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Topics - Spike

#1
Ideas / Suggestion & Discussion: The Colonist
October 09, 2013, 01:57:05 PM
From watching the videos, we can see that individual colonists have a (currently) limited set of skills, one Childhood backstory, one Adult backstory, and two traits (currently not implemented).  We can also see that each colonist can pick up one weapon for combat use.  They also have Loyalty, Happiness, and Fear ratings, along with many event-driven bonuses or penalties, such as seeing bodies, having a good meal, or living in cramped quarters.

What I'd like to talk about is how the current setup might be tweaked, with regard to other aspects of the game.

One aspect would be the "Character Inventory".  I would suggest two Equipment slots:

Body: Any kind of "suit type addition" of gear, for combat, working or survival need.

  • Armor (damage reduction)
  • Mech Suits - with possible different varients, combat or construction.
  • Upgraded survival suits if Biome's or vacuum environments are implemented.
Hands:  Any type of advanced equipment that would need to be purchased or built in order to get the effect.

  • Weapons
  • Mining equipment
  • Medical equipment

These would of course tie in with any kind of Manufacturing System that would be put in place, or that would have to be purchased/looted.

I don't see the need to make an overly complicated gear/clothes system that would cover every tiny detail; these two slots would be enough for a bit of diversity in how well your colonists do with regard to how they are equipped.  You might have a construction worker equipped with a Construction Mech Suit and a Pneumatic Drill who can chop through rock and build walls with ease - but if you send them into combat next to the person wearing Combat Armor and carrying an Assault Rifle, they will be pretty ineffective (and know it).
#2
Ideas / Manufacturing System
October 06, 2013, 01:40:04 PM
I'm splitting this off from the Suggestion & Discussion: Research System thread.

Quote from: Zeiph on October 06, 2013, 01:22:22 PM
What as been said is generally interesting, but as DIY science is reproducing what as already been discovered, I'm more wondering about DIY industry like producing solar panels out of raw material...

So the first question is how detailed the game will be about tool building.  How detailed of a "tech tree" do you have to have, in order to build more detailed machines?  Which is really a question for Tynan to decide.

The Crash Pods would probably have tool kits, allowing you to build lower tech machines.  Hmm, maybe you would require a Forge or Machine Shop in order to build the next tier of machines, and on.  In order to build the really advanced stuff (like a spaceship), you would need to bootstrap your production capabilities.  Otherwise, it'd be like crashing your car on a road trip, and building a whole new car with a toolkit and scrap metal.
#3
Ideas / Power production, storage & tech
October 04, 2013, 09:40:07 PM
Hi all.  Coming here from the Dwarf Fortress forums, and there was a question about power generation that Tynan commented he'd like to do more with.  So, some thoughts & ideas.  (Bearing in mind that I have to wait 29 more days to actually play the game, so I'm going off video information. )

From the vids I've seen, it looks like the default/only power generation method so far is solar panels & batteries.  Also, there are comments about tech levels ranging from primitive to extreme future-tech.  Adding to that, the initial settlers are crash survivors.

My rough thoughts on the matter:

  • Initial power generation would come from hooking into the crash pods (small scale solar panels & batteries).  Very minor levels of power generation, that would need to be upgraded as you grow the colony.
  • The crash pod might include some kind of survival guide, allowing the colonists to make primitive tech.  The exact types available would be varied, due to computer damage in the crash.
  • Some colonists might have knowledge of other tech.
  • Research, or buying "recipes" for more advanced stuff.

I'm not if this kind of thing is already planned, or how the research tree is set, so these are just some initial ideas from reading posts, in the interests of stirring discussion.   :)

Personally, I would like to see a detailed and varied research tree.  Plus it could tie in to other facets, such as available resources, trading, or newcomers bringing in knowledge.