RimWorld

RimWorld

Anomalies Expected
 This topic has been pinned, so it's probably important
[Zerg03] MrHydralisk  [developer] May 7 @ 10:54am
Speedometer Feedback
If you already encountered Speedometer and had issues or have some ideas of how to make it better experience, then provide it here.

Provide as much information as you can about your overall experience with it as well with your thoughts about it and if you think it have issues, then describe that exact issue and what solution you can think of.
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Showing 1-15 of 21 comments
It's a very useful anomaly. I bound it to a slave, as unknown anomalies are always a risk, and after a week I got a slave that eats like 4 and works like 64. From now on it'll get shoved in slaves every time the previous owner dies of old age from it.

For the drawbacks:
The food costs don't really matter, as that speed can easily be used to acquire more food.
The aging is a good tradeoff, as you either bind it to slaves (making an escape impossible to stop) or to colonist (quickly aging them to death). However, if you bind it to something that doesn't care about aging (for example, a sanguophage) then you got a massively busted pawn without the main drawback.
[Zerg03] MrHydralisk  [developer] May 7 @ 5:10pm 
SariusSkelrets, did you try to put it on sanguophage?
Not yet but since they both have immunity to aging-caused conditions and eventually get a 0x multiplier on their aging speed, I fully expect them to bypass the aging drawback.
[Zerg03] MrHydralisk  [developer] May 7 @ 5:30pm 
SariusSkelrets, then you will see. Or just reread some of study notes, there was part about ageless ones. So that cheese was considered.
[Zerg03] MrHydralisk  [developer] May 7 @ 5:36pm 
Regarding food: originally it was scaling same way as other stats, but it just end up making pawn run to the table each few seconds on max value, so end up decreasin that drawback to the current one. Sadly Rimworld have a very bad support for increasing required amount of food (aka maximum nutrition in stomach), so that approach was also not working.
So unless there's a mod that can lock them at a safe age, agelessness won't protect the user. This does address one cheese

Adding them to my sanguophage would've not resulted in them getting this effect, as they have the Truly Ageless gene (from Big and Small - Genes & More) that constantly resets their age to 25 years.

You might want to add something to prevent that, as it will result in the scenario outlined above.
[Zerg03] MrHydralisk  [developer] May 7 @ 5:50pm 
Honestly it will kinda hard to prevent such if it just changing age itself. Cause rimworld ageless is intended by making aging speed 0, which is managable.

And there is always a chance there will be mod that using some diff way that neutralizing effect. Like there is mods that can drop items without checking for spawn incidents resulting in multiple anomalies that intended to be in single amount. There is also ones that allow t destroy undestroyable items ruining the need to research anomaly to remove it from the map. So I can try, but there always be a mod that overriding any of my attempts to balance things.
Hi!

I think I was the first to complain about the Speedometer, I will try to organise my thought in a cohesive feedback, please excuse my poor English, I'm doing my best:
The concept is good, but the problem is the mathematic behind it, the numbers are just insane compared to anything vanilla can give you. Speedometer mode 6 makes your pawn so strong, it just nullifies any danger. A raid? Just send 1 dude with a sniper rifle, crank the speedometer to mode 6 and watch him turn into a machinegun and kill every single enemy in a few seconds, and if he has any passion in shooting he will gain level 20 almost instantly because he learn so fast
And about the drawbacks ? Chronophagy or Biosculptor (I admit I didn't test the biosculptor) and just use mode 1 outside of battle

Once again, great concept ! But in game, just far too big numbers

My idea is the following:
- Reduce the number, x64 time is indeed fun, but kill any challenge, and speed 1 is already extremely strong as it is
- Why not add a multiplier to forget skill speed too (seem logic and balance a bit the learning speed)
- Augment the time it take the speedometer to readjust when you rotate it or take it off, to make it so you have to commit to it, really feel the aging when you decide to use mode 6 and can't just use it to train your whole squad to melee and shooting 20 in a few days by taking it off

And ... that's just my opinion. For now I personally only use mode 1, sometime 2, but, because it's so strong, I PERSONNALY think it has to be nerfed.

But I'm just a dude, maybe other people think otherwise, or really enjoy breaking the game and just having a power fantasy. Can't wait to see what they, and you, think!
Last edited by SanguinarcAQL; May 8 @ 8:54am
[Zerg03] MrHydralisk  [developer] May 8 @ 10:23am 
SanguinarcAQL, any feedback is usefull, cause everyone playing differently and some might encounter or use things differently from others.

  1. Originally it was suppose to follow formula of X^2, but during play test it end up being to slow for aging drawback to kicj in. While now 2^X makes mode 6 to eat ~1 year per day of a pawn making Chrono Destabilization (CD) more noticable, esp if pawn wasn't that young.
  2. If there was stat for forgettng or it wasn't as hardcodded in the game, then it would be definetly also scaled up with each mode.
  3. Ye, that approach to increase reload time per each mode was considered, but the downside of it, is that mode 5 or 6 become a 100% death wish, cause CD reach max within 2 days of mode 6. And if we do increase max duration of CD, then any other mode would never be dangerous.
  4. Chronophagy and Biosculpter can be helpful, but it still would require to switch to low mode or remove Speedometer from pawn. For example, on mode 6 it will age more during Biosculpter than get younger.

Some balancing out would definetly happen, but If you doing some specific challenge or styled walkthrough, then all values itself is available for editing localy, if needed asap.
[Zerg03] MrHydralisk  [developer] May 8 @ 10:27am 
Also I noticed, that no one talked about another drawback. If pawn dies with Speedometer it release an notable explosion based on used mode, so while pawn is good in combat, risk of it dying and causing friendly fire or even killing team also raising . I dunno, if it either wasn't considered as risk by players or no one just experienced such accident yet.
I have not experienced it indeed, and yes it's a pretty bad (or good? turning a prisoner into a mac 5 suicide bomber, god i love this) drawback, but I think my point still stands
I've yet to have a pawn die while bound to the speedometer, but being able to trade 1 slave for a raid-wiping nuke sounds like another useful function.

There is risk to that, but as long as care is taken to not have the pawn die near important stuff, which is easier due to x64 healing speed, then it's mostly another tool to use.
Last edited by SariusSkelrets; May 8 @ 3:17pm
[Zerg03] MrHydralisk  [developer] May 8 @ 3:24pm 
Also, did you all considered risk of pawn with Speedometer getting into fights / dangerous mental states? Cause as much it good to have strong pawn it also a bad counter that pawn, once it get out of control.
That's only a problem if you don't properly manage mood. A slave won't ever be given something that helps them fight and a happy fighter won't do worse than punching someone out one social fight out of 10. In case of poor mood, just have them do drugs and problem solved.

Even then, there are so many ways to down an OP pawn that I'm not afraid of a berserk supersoldier, especially since the DLC allows to craft shock lances.

At absolute worst, there is a way to make an unstoppable-immovable situation with this mod alone, letting the unstoppable strike for literal days until they fall from exhaustion.
[Zerg03] MrHydralisk  [developer] May 8 @ 5:15pm 
SariusSkelrets, funny thing about "slave won't ever be given" is that I saw already 3 people using Speedometer on slaves)
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