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Messages - MrWiggles

#76
Ideas / Re: "Prme Mortars" Command
June 19, 2015, 12:28:15 AM
+1
#77
Ideas / Re: "Prme Mortars" Command
June 18, 2015, 08:00:01 PM
Who would keep live shells inside a mortar for days or weeks at a time?
#78
Ideas / Re: Attacking enemy bases
June 18, 2015, 07:56:13 PM
This has been suggested a lot. So much so, that its in the "frequently suggested" thread that is stickied.

Beyond that...

I am curious why you thought this wasn't suggested before. The game's been out for a long while, and the forum is pretty active. Wanting to strike back at those that raid you, seem like an obvious desire of the players. It may even feel very valid choice for the players to make.

So like, why did you think this wasn't suggested before?

I'm ***NOT*** meaning to be admonishing or disparaging. I'm just simply curious to the thought process.

This happens a lot on the Dwarf Fortress forums too. Where someone first or third post will be a suggestion, thats been suggested dozens of times, years before.

EDIT: GOD DAMN IT. MISSED ONE NEGATIVE WORD, AND CHANGES MY POST ENTIRELY. Fucking dyslexia. 
#79
Ideas / Re: Gas Masks
June 15, 2015, 04:54:55 PM
And there is also the Theme that is planet, is not a planet to make a long term home on, you're suppose to want to leave.

You have to introduce mechanics to reenforce theme.
#80
General Discussion / Re: how to capture
June 15, 2015, 03:34:08 AM
There currently is no stun weapons.

I would suggest either freezing them or heating them to the point where they weaken dramatically, then selectively punching them until they're captured.
#81
Ideas / Re: Your Cheapest Ideas
June 14, 2015, 06:07:14 PM
A new job!

A Nurse!
So when I get an influx of flu, I can victims be feed without also being operated on by no skill doctors.
#82
Ideas / Re: Tweaks and suggestions
June 14, 2015, 05:55:04 PM
Insomniacs, are exhausted, they don't do work.

If you wanted the gun racks to have a real use, why didnt you suggest a new use, instead of a means to control how to interact with them?
#83
Ideas / Re: New Food Preservation system.
June 14, 2015, 05:52:51 PM
Why would it use steel? Thats not how you do canning at home. Cans are called cans from the process that was used on them.
#84
Ideas / Re: Tweaks and suggestions
June 14, 2015, 04:53:50 AM
Suspending crafting station bills, is how you control what they craft.

Gun Racks already have quality slider. What could would it do to lock a user to a gun rack? And what about stocking the gun rack? Would you have to make sure they have hauling on so they can stock their own gun rack?

And insomniacs aren't more productive.
#85
Ideas / Re: Gas Masks
June 14, 2015, 03:58:01 AM
Quote from: peppie on June 13, 2015, 03:18:03 PM
I dont think its good game design.
You don't think its good game design to experiment? oO
#86
Ideas / Re: New Food Preservation system.
June 13, 2015, 05:41:09 AM
No it wouldn't. You only do canned goods like that for transportation. This thread is about food preservation, which would be done, traditionally, in glass jars. Probably something like a mason jar.

You're just confusing the act of canning, with the fact that metal can goods have become ubiquitous. The of act canning came before metal extruded cans became dirt cheap compared to glass jars.

#87
Ideas / Re: New Food Preservation system.
June 13, 2015, 03:25:43 AM
Quote from: akiceabear on June 13, 2015, 12:37:57 AM
QuoteWhich is de facto infinity in game time. There wouldn't be any strong reason not to can everything.

Make a mood debuff of -1 per canned meal eaten which takes weeks to wear off, and stacks to a significantly high number (e.g. -50). Colonists get very sick of eating canned food, so its really just an emergency ration.

Additionally, there could be nutritional/health debuffs, e.g. higher chance of food poisoning due to poor canning, metal poisoning, etc.
There no real reason to have the mood penalty university. While there are some things which don't can well... there are lots of things which do. And a lot of it we eat every day. Jams, Jellies, and Preserves.

As for the food sickness from poor canning, how much different would that be from food sickness from regular cooking? From how its so far worded, it'd still be worthwhile because of the successful meals would last way longer.

I suppose you could just raise the skill needed to can well, but it seems like a lot of players just suffer through food poisoning until their cooks are good enough.
#88
Ideas / Re: New Food Preservation system.
June 13, 2015, 12:01:04 AM
Well, if you're going to admonish my comments, I suggest better reading comprehension.

The salt and sugar were for /dry/ curing.  Its cheating because, there no additional resources needed to make the food last longer, just some additional pawnhours. You'd just get longer lasting food, for basically free.

The same for canning. It'd go about a similar process as a meal, but just last way longer. Years really. Which is de facto infinity in game time. There wouldn't be any strong reason not to can everything.
#89
Ideas / Re: New Food Preservation system.
June 12, 2015, 07:19:57 PM
Smoking takes weeks.  Its also space intensive, so that works. But there a reason why... we use refrigeration over that in the modern world.

There is no salt or sugar  in the game so drying curing would just be cheating.

Canning would be cheating, as containers for food appear out of no where, and the tempered glass needed for the boiling and vacuum sealing would just be ignored.
#90
Ideas / Re: Gas Masks
June 12, 2015, 07:10:44 PM
Never enough.