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Hey guys!

In todays typical tuesday suggestions I'd like to know what is your favourite playstyle, and what you think is missing from the game!

How do you play? What do you value? What do you think would improve the way you play?

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Malminas

I usually play in a mountain base try to hunker down, I play for the W but don’t have fun based on getting it. I’m not sure about what’s missing but I like to add mods that create some semblance of realism/add difficulty in the form of non-raid systems. Basically, Large Air Control System mods, Dubs Hygiene, the vanilla expanded series ;P.

Tyler Brown

How about a storyteller that doesn't send you quests that involve you sending your pawns out into the world map. What if I just want to stay home and be home.

Jacob Sears

I've been rolling this idea in my head for a while now and I think it would be fun to see implemented (in some manner). With the expansions brought with the ideologion system, I think there are ways that can serve well to build the idea of the favor of the god(s) (or scorn too). Essentially, for your own deity (if you choose to have one or more), it can enable a tab to show you details on your current "relationship" to them, how much favor you've curried, etc. It can also list out a few ceremonies or rituals that can be performed, which can go great (leading to boons in something related to your god) or awful (blights, meteors, etc.). I also like the idea of a pawn being able to pray to their deity before an event (traveling, battling, etc) and that leading to a non-surfaced buff or debuff to how events are weighted during that time. The only hint on how things went might be a small speech bubble of "I feel... calm" or "I feel... uneasy" afterwards. I can explain better if needed, I'm just typing this up between projects st work but I think both could really improve my experience.

out_of_bullets

I usually play until 16-18 pawns, mostly using realistic/QoL mods. I value efficiency and automation greatly during my playthroughs. Once I hit 16-18 pawns at that point typically I find the amount of micro-management somewhat overwhelming. I automate whenever possible, and set work tabs, etc. However, there are many areas of the game which are still lacking in terms of automation. For instance, it would be nice if I could set certain conditional work tabs, such as - "If pawn has scar, then heal with glitterworld medicine." or "If pawn is missing limb, set work orders to construct the limb and install.", without having to go through and check these conditions manually. The colony manager mod helps automate some late-game aspects, but it certainly doesn't capture everything.

Gerhard de Boer

I like making a army of clones or nervestapled slaves with the "questional ethics" mod and do missions with them. If some die, we can replenish them. It's also fun once we get a ship to drop them fast across the world map. Tribal psychers are also a lot of fun, so Im looking to your gaurland/anima tree mod I also love the insectoids. I tried programming a drug once that had your scarecrow structure (from vanilla farming) effect so that insectoids would move away from pawns that had the "pheromone" on them. What's missing is vehicles and mechs ..but your team is working on that, so Im not worried. What I do think is a missed opportunity is to collect skulls and add them to a throne so that you get to see all the names that defied you and get some sort of stacking bonus; the more skulls the more bonus. ..could have been a fun extra for the God emperor meme, I suppose..

Baleful SQL

I am a mountain turtle who loves the genetic rim mixing and discovery of animals and enhancements. Id love to see something similar in other mechanics like weapons or plants. Also maybe a way to hide future research options so you discover them along with your pawns.

Jeffrey Hopple

I love the role playing aspect of the game. A colony of people is much better than just a colony. I love the things that make the colonists feel more like people in a gritty world that are trying to survive.

Kirdei

Honestly, my favorite part of Rimworld is the storytelling. My favorite playthroughs have had an interesting concept guiding my playstyle. Vikings was and remains my favorite mod to date. Having more factions and their related items and equipment let's me tell stories and importantly, be immersed in the story. So thats a long way of saying Vanilla Factions: Samurai would be awesome

Jacob Mekker

One idea that the "Healthcare" meme coming soon gave me was to play as a RimHospital. Let the injured and sick come be healed at my base (for a price of course). Similarly I enjoy making a "hotel" with Hospitality and charging extra for the VIP rooms.

MrGaspaa

I like to approach the game in a realistic way… and I never realy checked out rimwar or anything else but something I miss is a realistic facton mod. I would like a mod that makes the factions more realistic. Why can I only get quests and can’t post any or why does a other faction not trying to add my as a friend cause my slave empire is so lovely? Or a faction that is also crash landed (maybe multiple) and you can see how they research and develop. Also the settlements of factions are always ugly and never use something from mods (as far as I know could be wrong cause I’m a camper). Also that you cant see how factions attack and destroy each other. Or that there is no real traiding with needs from factions. Also realy looking forward to the mods you got in the pipeline and the vehicle mod from Phil

Sam Savra

One thing I would love to see in rimworld would be important figures dotted around the world. I could imagine each world generating with half a dozen celebrities/notable named pawns, such as a notorious highly skilled bounty hunter, a ideoligion founder, a prodigy psycaster, or a long lost coreworld politician stuck in cryptosleep. And killing or recruiting them could affect faction relations.

Michael Cooper

Be nice to be able to craft named artifacts with special names and attributes that take like a year to finish when someone gets to max crafting.

EvanDownton

Id say my playstyle balances efficiency with RP, I like making my pawns comfortable and giving them what I feel like would be a good life beyond the simple stats and mood buffs, but I also don't like to sit at a single point in progression for two long, especially if new technology is attainable for my pawns. I definitely value the story telling aspects of Rimworld but it's really frustrating to loose all the characters and the colony you've spent 20 hours on in a single raid, that's not fun, or a tragic story to me, it just feel like shit. As far as things that I think would improve the way I play, the two biggest annoyances for me in Rimworld are traveling the world map and the one sided diplomacy. difficulty in traveling the world map isnt so much a problem with scale, i think the travel times by foot are realistic and fine honestly, I just wish there were faster ways to do it to make multiple colonies more viable. If I had to guess Vehicle Framework will help a lot with this problem as my current go to solution is SRTS. The one sided diplomacy however, has always always always been a complete pain in my ass. Mechs show up and the tribal trade caravan rushes them with sticks and clubs? Now they hate you because they got themselves caught in the crossfire. Guest starts a social fight and assaults your colony's only doctor and you arrest the guest? their faction instantly becomes hostile to you and will now regularly try to kill you all in raids and ambushes. Faction relations in Rimworld almost always screw the player in a way thats felt really unfair and just annoying. Like, I'm sorry your friends saw a firing line of heavily armored marines just SPRAYING machine gun fire down a hall of giant insects and decided to just jump in the middle of it to hit the insects with their Wooden Ikwa (poor), but dont blame me when they get turned into swiss cheese. I feel like overall something needs to be changed or overhauled about how diplomacy is handled, perhaps faction leaders should be playing a more active role in diplomacy, peace talks, negotiations, and setting policies for visitors.

george stead

I like dynamic raid and raiding but wish so much that when raiding other bases that they weren't just boxes in the center of the map. I wish that they were harder as well, give us reasons to plan out attacks against the enemy! imagine having to siege a empire mountain base, before charging in, using trench warfare to get deeper into their silvered halls so your leader can finally get revenge for them killing your leader and burning your base down when you where mere shanty town who was only trying to survive!

123nick

I just wish there was something like "Long war" for rimworld. I would like a more complex combat and raid (and threats in general) gameplay environment, where just relying on killbox 24/7 wont work. But something like that would be best as something consisting of many mods. youd need a more consistent source of colonists, IE quadrumly colonist waves similar too DF migrant waves, since the player would need too be made more accepting of risks/deaths of colonists would be more inevitable. And thats just scratching the surface of what id be aiming at. its cool too think about though IMO.

feedingmuscle

I try to maximize the luxury and resource consumption of my pawns. So top tier implants, tons of food all in an over-fortified mountain palace base. An improvement would be a way to truly NEED tons of resources. An example, I tried to commission a mod to create roided muscle brute giants who ate entire colonies' worth of food but 1.3 broke the ability to change pawn size.

Remo Santuccione

I play it like a god game with a ton of "rng". I do though download other mods which let me edit the other factions names, types, and starting locations, and create a map so I can put the game in line with my own setting (within the lines of vanilla, lore friendly definitely) Just that little bit more of control of the beginning makes a massive difference to me.

Brandon Pollastri

I'm definitly something of a mountian base isolationist. But a great addition I think would be more elaborate traps. Something like in Dungeon Keeper, Dungeon Defenders or Orcs must die. Traps like: spike traps, floor blades, Tesla towers, boulder traps, flame vents, slime pits, net sling etc etc. These could vary in one shot or reloadable lethal traps or permanent traps that mildly hurt or temporarily incapacitate invaders. Perfect for the temple trap room or corridor of death enthusiasts.

Chaosbroker

I tend to RP various game universes (Mostly GFL) and try to make my mod list fit the universe I'm trying to emulate. Playstyle wise, no killboxes, open field tactics and urban warfare when necessary. Addition wise maybe some expansion into the Gauss weapnry. I mainly stick to Industrial weapons since I hate hearing “pew pew” noises from supposedly high caliber weapons. But there is no part of magnetic acceleration weaponry that is uncool.

se05239

I'd like to see a Vanilla Expanded take on a "Xenohumans - Anthromorph" style mod.

Legion

I love the vanilla brewing expanded mod, but rice Sake is the only drink missing! I'd love to see sake added so my samurai colony could be thematically complete :P

Rhys Walker

I like playing with low threat, find it gives a much better story than either we rely on a killbox or we had to abandon the settlement. Having tense fights in the crops fields or through the alleys with equal power levels is a much more enjoyable experience. Do feel like that game is too heavily based around killboxes for the main part

Rinklestein

I'm not sure if this is 100% relevant to the questions in the post, but I was really hoping to see something similar to the Vanilla Events Framework where you can toggle the frequency of or the events all together, but for quests. There's so many quests added by all the Vanilla Expanded Mods, and I may want to use these mods for things like Viking Tech, but don't ever want to see an Ancient Viking Burial Site taking up a quest opportunity in one of my playthroughs. Any ability to control what kind of quests we receive aside from alltogether disabling entire mods would be a god send, and hope it's feasible since Vanilla Events Expanded has that already going, even with other mods adding unique events like Alpha Animals.

Alexandre F.

I like to roleplay with customized starting characters that are really strong or have a consistent background and role. Most of the time I gravitate toward mountain, spacious bases that are heavily defended and make large rooms for specific equipment (like one room dedicated to Machining or Smithing, one dedicated to Mechanoids, a large lab) and kind of roleplaying (I make Cryptosleep tombs in case things go wrong, or Ultratech labs). I really like defending bases and I feel sad that the camps I raid are disappointing boxes and have no secrets, no intricacy in them. Going out to the world feels a bit boring compared to my base, and I wish there was more complexity to the outside. For my defense I don't use killboxes exactly, and rather have layers of defenses, so I'd have a few sandbags and turrets, then a layer of embrasures and heavier turrets, and in last resort my bases are often heavily protected at the entrances and have a few defensive checkpoints that act as emergency chokepoints if there's an air raid or infestation. A few things that would improve my playstyle would be giving me a better outworld (I like Ancient Complexes from Ideology for that reason, even though they are lacking of what I wish, they're much more interesting than raider bases). Another thing is having ultratech/spacer level research. For that, Rim-Effect and the Ultratech items from VE and Helixien's series do fill that niche a bit though. I like lab mods and am looking forward to Genetics Expanded. And another are better raiders, and quests I wish sometimes my enemies had commandos that were trying to get something I need to protect, or something/someone important. The whole raiding system feels a bit stale when it's just scaled off wealth and goal-less. The only ones I enjoy a lot are upgraded mechanoids as it pushes me out of the base and pose a threat that forces me to utilize all my layers of defenses.

Ides Hatred

The two things that I would really like to see would be more interesting bases to raid, and an ability to tailor what quests you see if at all. One of the things which I found really frustrating in my last playthrough (ideology with the night accuracy bonus) was that I had 5 soldiers with miniguns that could quite easily defeat any base they wandered into, which seemed somewhat off to me. I really wish these bases were at least a little more complex / difficult to raid.

RhinoSoFast

idea; when a caravan or raid or whatever appears, and you get a notice that there's someone related to one of your pawns, i always wonder "why isn't there some kind of follow-on interaction when these pawns see each other?", i mean who knows what their backstory is, or if they were on good or bad terms, or when they last saw each-other; i always felt there should be some kind of decision that needs to occur like, my pawn decides to leave, or their relative wants to join, or they fight, or nothing, they ask for money, tell us about another relative, or garner further peace/hate with the faction they're a member of; or they decide to leave for a couple days and come back later, or the relative starts visiting more often; or my pawn just decides to spend the day with them while they're in town and not do any work; etc.