RIMWORLD ORBITAL BOMBARDMENT TARGETER MOD
This mod introduces 6 different multi-system corporations that had set up their operations on your local planet. Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism and never needing to know how your food got slaughtered! Just as the same of the mod suggest, this mod introduces “real trading” into the world of Rimworld. Or have you just always want to build a carpentry business to sell your lovely furnitures without needing to worry about food and lack of timber? But these powers should give the colony a chance to defend against them.Have you find it lame to plant your own food just to find it insufficient to get past the winter?ĭid you felt that insane need to strangle all those trade caravans pawns that never brings you what you need? It is obvious that if the number of mobs would be reduced they should get some powers to compenste the lost numbers. Unfortunatelly it is not easy to find a way to balance such stuff. So everything degrades to "open a door with a melee pawn, let the ranged pawns who stay behind shoot once or twice from their charged rifles, then close the door before a shot from doomsday launcher, repeat with another door" when if I'm not able to stop the raid just by making one unit insane with a Psychic insanity lance, then pounding them with mortars while they stand confused.Ĥ would be a bit harder than it is now but not much, as raids tend to split between the sides of the base anywayĥ I'm afraid this would make the game unplayable Also there's about 10-20 raiders per raid with doomsday and triple rocket launchers.
RIMWORLD ORBITAL BOMBARDMENT TARGETER FULL
There are raiders in full power armor and with decent charge and sniper rifles. Sometimes I burn 3-4 lances per raid when I have enough of them.ģ is also reality, sort of. I buy Psychic shock lances for the raiders with bionics, to capture them alive, harvest bionics and let them go. And anyway this would just force me making all outside walls thicker, even those in stone.Ģ is already a reality in high-level raids.
If the colony still stands after this, call it a day and let the player have their win.ġ would work only if they would sap through the thick stone, not as they do now when they choose the thinnest part. If anything instead of the game's current ever-expanding raid system, it should hit a point where the player has to do something similar to the ship's wave survival where they get a warning beforehand that the planet's pirates have had enough of your existence and plan on a seasonal-long siege against your fortifications, including both mortar strikes and regular raids during the time. You're right in that the game isn't meant to have a colony with several years put into it, but there should still be a point where if the player has managed to cement themselves into the world for that long and the ever-expanding raid numbers aren't making them leave, then you should probably consider that a win for them and let them keep playing as is or give them the reward of an ending so they can start a new game. Then you slap on another win condition with the player's colony being stable enough to persist on the rimworld with the other colonies.
The raids should scale by numbers only up to a certain point, and then their power should be scaled in some other way, I don't know how exactly though. Something should be done with this, in my opinion it is broken as the only way is to give all the resources to traders for free, just to save the space. Also when such raid falls from the sky in the pods the metal chunks from the pods scatter a lot of space and early or later they accumulate on the map to signifficant numbers. But it is also broken, it takes too much time to cleanup the map and then burn all the crap. Pirate raids have exactly the same problem, though their stuff at least partially can be utilized through crematorium and smelting table. And by the way did you try to click 200-250 times on health tab and choose jobs - extract left blade, extract right blade or shutdown, again and again? It is impossible to utilize that much or sell that much, it is much more than gets spent on producing EMP shells, the steel and plasteel just keep accumulating and overload very quick all the avalable space. The problem is that every such raid massively overloads colony with resources. 12-15 emp mortars shooting in salvos keep them all in permajam while they stay around the ship, and melee pawns just rip through them. The worst thing is that for a decent colony of about 20 pawns this number is just as easy beatable as the one havng 20 mechanoids. It is possible to select maximum 80 objects and it looks like there are about 150 scythers and the same number of centipedes. I've just got a poison ship with I don't know how many mechanoids as I can't select them all.