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Messages - bigfuzzy

#1
Help / Re: [A13] No Fighting! v1
April 12, 2016, 07:14:57 AM
Quote from: mrofa on April 12, 2016, 06:57:27 AM
Fights are illogical, dont remmber when i lastly did actualy jumped on someone that i dont like with a knife ....
You've also not been exposed to the threat of crashlanding on a planet and having to rely one others (potential assholes) for your survival, so I'm not sure your experiences are necessarily comparable to what these "people" are going through. ;)
#2
No. No. No.
Get it done. And get it done now. Seriously. What, you like have a life or something?
ME. WANT. MOAR!

Or, yeah, what the others said.. I'll be here waiting!
;)
#3
I'd love to see something like this based in fantasy setting.   Maybe the survivors from THIS version, go through some sort of wormhole where everything is different. Physics are different. There is magic. Different sentient races.. etc.   Still would have that "survivor game" element, just with different context/color/story.

Or maybe put it in the context of colonization. You're sent to the "New World" with very little to set up a colony.  Later you can decide on whether you wish to fight for your independence!

Also, have to second the idea of this as a multiplayer game.  I rarely play MP, and am not one of those "must have MP!!!" people in general, but I think I'd love it here and might actually play it.

#4
Thanks Darkhymn!
That's exactly what I hoped for.
Couple of questions. I tend to put the bigger beds in individual Col rooms, I see you don't. Is there no benefit in the long run? Also, I see the one plant and light in those rooms, but can't tell what that third thing is.

Love your kitchen/dining/fridge layout, thanks!

What's your reason for 2 med bays? I usually have one large one.. but had been thinking to switch to several small ones..
Thanks for the hydroponnics layout..

Also, I didn't know that you could place solar panels in front of your wind turbines.. I thought they'd block the wind.. again thanks!
#5
General Discussion / Screenshots of your base/fort
March 10, 2015, 07:00:01 AM
Hi guys,
Been playing this game for a while and loving it.  What I'm curious about is how others design their bases.  I have my way of doing things, but was curious as to how others do it.
So, could you please post some screen shots showing the layout/setup of your bases so I can have some "oooh, that's smart" moments!
Thanks!

PS sorry if this topic exists, i tried searching before hand and only found the killbox thread.
#6
Mods / Mounts
March 09, 2015, 08:40:59 AM
Hi guys, I know we've had the discussions about domesticated pets, but particularly, I'm interested in mounts so that my Cols can get around faster. Particularly those that have to go long distances to mine, build, collect..
And wouldn't it be cool to have mounted battles?! Those rifles become much less of an advantage if you can close the gap so much sooner. Would make Melee more relevant!
#7
I'd love to see an option where you risk the prisoners escaping if in an outdoor area.  Then you have to weigh the options of whether or not you want to have a nice prison, or a dark hole in the ground!  Then you'd also have to plan for other ways to contain them. 
Also, you could implement an "alarm" going off when they've been discovered gone! ;)
Great work, going to try it tonight.
#8
Ideas / Re: Have visitors stay
February 25, 2015, 09:40:33 AM
Ooh, I like the idea of "hey, I'll stay and help farm for three days if you give me 10 units of metal"... click "yes or no".. interesting!
#9
Ideas / Re: Alpha 10 - what do you want?
February 25, 2015, 09:37:02 AM
I'd love to see a list of priority for Construction or Repair and then be able to edit the list that way the projects I want done NOW get done first.

Tweak the AI so that colonists don't walk into the line of first

Better yet, any Colonist that hasn't been Drafted will stay X-distance away from any enemy firing a weapon. Stupid colonists walking right up to enemies who are killing their friends just to pick up something..

Ability to build ceilings on indoor rooms.. recently found it raining indoors and couldn't stop it! (maybe it's just me?)

Backpacks! I want my colonists who always get hungry (and hence unhappy) from being so far away can simply pull out a meal/canned food and eat it whilst out. Yes, have a bit of a penalty, but don't let them get to the point their starving whilst out on a job. A backpack would fix that!  After that, flasks for water IF water is ever implemented!

Equip both melee and ranged weapon

Ability to equip tools that enhance your work without having to unequip weapons

Ability to prioritize which food/medicine is consumed first.

Ability to throw a party to help overall morale, or allow them to happen spontaneously.

Forced labor by prisoners, even if just cleaning/hauling.

Have slave traders keep coming, not just in the beginning (at least for me it seems that they stop coming!)

Luxury items to help with moods (for individuals, not art for rooms).

And yeah, implement some mods like the colonist state

That's it off the top of my head. Still love the game though I'm finding that Mods really do improve it for me.


#10
Ideas / Have visitors stay
February 25, 2015, 09:07:20 AM
I checked to see if this was suggested, and didn't see anything, sorry if it's there.

I think there ought to be a percentage of a chance that when a bunch of visitors come (or even the single "outcasts") that some/one/all of them choose to stay on the colony.   Maybe there ought to be a pop-up that allows you, after checking out their stats, to choose whether or not you accept them into the colony. 

Their decision could be randomly based on any number of things. Such as:
1. They like the climate
2. They like heavily armed/defended colonies
3. they like colonies that have lots of marble/steel/etc..
4. you get the point..

I just don't love the idea that there are only the two ways to get new colonists (one random very rarely, or capture).
Just a thought
#11
General Discussion / Re: nervous breakdown
October 10, 2014, 10:11:28 AM
Also, to not miss the obvious, did you go into the "prisoner" tab and click on the appropriate buttons to ensure attempts are made to recruit and/or feed/heal?
#12
Thanks guys, and specifically Tynan for what seems a great game.  I look forward to playing it considering I just bought it.. woohoo!
#13
Thanks, that's what I feared as i did try to look around for such a thing before asking.

Either way, looking forward to playing, this looks awesome!
#14
I saw this game on some LetsPlay and it looks great. Can't wait for it to come out.  In the meantime, is there a guide helping understand many/all of the game play issues? I read that the wiki is woefully out of date, so not sure if there's a guide somewhere where I can get an idea about the game in more detail?
Thanks!
A