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Messages - Trensicourt

#1
Ideas / Re: Tech merchant ships and construction kits
February 05, 2014, 08:42:14 PM
What if the CK you need isn't there? This would cause a big ass problem. SO NO! I will not wait 3 weeks for 1 BP that we need.
#2
Ideas / Re: A way to make blast charges much less OP.
February 05, 2014, 08:40:18 PM
Quote from: Galileus on February 03, 2014, 08:18:54 PM
It could be a fix to make charging blasters destroy (not detonate) other charging blasters within a good radius - bigger than explosion itself. Of course to work it would need a way to make it impossible to detonate all mines at once to work around it - one way to do it would be manual detonation (through console or a detonator item). Another possibility would be to add a random (1-100 ticks) variation in fuse time. The later would nerf mine fields double as much - not only because of the initial mines destroying mines rule, but also by ensuring you don't know which mines will actually blow if you try to set them all alive at once.

The fuse variation is an easy fix to balance to BC. Also, HOW COULD YOU NOT DETONATE ON A RAIDER?? If you can't, make a barrier and force the raiders to break through the door while it is in range of the BC.
#3
Ideas / Re: Dynamic terrain
February 05, 2014, 02:29:59 PM
Lets hope we can add Instinct and Risking Taking onto colonists. This way, we can put some of our burdens on those who are more likely to avoid danger.
#4
Ideas / Re: Medical Bed
February 04, 2014, 05:35:03 PM
Quote from: GC13 on February 04, 2014, 04:44:17 PM
We could at least get the hurt residents into normal beds marked as for wounded colonists now, and add the medical gear later. Our medical wards just won't be as advanced until then. :)

Maybe we should make wounded colonists stay hurt longer, but in return. colonists get medic kits when they crash land on Rim World. This way sentry guns aren't too useless.
#5
Ideas / Re: Medical Bed
February 04, 2014, 04:15:36 PM
Quote from: Tynan on February 03, 2014, 10:06:51 PM
Well, not exactly. I think they'd be normal beds.

Anyway, advanced hospital stuff is some ways into the future.

What about a medical desk besides the bed. You can put equipment of all tech on the desk that connects to the bed. How does that sound?
#6
Ideas / Re: Medical Bed
February 03, 2014, 09:59:15 PM
Quote from: mrofa on February 03, 2014, 08:19:51 PM
Why not both machine and beds, you would need to put med kits into machine and connect machine with beds with some kinda of drug tube( kinda like electricity)

That is exactly what Tynan wrote.  8) 8) Please read the posts before.
#7
Ideas / Re: Medical Bed
February 03, 2014, 12:56:15 PM
Can we add equipment to medical beds like hoppers to Dispensers?
#8
Ideas / Re: A way to make blast charges much less OP.
February 03, 2014, 12:54:32 PM
Quote from: mrofa on February 03, 2014, 05:37:32 AM
They are kinda hard to replace as they currently allow you to survive above 450 days, its about time when sheer number of raiders is so big that even on randome randy you will have a problem with its massive ammount of colonists. Raiders dont move in packs, often one or few are faster on the spot than the main force due of slow on some terrain or rocks. So this would render mines almost worthless in the late game where your only scrap metal is from trading with ships. This ofc is only when you fight the raiders and want to be no.1 weapons dealer in the universe :D


That is because you have too many sentry guns most likely.
#9
General Discussion / Re: FALL BACK!!!
February 03, 2014, 12:13:01 AM
Don't use turrets, use blast charges. Turrets only increase the number of raiders that will come and get you.
#10
Ideas / A way to make blast charges much less OP.
February 02, 2014, 11:29:05 PM
Right now blast charges kill everything and makes it impossible for raiders to attack properly. Right now, here is what I propose to nerf these blast charges.

Blast Charges can now be seen by raiders if not detonated at the proper time. For example, raiders that stay near the blast charge for some time will notice it. Once the raider notices, an icon will pop above the raider telling you that the raider detected the blast charge. Then every raider would scramble to get out of there and then move to a second entrance.

The chances of spotting these blast charges purely depends on the statistic of the specific raider. If the raider is an assassin or a deep space miner, he/she would detect it much faster.

How does this sound?

P.S. if this does get implemented, then sentry guns should be boosted a lot more.
#11
Ideas / Re: Deterring Attacks
February 02, 2014, 11:20:02 PM
Can't wait for artillery to be implemented in-game.... Might kill obvious death traps.
#12
Ideas / Re: Colonist interaction
February 02, 2014, 09:07:06 PM
Quote from: divious on February 02, 2014, 07:54:47 PM
At this stage if you want to alter a colonist's actions you can either:
>>Enlist the colonist for a second to change their actions (example: A colonist walking to a damaged wall to repair it which is where 5 raiders just destroyed the sentries, you enlist for a second to alter the colonist to returning to home base to collect food.)
>>Chose another action by prioritizing it over the previous action.

Could it be a feature to forbid certain objects from being repaired? This idea can be expanded into being able to forbid all objects from being interacted upon.

Another suggestion is being able to set party ID's to colonists. An example is that with larger colonist populations it can get difficult following which colonist has which weapon (Happened when I was losing a colonist every attack which led to weapons changing hands with a high turnover)

The usual Ctrl-1 to 0?

Like starcraft hotkeys your saying?
#13
Ideas / Re: Deterring Attacks
February 02, 2014, 07:12:37 PM
Quote from: Thunder1 on February 02, 2014, 04:26:58 PM
Quote from: Vastin on February 02, 2014, 01:39:47 PM5) Decisive Victory - If the last two groups met a quick and grizzly fate without so much as scratching the barricades, what gives this next group of shmucks the idea that their luck will be any better? A dramatic victory might buy a longer gap between waves, or cause the defeated faction to reconsider their goals in life.

Or they just take more time before they come back and in overwhelming force.

What if the raider size we have now is considered small in mid game? So when they return they will pack miniguns and blaze through sentries, but they are still too stupid and step toward mines.
#14
Ideas / Re: Bunkers
February 02, 2014, 04:32:22 PM
Add windows.....
#15
Ideas / Re: Deterring Attacks
February 02, 2014, 01:57:19 PM
Good Idea... i think you just listed all the ones we need for the next couple of updates.