I agree, it does get tedious... Maybe alpha 13 or 14 their will be a combat update
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#2
Outdated / Re: [A12] Hydroponic Hay, feed those animals (v1.0)
August 25, 2015, 08:18:01 AM
This is great, especially useful when theirs an event that doesn't allow you to go outside.
#3
Ideas / Re: Smoke - Asphyxiation
August 20, 2015, 12:12:17 AM
Yeah this should get added to the game. Just got to make sure its not OP. I can see it wiping out a whole room of prisoners or something
#4
Ideas / Re: Raider Type - Engineer
August 20, 2015, 12:10:26 AM
Yeah that's a good idea. It would be great to get another raid type or two.
#5
Ideas / Re: Do peglegs need medicine?
May 27, 2015, 07:32:15 PMQuote from: Darkfirephoenix on May 27, 2015, 03:45:48 PMI agree, there should just be a way to strap a pegleg onto them without medicine. But since they're not using medicine there must be a lowered movement speed or something. For balancing of course.Quote from: inman30 on May 27, 2015, 02:41:06 PMPfff they are all weaklings! In the past ppl had their (infected/heavy wounded) legs amputated WITHOUT any meds, anesthesia and only with knifes and a bonesaw. But then again they needed 2+ ppl to do it, because the patient wouldn't keep still (who would have thought).
Quote from: SSS on May 26, 2015, 08:55:12 PMThank you for telling me, I didn't know that if that is true of course... I feel kind of embarrassed now, lol but then again i didn't know. Did I? But if it is only painful you still don't need medicine though, do you ^^
They're actually slicing open the bottom of the stump and jamming a stick up in there so it touches the bone and letting it heal up that way. Not very efficient, and quite painful, but who wants to make a proper peg leg with fastening, right?
Support.
As for the ingame peglegs: They take just a log and start the operation, so I don't believe that it could be removed without another operation. How about a peg leg that can be strapped onto the person without a operation?
#6
Ideas / Re: Do peglegs need medicine?
May 27, 2015, 02:41:06 PMQuote from: SSS on May 26, 2015, 08:55:12 PMThank you for telling me, I didn't know that if that is true of course... I feel kind of embarrassed now, lol but then again i didn't know. Did I? But if it is only painful you still don't need medicine though, do you ^^
They're actually slicing open the bottom of the stump and jamming a stick up in there so it touches the bone and letting it heal up that way. Not very efficient, and quite painful, but who wants to make a proper peg leg with fastening, right?
Support.
#7
Ideas / Do peglegs need medicine?
May 26, 2015, 05:14:56 PM
Why do peg legs need medicine? After all they are just attaching a piece of wood to his leg. Still i guess its for balancing, but peg legs aren't even that good. So I don't think they should need medicine to apply. What do you think?
#8
Outdated / Re: Alpha 9 Mod List
February 21, 2015, 12:05:52 PM
Thanks for the effort, but if you get the time can you add descrioptions? Not like a paragraph or anything.. It's just nice to know what you're downloading. A sentence would suffice also you don't have to add the descriptions... I just thought that if you get the time you could do that.
#9
Ideas / Re: So Alpha 9 is officially out after strenuous testing! What should Alpha 10 have?
February 19, 2015, 06:47:34 AM
Also I really want more futuristic things in game... Its year 5500 I expect to see more futuristic tech...
#10
Ideas / Re: So Alpha 9 is officially out after strenuous testing! What should Alpha 10 have?
February 19, 2015, 06:45:23 AMQuote from: szypkiyakwonsz on February 18, 2015, 06:32:09 PMYeah I agree mainly on the melee thing, If your in combat why the hell can't you deflect a blow? *guy* "hey that guys got a sword and hes swinging it at me, ok cut off my arm next time I'll cut your head off without any opposition"... But yes higher level means higher chance to parry basically that needs to be added.
Parka rebalance? It's versatility makes other outfits frustratingly useless. Also, imho there should be some possibility for melee ones to avoid being hit from their melee opponents, varying with skill. After all, what the heck they're training it for?
And maybe it's a bit strange request, but... more meals. Soup. I'd love to make them a soup.
#11
Ideas / Re: Dominant Hand
February 14, 2015, 07:46:36 PM
I love this idea also, I'm wondering why I didn't think of it before! I hope it gets implemented. +1
#12
Ideas / Re: Can we PLEASE! get improved control over the growing and storage areas?
February 09, 2015, 10:02:03 PM
The best thing you can do atm is set certain items you want in a stockpile to be put in it only and vice versa. You want packaged survival meals in this storage but not in that one? Just deselect packaged survival meals in one stock pile, in the other have it set for only packaged survival meals. Also there's a priority tab on top of all of the zones to add more precision.
#13
Ideas / Re: How to make raiding other factions work
February 07, 2015, 02:10:19 PM
Yes that would seem to work i especially like the idea of trading with factions. May i add i would like to also add spy's/infiltrators. Like they did to you. The spy's could learn about the outposts and relay defenses and such. Then sneak out in the night without them knowing and also possibly sabotage them. Set fires and such. Those are my only additions i would like to see added to this idea.
#14
Ideas / Re: Health System Improvements
February 07, 2015, 02:05:57 PM
I agree king. I like the simplicity of the health system but it could be refined. I believe that they're going to add changes to the health system in alpha 9 so don't worry... And may i remind you this is just alpha 8/9 so really they're going to add a lot more to the game.
#15
Quote from: StorymasterQ on February 01, 2015, 07:41:46 PMI guess.. Just an idea And they could go in to the saunas to quickly remove frostbite.
Something to this effect perhaps? There was talk about how to make the colonies a better town-type settlement rather than merely a survivor-type establishment.