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Messages - Kinakin

#1
Depends on your college and living situation. Some colleges have dorm rooms on campus where you have a room mate. Others have shared kitchens etc.

And trust me when i say that there are some people you dont want sharing common areas with much less a dorm room.
#2
General Discussion / Re: Concerned about endgame
January 17, 2015, 03:17:57 PM
Iirc the game is not balanced beyond the first year or two but things like raids continue to scale.

Im guessing tynan is working on developing the core/basic mechanics more before adding more end game content. In order to avoid having to drastically having to change them as features are added.



#3
Ideas / Re: Split thresholds for cooking/crafting bills
January 16, 2015, 09:51:03 AM
I think its a great idea.
The when X make Y would be usefull for more then food.

But it would also make the jobs listing less spammy. Avoiding a new work task beeing assigned every time someone eats.
#4
Ideas / Re: Late Game Opposition. Idea Thread
January 15, 2015, 10:15:40 AM
I think there is need for a noticible change in challange as the game progresses beyond just tossing more of the same at you

However what that should be I feel should be tied to what we can do to avoid or prepare for it.

So at the current stage I feel its to early to think of very spesific end game challanges. But Im sure it will become easier as we see what direction the game takes and what features are available.
#5
General Discussion / prison break super man edition.
January 15, 2015, 09:17:08 AM
Do ftom time to time a prisinor will go psyco and loosr it. Which isnt so bad. But then he proceeds to beat through a plaststeel door with his bare hands and go on a rampage.

Now first few times I just put them down. Then i started using pawns to repair the door while he was hitting it. But that just became to micro. And then I just started using a row of 3 or 4 doors separating the prisinor wing from the main colony. The psyco thing always wears off before he gets through that.

Anybody else have some good prison break stories? And what you guys think of dudes breaking doors with their bare hands?

#6
Used to be colony wealth in the form of the value of stockpiled items together with pawn count. Is this still the current factor?
#7
Centipede health is decides by the number of rings, or modules if you will, that it has.  So more pieces means more health. A basic 1 ringer has like 1/3 the health of a 6 ringer.

Therefore while it may look the same graphically the difference in the firepower needed to kill it varies quite a bit.
#8
General Discussion / Re: Body part functions
January 12, 2015, 07:10:53 AM
Unless bad circulation has some indirect effects on other desises or status effects I dont think reduced circulation in itself does anything. At the moment atleast.

But alot of injures affect how well you do stuff. Like reduced movement and work speed. And ive never come across dmged hearts. So I dont know.



It
#9
Ideas / Re: Give people a Melee AND Ranged slot
January 12, 2015, 05:25:07 AM
Id like 2 weapons for the sole reason of stopping my warriors getting chain stunned in melee by a insane squirrel forcing him to drop his lmg and engage in fistacuffs witha literal rodent or die.
#10
Ideas / Re: Late Game Content Suggestions
January 12, 2015, 05:15:07 AM
Based on the kickstarter page. We can assume there will be some kind of religion system added. With warp/void monsters and whatnot.

So a religious ending is likely.

What Id like to see is controlable endings in the same way as the ship is now. By that I mean you can choose when to end the game.

And then add more of them. And the game becomes a story of how and if your colonists got to that ending.

I like the escape ending but would very much like a founder ending whete the goal is to found a permanent colony.
#11
Ideas / Re: Packed Lunches, Food on the go?
January 12, 2015, 05:01:38 AM
While you are talking about how to avoid colonists going hungry when traveling long distances. The solution can be tackled different ways. As suggested the ability to carry food or you could add mechanics that decrease travel time.

The second solution reduces the need for the first one. And when you play on bigger maps with larger colonies you will find that the ability to travel quickly and moving more stuff is the biggest limiting factors.
#12
Ideas / Re: Medkit crafting
January 10, 2015, 04:43:25 AM
Medical plants already excist.
they are like 0.8 effective vs the 1.0 of the blue medkits. And they rot.
the game does make mention of glitterworld medicine. Which is suposed to be even better.

As of now thats the only medical supply able to be produced in vanilla. However I do feel the medical aspect could use some fleshing out. With a dedicated medical production station and maybe the ability to make blue meds. Maybe even some prostetics and cybernetics.

However I do feel the recipees need to be more complex then cloth and plants. And prefrebly with skill requirements. Maybe even combinations. Like doctoring for some, doctoring and research for others and then doc+manufacturing for some.

I feel more complex production chains and skill requirements would help balance such an addition.
#13
Silver is the currency of the game. Silver needs to be in a stockpile in order to show up in the top left. But in order to be used for trade it needs to be inside the cover of a trade beacon.

Just adding this as confirmation of previous statements.
#14
I was wondering if it is possible for a worn pice of chlothing to be bigger then the wearer.
My idea was that i could make a custom armor that would act as a robot suit. And change the way the colonist looks. Sorta like a colonist wearing one of thoose worm robots.

Is it possible?
#15
General Discussion / Re: Trading Problems
January 09, 2015, 11:04:05 AM
Aye as long as the goods are within trade beacon range the only reason for them not showing up in the trade window is that they are not approved trade items with the spesific trader type.