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Messages - PotatoOnStick

#1
Off-Topic / Re: Count to 9000 before Tynan posts!
November 19, 2015, 06:04:24 PM
1866
#2
General Discussion / Re: Rimworld in a Nutshell quotes
November 19, 2015, 06:00:32 PM
"The Rimworlds there were raids are the norm and even the soldiers get kicked around by some turtle's. At least you can have a monkey pet i guess."
#3
General Discussion / Re: Alpha 12 issues.
August 25, 2015, 03:22:16 AM
When it comes to harvests it now matters what growing skill the colonist has for success chance and you can fail now so that might explain it.
#4
Off-Topic / Re: Count to 9000 before Tynan posts!
August 23, 2015, 10:33:36 AM
1409
#5
Off-Topic / Re: How did Big Hero 6 start?
August 23, 2015, 10:32:08 AM
Quote from: milon on August 21, 2015, 12:57:24 PM
Anyone remember Big Hero 6?  I'm pretty sure this is how it all starts:
https://www.youtube.com/watch?v=xK54Bu9HFRw

And what do they call it?  Kilobot  *shudders*

Oh god well that is a first that bug spray or duct tape doesn't solve the problem...
#6
Mods / Re: Mod requests for vanilla
August 23, 2015, 10:04:08 AM
Quote from: Instraat on August 01, 2015, 07:35:55 AM
I wish to have an workbench to repair weapons and clothes...

I think this should be possible but as a trade off you should have to pay some material of that weapon/clothing. On top of that i think that the Quality of the item should also go a bit lower if the skill is below a curtain point when repairing it extensively.
#7
General Discussion / Re: "Aim low"
August 23, 2015, 09:45:39 AM
Well in theory you could just strap a log on a leg with duct tape really. Yet by doing so you simply ensure the guy will die if not using any medicine. Not only for the risk of infections but also for the amount of pain that could kill the patient.

Then again if using duct tape i feel you might need to replace it here and there else his leg would fall off and you can start again.
#8
Quote from: Listy on June 13, 2015, 02:20:26 AM
Quote from: PotatoOnStick on June 12, 2015, 06:39:56 AM
I just throw the entire kill-box idea out of the window to be honest. now i just draft all my combat capable troops nearly instantly as soon as a raid is coming and move out since fighting around my base is now too risky. But even with far less people it can be quiet do-able even with lesser weapons, skill or armor. The main thing you need to do though is trying to pick off easy targets as soon as possible.

I've always done the majority of the fighting with my colonists. However its the age old issue of having to out gun the attackers somewhere.
I used to use a small number of turrets just so I didn't need to respond to mad animal (single) events.

So Some new thinking is needed I fear.

I believe i never said that you should try to outgun the enemies? Then again i tend to forget. I just tend to pick them off one by one or ambush them so that they do not have any cover. To even be able to do this you will need to prepare some stuff across the entire map but you can with this tactic just ensure survival for a long while hoping you pick the right ones out.
#9
I just throw the entire kill-box idea out of the window to be honest. now i just draft all my combat capable troops nearly instantly as soon as a raid is coming and move out since fighting around my base is now too risky. But even with far less people it can be quiet do-able even with lesser weapons, skill or armor. The main thing you need to do though is trying to pick off easy targets as soon as possible.
#10
Mods / Re: [Request] Tiberium
June 09, 2015, 04:49:02 PM
i like this idea would not mind it. If anything we should have such a thing in a fallout and/or radiation blasted biome in the vanilla game since it could allow for different kinds of gameplay.
#11
To be honest in general getting an update to the character appearance's would not be bad since they have enough backstory but actually locating them on sight is the hard bit since they can look alike and with something like this i could see this giving more 'Personality' to your colonist or enemies.

Note: if they ever would get an update if feel like the mechanoids also deserve at least some attention else they look so outdated.
#12
Quote from: milon on June 01, 2015, 12:28:17 PM
^ Was that player error, or a bad doctor?

to keep it simple a player error i was trying to be quick about it, yet it kinda costed me...
#13
Ideas / Re: Invalid wheelchairs.
June 01, 2015, 02:08:52 AM
Quote from: Quasarrgames on May 31, 2015, 06:15:52 PM
I really like this idea! And to make it more realistic, perhaps it could take them double the time to get over debris or sandbags.

However, for some reason this game is forbidden to have wheels in it, so i don't think it's going to happen. :(

How about Hoverchairs then?  ;D
#14
Ideas / Re: Story Tellers Player Preference
May 31, 2015, 04:43:39 PM
Sounds like a great idea i feel like this could help the game a lot since it would allow people to get easier in the game and to really choose there own style which in the long run is just a great thing for the game and its community.

+1
#15
Ideas / Re: Invalid wheelchairs.
May 31, 2015, 04:38:59 PM
While i feel like the idea is a good step it should be a luxury(and with that i mean a special kind that can have upgrades or different variants). But for the less fortune i would say that they should be forced to use crutches(wood, metal, plasteel or perhaps even stone) and that they should not really be able to carry anything easily thus limiting what they can do.