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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 863882 times)

dennislp3

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1020 on: September 12, 2015, 10:43:07 am »

Agreed. It also bugs me that the fusion generator for the ship generates so little power and that the AI core has no other uses.

In regards to ammo, I think that special ammo would be cool (eg. Explosive rounds, armor piercing rounds, stun rounds), but having ammo being a requirement for regular weapon fire would be way more trouble then its worth, especially as it would mean that if you run out of ammo you are completely finished.

It doesn't have to be...why not have regular ammo unlimited like it is now...and if you want to go through the effort of making and stocking special ammo you can
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1021 on: September 12, 2015, 10:51:04 am »

How about changing current "flat" fire rate, for a faster fire rate + reload time every N shots. Yay or nay?
(this is more curiosity than wanting the change myself)
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dennislp3

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1022 on: September 12, 2015, 11:40:17 am »

I don't see the point of that? Thats just a fire mode
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1023 on: September 12, 2015, 12:37:18 pm »

How about changing current "flat" fire rate, for a faster fire rate + reload time every N shots. Yay or nay?
(this is more curiosity than wanting the change myself)
That's pretty much exactly how the burst and cooldown time works.
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1024 on: September 12, 2015, 08:51:50 pm »

How about changing current "flat" fire rate, for a faster fire rate + reload time every N shots. Yay or nay?
(this is more curiosity than wanting the change myself)
That's pretty much exactly how the burst and cooldown time works.

Not really, it's just a flat waiting time between shots or bursts, its not implied that you're reloading after every shot (or every 3 shots of that pulse gun or assault gun). Otherwise that would be a very long reload time for a single bullet in a sniper rifle (which apparently only holds one round). You could argue it is for the Uzi if you're just running thru the entire magazine every time.
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dennislp3

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1025 on: September 13, 2015, 02:52:23 am »

fire rate should be determined by personality and skill...not much else really
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KingofstarrySkies

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1026 on: September 13, 2015, 04:02:45 am »

I am a terrible person. THEREFORE I SHOOT FASTER.
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Sigtextastic
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1027 on: September 13, 2015, 11:55:35 am »

I got thinking about that 'crashed ship' mod, and kinda wondering how you might get an active ship map.  Like change worldgen HEAVILY to include some nearly indestructible hull blocks and airlock doors, setting the spawn to specific areas, and set 'space' a s black terrain with -5,000 temperature...  Place the colonists actually inside the ship before it crashes.

forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1028 on: September 13, 2015, 12:09:23 pm »

Is there a way to set walls not to transmit temperature changes? Otherwise that -5000 temp space would quickly freeze the fuck out of everyone inside.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1029 on: September 13, 2015, 01:08:42 pm »

A mod where you are abroad a drifting space hulk would actually be interesting. The map is the giant space ship thingy, the survivors waken up from cryosleep without knowing what the fuck has happened, pirates are hostile boarders etc.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1030 on: September 13, 2015, 01:18:30 pm »

It works well with the existing setup too.  Rooms can be darkened, and might hold hydroponics, or mechanoids, or caskets full of megascarab!  Also might work better to just force the edges to be unroofed, and to have a permanent poison effect at 9,001 strength.

Tellemurius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1031 on: September 13, 2015, 01:34:04 pm »

Just don't end up like Spacebase DF9 pls

Retropunch

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1032 on: September 13, 2015, 01:43:32 pm »

That sounds like an incredible idea for a mod. Surviving on a failing/unstable spaceship would be really fun, especially as the power/repair mechanics work pretty well. However, I can't really see the longevity of it - you'd have to either have the spaceship constantly failing/being damaged to give your people something to do and you can't really have as many environmental effects/stuff going on as you can on a planet.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1033 on: September 13, 2015, 01:47:47 pm »

It works well with the existing setup too.  Rooms can be darkened, and might hold hydroponics, or mechanoids, or caskets full of megascarab!  Also might work better to just force the edges to be unroofed, and to have a permanent poison effect at 9,001 strength.
The crash landing mod has a custom radiation effect which is centered on the downed ship reactor, and is moderated based on your clothing. It would be interesting to allow colonists to build in 'space' if wearing a full space suit or something so they could theoretically expand the station/ship but it would be dangerous
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1034 on: September 13, 2015, 02:56:55 pm »

That would work.  Having space suits as an option would be great.  I'm not too concerned about running out of events though, there's PLENTY to have happen.  Solar flares, which become more interesting in space, meteor impacts, crazy nebulae electrical storms, interstellar overpowered communication accidentally overloads some systems...  Then there's ALL SORTS of debris drifting about, some inert, some mechanoid, some cryo pods.  Maybe you get hit by a piece of flying debris that drops a dozen chinchillas in the ship!  Maybe a floating mechanoid factory impacts, and slowly produces units that trawl through the ship!
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