RimWorld

RimWorld

Rimframe: Vatgrown Hate
JerryTheCultist  [developer] 21 Feb @ 1:44am
Suggestions
pretty self explainatory, throw any suggestions here
balance mostly but overall, do please read the FAQ and general plans to get an idea of what plans are in place
< >
Showing 1-15 of 96 comments
Zeski 21 Feb @ 6:31am 
My suggestions
- Separate Armours into layers: Marine armour as the Middle Layer, Lancer part as the Outer
- Bodyglove as a Skin layer for armour
- Separate helmets and masks into two parts, allowing to mix and match looks (Mostly speaking about the different mask designs)
In addition, perhaps an Ideology reskin of furniture could work well with the Grineer Aesthetics?
Super sorry for dropping this one right here
for the grineer xenotype/faction- in the og game they all are heavily augmented because their genes are so flawed, so what im suggesting is somehow making them spawn with implants everywhere, even the lowest ones should have cheap prosthetics that dont neccessarily make them better just not useless. the xenotype itself could be weak but the faction could be strong due to this+equipment.
there could be patches for bionics mods, grineer could spawn with random(or pre-set if you want to do that work) assortments of bionics^^ they should rly spawn fully cybernetic imho, and always in drop pods
Zeski 21 Feb @ 9:01am 
Honestly, imo the "Spawn with Bionics" thing should be a faction specific deal
yes thats what i said, didnt i
JerryTheCultist  [developer] 21 Feb @ 2:18pm 
Originally posted by CrackaJack:
for the grineer xenotype/faction- in the og game they all are heavily augmented because their genes are so flawed, so what im suggesting is somehow making them spawn with implants everywhere, even the lowest ones should have cheap prosthetics that dont neccessarily make them better just not useless. the xenotype itself could be weak but the faction could be strong due to this+equipment.
there could be patches for bionics mods, grineer could spawn with random(or pre-set if you want to do that work) assortments of bionics^^ they should rly spawn fully cybernetic imho, and always in drop pods

so, to me im using the fact they will cost some steel or something similar when printing to represent the fact they are using the cheapest, ♥♥♥♥♥♥♥♥♥ bionics to compensate for things

the defects system would encourage giving them bionics to offset inherit disabilities they have inherited

the xenotypes main benefits wont come from its genes but from the ease of mass production, and the general low amount of complaining they do compared to humans was my idea
JerryTheCultist  [developer] 21 Feb @ 2:20pm 
Originally posted by Zeski:
My suggestions
- Separate Armours into layers: Marine armour as the Middle Layer, Lancer part as the Outer
- Bodyglove as a Skin layer for armour
- Separate helmets and masks into two parts, allowing to mix and match looks (Mostly speaking about the different mask designs)
In addition, perhaps an Ideology reskin of furniture could work well with the Grineer Aesthetics?
Super sorry for dropping this one right here

idealogy reskins are something id not care to do on my own budget, its alot of work for very little gain
that being said i do have enough art refs to get an idea of what could be done for sure

the helmets and masks wont be taken apart soon as the mask is a very integral part of the design, i specifically avoided making them apart for the reason of not wanting to do every single variant of lancer helmet (there is like 10 of them)

lancer and marine armor arent different things, its one suit
i do plan to add bodygloves later as a skin apparel however

i dont want people wearing grineer armor whilst wearing a flak vest underneath, it wouldnt really make sense
i mean, you can set pawntypes to spawn with bionics, and just put those in the factiondef, right?
99% sure thats an option, but not sure if they could be pre-set or if they have to be random...
and yeah if grineer have "advantages" its quickly beeing born as adult roughneck psychopaths- but srsly their genes are too wrecked to survive on their own, even with bionics they die young
JerryTheCultist  [developer] 21 Feb @ 9:22pm 
Originally posted by CrackaJack:
i mean, you can set pawntypes to spawn with bionics, and just put those in the factiondef, right?
99% sure thats an option, but not sure if they could be pre-set or if they have to be random...
and yeah if grineer have "advantages" its quickly beeing born as adult roughneck psychopaths- but srsly their genes are too wrecked to survive on their own, even with bionics they die young

i could yes, im not in favor of doing it that way
Jathari 22 Feb @ 1:15pm 
So I saw your plan, and I really love all of it. I do wonder, perhaps in the future infested w/ the anomaly DLC, and maybe future murmur and other small subset of factions.
JerryTheCultist  [developer] 22 Feb @ 5:31pm 
Originally posted by Jathari:
So I saw your plan, and I really love all of it. I do wonder, perhaps in the future infested w/ the anomaly DLC, and maybe future murmur and other small subset of factions.

if i did infested or murmur, it wouldnt be with anomaly
murmur i dont know enough about yet, infested the team has had some discussion on for ideas
You can create a starting scenario based on the description of the "lore". 3 Grineer soldiers land with resources and weapons. ((Capsule crash, but modified)
JerryTheCultist  [developer] 23 Feb @ 3:45am 
Originally posted by Gluricia Genko VT:
You can create a starting scenario based on the description of the "lore". 3 Grineer soldiers land with resources and weapons. ((Capsule crash, but modified)


i plan to add scenarios when the xenotype is in
Oren 23 Feb @ 9:46am 
Curious if you'll plan (far into the future I'd assume) to add anything Orokin related? And if so do you think this mod will get a small update with stuff from their time acting as the primary military and labor force for the empire?
JerryTheCultist  [developer] 23 Feb @ 11:27am 
Originally posted by Oren:
Curious if you'll plan (far into the future I'd assume) to add anything Orokin related? And if so do you think this mod will get a small update with stuff from their time acting as the primary military and labor force for the empire?

orokin would be the total purest end of priority even past something like infested beyond maybe the gotva prime for the grineer or something of that nature

if i did add them, the grineer would generally be at war with them rather then work for them
the modern line of Grineer dont have fond memories of the orokin nor seem to be bound to obey them anymore, as much as they are bound to obey the queens instead
Vehicles!!!
I don't know if its possible or not, I know some mod makers who don't like having framework mods be a requirement or have them be compatible since it can be a lot of work but I think it would be AMAZING to have some of the Grineer vehicles!

Stuff like the Crewships as tier 3 vehicles with their shields and heavy armor to transport your Vat Rats into heavy fire zones or the Dargyns as fast lightly gunned and armored gunships. I know making stuff like this is a lot of work but just the thought of a swarm of Gokstad coming in to deploy a veritable legion of Grineer to take on Void or the Empire give me terribly wonderful ideas.

I know its not really in the scope of the first part but the turrets and cover they use would be awesome too, just a little extra flavor to Grineer colonies.
< >
Showing 1-15 of 96 comments
Per page: 1530 50