Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Anxarcule

#1
I'd like to try a playthrough with a single nomadic character that has very high stats for certain things, but when I try and set this up in the scenario editor it lets me apply traits for the starting character only, but for stats it is global and affects everyone.    Is there any way to do this?  I don't mind diving into the save game file (I did but didn't see anything obvious). 
#2
Having just finished an awesome game on A16, I tried my hand a bit at raiding and found that by the time I did so I was able to dominate each outpost for not much material gain - understandable given that this is a brand new feature.  I have a few ideas I thought would be a great way to flesh out this feature as well as bring in the community to help with a content creation via a contest of sorts.

Currently we have 3 faction types - tribals, civilized folks, and pirates.  To start with, I would suggest expanding on this by adding wealth level for non-tribals.

  • Base faction types would be Tribal, Outlander Normal, Outlander Wealthy, Pirate Normal, Pirate Wealthy
  • Upon game start there would be more than the 5 factions - I was thinking even something like 7 or so factions (depending on world size)
  • Peppered around the map would be the bases/outposts of each faction, but instead of every outpost being the same there will be different types - settlement, village, city (pirate equivalent would be raiding camp, outpost, capital base), with the bigger types being less common.  Of course each of those types would have a unique (or one of several unique) layouts... created by the community!
Creating different variations for each base type and for each wealth level (a wealthy pirate base would have much better loot/defenses/infrastructure than a normal pirate base), would be an arduous task for the developers to do by themselves especially with what I imagine to be a very healthy backlog... so why not run a community contest that will challenge the community members to do this exact thing?  Building bases is one of the most fun things that you can do, and I personally would LOVE to design an enemy base that would be very challenging to take over.  From some of the bases I've seen posted here and on steam we have some incredibly creative people here too who would make some intricate bases fitting with the theme of the faction.  Imagine a tribal base with a 40 tamed muffalos, a plethora of cropland, and scattered smaller dwellings... or an outlander town with paved roads, a central market hub, and furnished dwellings.... or a pirate stronghold deep in a mountain, with hoards of silver, a supply of hi-tech weapons, a handful of prisoners, and a killbox of their own...

Provided Tynan is on board, I would propose a community challenge to design each type of base for different factions that can be submitted for peer-review/voting and ultimately decided by Tynan on what makes it into the final game.  Rewards can be given to the winners that would be similar to the current DLCs (name a colonist, name a pirate king, etc.).

There would have to be some kind of ground rules involved with creating bases so they don't become too overboard, but that is beyond the scope of this suggestion - I just wanted to put this out there.  For further storyline events, I could even see a rumour of a legendary piece of equipment being held in specific base (similar to the quest to get across the world to an abandoned ship)... maybe  even a mechanoid factory!  But that is putting the cart before the horse :)


#3
Currently in the game you can repair a granite wall at 5% to full health without replacing any of it with more granite blocks.  The same goes for beds, power generators, etc.  While this nice, it isn't terribly realistic.

Weapons/Armor/Apparel cannot be repaired at all, and because accuracy/protection decreases with each quality percentage point lost it makes getting legendary gear a double edged sword - you want to use it because it's awesome, but you don't want it to decay.  I propose the following:


For structure's that have suffered damage, every 10% of damage would require 10% of the initial cost to repair.  Maybe some exceptions should be made to walls/doors, although introducing this might discourage the pop-in/pop-out exploit with manhunting packs as they destroy your doors and this would make keeping them in top shape more difficult.  It could still be done, but you would need to keep a stockpile of the wall/door materials nearby, so it is still doable.  For an object that requires 100 steel and 2 components for example, repairing from 80% would cost 20 steel, while repairing from 50% would cost 50 steel and 1 component

For armor/apparel/weapon the repair cost should vary based on quality.  Similar to the above, it should be a % of the initial cost but based on quality.  A steel sword costing 120 steel that is damaged to 75% and of normal quality should cost 30 steel to repair, while a legendary steel sword costing 120 steel that is damaged to 75% would have that cost increased by x%.  The logic behind this is that such a quality piece of equipment would require more delicate care to mend to 100%, which would make maintaining legendary gear in top shape have a steeper cost involved.  Off the top of my head I would estimate that legendary should cost 3x material to mend than normal, masterwork 1.8x, excellent 1.4x, superior 1.2x, and anything normal or below 1x.  This would make repairing that legendary steel sword form 75% to 100% cost 90 steel - almost as much as making a brand new one would cost.  I would further add a minimum crafting skill to repair high quality equipment (legendary: 18+, masterwork 16+, etc).

I bring this up because I've noticed in the endgame I have a ton of resources and make item after item hoping for a lucky roll of legendary which I then never use for fear of item degradation - it would be a good resource sink.  Also logically if a crafter can make a piece of clothing or smelt a piece of armor surely they would be able to repair it.
#4
Ideas / Additional global variable at colony start
December 08, 2016, 02:12:47 AM
I've been playing/trying to win with a number of tribal colonies and managed to get one to the 1/3rd point as far as the research tree until I stupidly attacked a siege without proper planning losing 4 of my tribe of 8...  I was really kicking myself because I could have called in assistance, as I did earlier with a manhunter pack of wargs.  But I digress..

The tribal start causes a significant increase in research time, and I think that is a fantastic global variable to be able to start the game with (based off the colony's tech level).  In addition to this, I think it would be interesting to add the following as options as well:


  • No/Low/Standard/High Morality - this would add a multiplier of 0x, 0.5x, 1x, 1.5x for any immoral act relating to prisoners such as selling them into slavery, harvesting organs, and executing. 
  • Dynamic tech levels - this would increase the colony's tech level based on the number of tasks researched.  For example, neolithic projects are worth 1, medieval 2, industrial 3, etc.  Once you reach a certain amount of points you would become a new tech level.  This could be coupled with a rebalanced research cost so you can try and research a spacer project for 20000 as a medieval but it might make more sense to wait until you are industrial and research it for 10000.  In my mind, this would also affect recruiting (i.e. tribals would no longer be as keen to join if you improve from neolithic to medieval)
  • Basic / Advanced / Standard weapon aptitude - this would cause a 75%/125% penalty/bonus for using weaponry outside of the colony norm.  For example, setting to basic and using a charge rifle would invoke the penalty, while using a SMG would cause a bonus.  Now that I type this, this might make more sense a trait, although we already have 2 shooting traits 

#5
Ideas / Suggestion: Cap on late game manhunter packs
November 28, 2016, 03:31:30 AM
I just finished my first colony, somewhat save-scummed so I can learn the mechanics and absolutely love the game.  I played on Cassandra on Rough (one below Extreme) and was faced with plenty of challenging scenarios but the only I think that were a little over the top were the excessive manhunter packs I faced towards the end of the game.

Manhunter pack #1 - pack of 40-50 wargs (!!).  I had a pretty solid killbox consisting of 10 gun turrets, 20 steel traps, 4 shooters (charge rifles) and 2 melee colonists both in quality power armor.  I managed to kill about half of them before my colonists were overwhelmed.  I loaded that game :)

Manhunter pack #2 - pack of 40-50 wild board stormed my base, about half through my killbox and the rest through a long hallway/like side entrance to my base (previously broken through by sappers/pirates).  I managed to defeat them all with a few downed colonists.

My feedback:

  • Put some kind of cap on each manhunter pack per animal type based on their DPS, health, speed, etc.  The warg scenario seemed slightly unfair and even when I tried to hide indoors they broke through very quickly. 
  • Limit the amount of animals that can push past each other when walking down a narrow hallway.  I had two strong melee fighters stationed by the exit leaving a single space open for my shooters - while I was able to stop a few and force them to fight a massive amount of them just surged past.  Logically, there is no way 10 wargs could rush past that space so quickly  so it might make more sense to limit the amount of characters that can occupy the same space (corpses should not affect this limit, but should slow walk speed as they do already) so you can effectively make a chokepoint.  In this case, this would still allow the wargs to move past the wargs engaged in melee with my colonists, but they would trickle through instead of burst through.

I haven't had this much fun with a game in a long time - keep up the good work!

#6
I captured a few tribals on a raid and delayed capturing the 3rd pawn for a bit, so when I got around to capturing them they must have died from blood loss while being carried.  I could see the body on the floor but couldn't interact with it (couldn't consume, strip, etc).  One of my pawns was set to cremate and tried to cremate this corpse but he (the pawn) wasn't moving - I could see he was pathed to corpse but he was stationary.

Saving the game and loading the game fixed the issue - upon loading the corpse simply disappeared.