IE: select all m-24 users. Select all melee users.
More stability to damage taken with armor. Kevlar doesn't deflect or nullify damage from bullets, it reduces it and stops it from penetrating to reduce injury severity. Now that armor plate, that makes sense as a % chance.
A basic craftable medkit for more minor injuries.
Less friendly fire hunting, maybe delay the shot if there's a high chance of hitting an ally >.<
I'm right there with you, +1 one all but the first. A firefight is a messy thing and has to be a dangerous and live-changing event. I think they've got the balancing right. And with prosthetic limbs (peg-nose to go with the peg-pinky!) every fight influences the telling of your colony. Before the fight you'd hoped the next trader would carry some nice weapons. Now you hope for a bionic eye and scramble your resources.

Drahkon

Quote from: Varnhagen on October 02, 2014, 08:55:35 PM
I'm right there with you, +1 one all but the first. A firefight is a messy thing and has to be a dangerous and live-changing event. I think they've got the balancing right. And with prosthetic limbs (peg-nose to go with the peg-pinky!) every fight influences the telling of your colony. Before the fight you'd hoped the next trader would carry some nice weapons. Now you hope for a bionic eye and scramble your resources.

That's just it, right now it's either you have replacement parts (or access to them) or you don't.  I'd rather have the choice, let it heal on it's own (slow with risk and possible reduction of function) or amputate and upgrade (fast but expensive).  I expect permanent injury and even death, but not limbs flying across the desert left right and center only to be replaced as soon as they can get back to the repair shop. =P

Varnhagen

Quote from: Drahkon on October 02, 2014, 11:59:59 PM
Quote from: Varnhagen on October 02, 2014, 08:55:35 PM
- snip -
That's just it, right now it's either you have replacement parts (or access to them) or you don't.  I'd rather have the choice, let it heal on it's own (slow with risk and possible reduction of function) or amputate and upgrade (fast but expensive).  I expect permanent injury and even death, but not limbs flying across the desert left right and center only to be replaced as soon as they can get back to the repair shop. =P

That's a very valid point of view and I whole-heartedly agree that the current iteration feels chop shop-ey. I am all in favor of longer healing times - Shattered bones healing within days is a bit far fetched considering that only a very few escape pods would be carrying super sci-fi hospitals. But perhaps it's all thanks to the super advanced sci-fi medkits.
Let's compromise: Keep the current rate of serious and crippling injuries and increase the effort (time and/or resources) it takes to heal.

stefanstr

I think several improvements on the stuff system will be added (interface-wise and new stuff).

What I would like to see (although I don't really hope for it because I don't think it is on the roadmap):
- new targets for raiders (they should not attack blindly but have a goal: steal your food, destroy your power plant, etc.)
- turret consoles (it is an idea from the "How to get colonies out into the open again" thread that I particularly liked - basically it would mean that the turrets are only semi-automatic and you still need a colonist to operate a console for them to work).

MajorFordson

I think the fact that gun fights make up a very large chunk of the action currently means that if firefights are "realistic" in often resulting in permanent injury, it too often leads to defeat or long term suffering. Hopefully we end up seeing a large range of dangers in the game to make gun fights more tense and special, instead of an everyday occurance.
Other potential sources of violent drama -
I'd like to see buildings collapsing in storms/fires
Mining cave ins/minor injuries from falling rocks and bumped heads
Roving predatory animals, even large ones that could break through a wooden wall. The wild boars should already be quite dangerous to colonists if they decide to fight back.
Fallen tree or logging accident

thestalkinghead

i would like the arts and crafts to be added, also something to do with visitors other than capture them, like maybe get your social guy to charm them, or throw them a feast/party, also maybe if they like you they would later walk in with caravans of goods to trade like in dwarf fortress and if they really like you maybe a few people from their group would join your colony, also the ability to make weapons and higher level armour would be good.

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Visitor000

i have a new one the ability to see the pants you put on your colonists and more hair, and to see your hair with hats on

Relationships?
2x1/3x1 doors?
windows

i would also like it if there was more things so you could have a town built, instead of a colony
I am a creator of Worlds. I give birth to children of varying backgrounds. I manipulate and torture at a will, causing pain and suffering to all those around me. But am also merciful in some cases, bringing joy and prosperity when I see fit.

I am an Author.

Hoodinski

I'd love the polar biome. No plants, no wood, just seals, bears and a base carved into a mountain.

skullywag

Quote from: Hoodinski on October 10, 2014, 09:55:32 AM
I'd love the polar biome. No plants, no wood, just seals, bears and a base carved into a mountain.

pfff..penguins...nothing else matters. :p
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Sir_W_Scott

Meh...I'd love to see (in update or mod :3)
A: More than one level for buildings
B: More ways of acquiring energy...maybe burning trash/wind/waves/maybe coal?
C: In the far (hopefully not too far) future a form of online play... something like PVP or just maybe two players on one zone working together?
D: Being able to raid other colonies... only the bad ones of course :P
E: Robots and or androids
F: Transportation for trade/war/random...who would want to ride a tortoise?
G: The general success of this wonderful simulation :3
"Recruitment failed 1% chance"
Prisoner recruitment. What it feels like:
http://sketchtoy.com/66370283

The human meals doesn't help.
« By A Friend »

Visitor000

Quote from: Thravid on October 11, 2014, 02:03:26 AM
ACTUAL ALIEN WILDLIFE...... how can there be wild boar and deer on a random alien planet you just crashed on....... seriously this bugs me really hard
well there are no real aliens in Rimworld.
I am a creator of Worlds. I give birth to children of varying backgrounds. I manipulate and torture at a will, causing pain and suffering to all those around me. But am also merciful in some cases, bringing joy and prosperity when I see fit.

I am an Author.

milon

Quote from: Sir_W_Scott on October 10, 2014, 07:48:59 PM
Meh...I'd love to see (in update or mod :3)
A: More than one level for buildings
B: More ways of acquiring energy...maybe burning trash/wind/waves/maybe coal?
C: In the far (hopefully not too far) future a form of online play... something like PVP or just maybe two players on one zone working together?
D: Being able to raid other colonies... only the bad ones of course :P
E: Robots and or androids
F: Transportation for trade/war/random...who would want to ride a tortoise?
G: The general success of this wonderful simulation :3

A - Has been discussed elsewhere.  Unlikely in the extreme.  Would basically require a full rewrite of the game.
B - See the changelog.  Wind turbines are in the next alpha!  :)
G - I think that's already achieved.  ;)

Igabod

Quote from: Thravid on October 11, 2014, 02:03:26 AM
ACTUAL ALIEN WILDLIFE...... how can there be wild boar and deer on a random alien planet you just crashed on....... seriously this bugs me really hard

Tynan has said that the wildlife should be earth-based or evolved versions of earth-based life. This is because the galaxy is being seeded with wildlife by the people who are out colonizing the galaxy. The other factions on the planet when you land are most likely responsible for bringing wildlife on their initial voyage from earth to wherever you are. This could have been several generations back or just from the previous generation. So seeing a muffalo which evolved from a buffalo is just as plausible as seeing a wild boar who is absolutely unchanged from the earth-born variety.

To answer the OP question, I would like to see the option to set travel distance maximums on each individual colonist so they can't go further than the specified distance from their assigned bed. This would allow you to build two camps on opposite sides of a large map and not have to worry about a colonist from camp B walking all the way to camp A just to cook one meal and then eat it and walk all the way back home to go to sleep, leaving no time in the day to do any other chores that are needed at camp B, such as mining or farming.