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

Messages - MrWiggles

#106
Ideas / Re: Your Cheapest Ideas
February 22, 2015, 05:22:46 PM
[spoiler]
Quote from: giannikampa on February 19, 2015, 11:13:50 AM
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.

High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...

Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.

This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.

By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.

... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.

I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed.  But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.

And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.

I think it's reasonabe: the more experienced you are in hauling the more you can haul, and faster, maybe. It would reflect the strenght of the pawns. Of course difference between a level 1 and a level 20 should reflect reality so not more than twice/tree times the quantity and few percents drop in movement speed while carrying.
Probably not the cheap idea requested in this tread, but good, IMO.
[/spoiler]
How do you do spoilers?

The problem with that, is that 'strength' would have more benefits instead of just hauling. And a hauling skill wouldnt let you carry more then an arm full, regardless. The reason why they dont carry more then one item, is due to how its structure code wise, not mechanic wise.

Quote from: TrashMan on February 19, 2015, 03:22:43 AM
You are reffering to something like a volume/weight value to items? The lower the value, the more items a colonist can carry?
Or maybe something simpler. MAX STACK value which tells how many stacks of items X a colonist can carry.

Since colonists currently don't have a strength value, the mass of the items is irrelevant.
It would be two values. Max Carry and Max Storage Stack. Which isn't too dissimilar from a mass and volume stat. Though unlike just Max Carry stat, it couldnt account for heavy things weighing you down.
#107
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 11:40:29 PM
Quote from: tommytom on February 18, 2015, 02:59:55 PM
Quote from: MrWiggles on February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.

High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...

Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.

This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.

By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.

... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.

I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed.  But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.

And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
I agree and disagree.
If you ever did manual labor being a little weakling, you will gain muscle, learn to handle objects better ways, etc. It's labeled "dumb labor", but you can always learn something new or gain physical strength.

The cheapest way to implement it would be hauler skill controlling how efficient they are. Like: hauler lvl 0 has a 0.1 walk speed and hauler lvl 10 has 0.5 walk speed and hauler lvl 20 has 1.0 walk speed. It would make sense as carrying heavy stuff would make you stronger/faster.

Also, this would penalize you for putting your doctor/cook/grower/etc as a hauler as they waste a ton of time. It would be brutal in the early game, but when you get that one hauler who is good at nothing else and can max out, it would be great. However, that would be assuming haulers would get a speed BUFF, and it doesnt seem right they move faster than normal when hauling and kinda broken if they can zip around at 2x speed when not hauler. Might be fair to make them 2.0x speed when not hauling but only 1.0x when hauling with 20 skill level but also seems weird that everyone would get super fast just from moving stuff around (like constructors hauling materials), but I guess it could get skilled up ONLY from hauling slag/chunks. You could get a super fast hunter/hauler.

Hmm... Or maybe just have a "body builder" trait that gets speed gain from hauling and his negatives would be he can't do anything but fight and haul.
Well, I happen to have done work like. I remember being quite intimidated moving pallets filled with bottle water 8 to 11 feet tall. @.@

But what you're mostly talking about, would better relate to a concept of Stats. Or maybe more generally, a concept of sub skills, that give synergy bonuses to other skills. And then these concept of strength, or endurance would apply to a lot more then just hauling.
#108
Unfinished / Re: Common sense mod
February 18, 2015, 08:12:39 AM
Can you actually change the pawn AI with what you can do in modding?

Giving pawns context, would be an enormous undertaking.  And what direction would you split, the given hands off simulation of rimward, verse direct player agency?
#109
Ideas / Re: Your Cheapest Ideas
February 18, 2015, 07:56:47 AM
Quote from: Proceeda on February 16, 2015, 11:06:57 PM
Don't know if you consider this cheap, but:
Basically, adding a hauler skill bar.

High level haulers can carry more haulable stuff such as weapons, armor, crops, etc. The more the character hauls the higher the skill goes. The logic behind that compared to real life is questionable though hehe.. Gaining experience from moving items around? I guess...

Anyways, I was also thinking of adding onto that idea with an ammo system, but this is probably way more than a cheap implementation.
Basically, higher level haulers can also carry more ammo clips with them at one time. For example, a level 12 hauler can carry 12 clips on them. I think this would make the game a little more realistic and add more of a challenge to the game. That would mean adding a new bill to the ammo crafting table to make clips for ammo, and making clips available to purchase from combat suppliers as well as one type of item that can be found in wrecks. Clips can be stored in ammo crates and can hold a large amount where characters will automatically reload on empty.

This would make it balanced when fighting sieges and attackers as they have limited ammo, however so do you.

By itself, it also makes Melee skill more important.. Say your characters run out of ammo?
Oh, and why not let experienced haulers carry more weapons at a time that they can switch out.

... definitely not cheap ... but it's an implementation that would enhance other vanilla features and create more enriching stories.
How in the world is hauling a skill? Its just menial labor. Your arms can only carry so much weight, and so much volume.

I get that its really dumb, that the pawns can't bundle what appears to us Humans as obviously low weight, low volume items or items with low weight that can be condensed.  But that can be a pretty PITA problem to solve. It requires probably going through each item in the game, and giving it more information, so that way it can be hauled differently.

And the only way to increase the hauling capability of a pawn, would be very similar how its done in real life. Tools. Wheel Barrows, pallets and pallet jacks.
#110
Ideas / Re: Your Cheapest Ideas
January 18, 2015, 03:30:35 AM
Batteries generate heat, and heat increases battery efficiency. Or not. Depends on what the batter is composed out of. But they should get hot.

Power Lines should produce heat too.

An option to force doors open.

Allow clothing to be gather in stacks.
#111
Hunting not taking meat value and distance into account for hunting selection.

Pawns not taking into account distance when selecting a meal to eat. For this one, probably travel time would be more important.

"Gotta go starve the prisoners so I can get that pre package food."

Not understanding the moral defaults of the colonists community.

Parka being over powered.

Parka micro management.

AC losing power for no understandable reason.

Plamssteel being flammable, and overall work then granite.

No clear way to see how much power your base is consuming.