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 - Sky_walker

#1
Quote from: cappie on November 09, 2013, 12:17:50 PM
This community is soooo full of good idea's.. we really need a better way to channel all this creative information, maybe in the form of a wiki or something similar to 'getsatisfaction' (that system Mojang used to find out which new feature should be implemented first by having users pitch their ideas and others voting it up or down).
Forum is good enough. Wiki == edit wars.
And we already had a discussion about "what should be implemented first" - last time I checked a final conclusion was to leave it up to Tynan. It's his game, let HIM follow his needs and wishes. Last thing we want is huge pressure from community demanding feature X or feature Y implemented.
#2
Ideas / Re: Hydroponics is very powerful.
November 09, 2013, 04:12:01 PM
Quote from: Semmy on November 09, 2013, 02:21:51 PM
Hydrophonics was way better before.
It was actually turned down in the latest builds.
Wich version are you using?
They're still uber-powerful. Even in latest build.
But TBH: I don't think it's a problem. Problem is that eating one type of food is equal to eating 5 types of food. Which means that you can basically perma-lock yourself in caves (assuming you have geyser in there) and ignore anything outside.
#3
Ideas / Re: The game concepts from the Dead Space
November 09, 2013, 04:10:04 PM
No Zombies... please... I beg you.
Why every flippin game needs to have zombines?!
#4
General Discussion / Re: Best way to capture raiders?
November 08, 2013, 10:55:57 AM
As I said - first kill most, than try to melee remains.
Not the other way around. ;)
#5
General Discussion / Re: Add more "Security" buildings!
November 08, 2013, 10:55:01 AM
It should go to suggestions forum.
#6
Yep. Trade might be a better option.
#7
Ideas / Re: vote on development?
November 08, 2013, 10:52:13 AM
No thanks. That's a very bad idea.
Let Tynan follow his needs and wants. Otherwise he'll be burned out before this game is done.
#8
Ideas / Re: Evil suggestions emporium!
November 08, 2013, 10:51:03 AM
- Body part trader
requires medic - you can extract body parts from dead raiders and than freeze them to sell them onto a smuggler ship.

- Mass graves
open, rotten pits - creating them will cause mental breakdown to anyone taking part in it, and it will crumble loyalty in anyone passing by. You need lots of dead raiders to build it.

- Animal fights
cattle vs rats? rats vs squirrel?

- La Bordello
How about instead of fighting raiders - you'll earn some money off them? Add new type of facility: cubicle, where your colonists will take the raiders of opposite sex. You'll have a random chance of winning guns or metal out of each one. You need to have equal or greater amount of cubicles and colonists to the raiders in order to "satisfy their needs" - otherwise they'll start attacking your base from within!


#9
How about that:
- Make them obtainable only though trade, and the chance of having them offered will drop by the amount of droids you have (eg. you got 0: 75%, you got 1: 50%, you got 10: 5%)

Another way to balance them would be to do what Renham said - instead of limiting the availability make them break down during solar flare if they weren't powered down when event occurred.
#10
General Discussion / Re: Relative Weapon Damage V0.2
November 08, 2013, 10:30:05 AM
It's kinda weird that shotgun is less effective at close range than M16.
And UZI being worse than pistol?  ???
#11
General Discussion / Re: Best way to capture raiders?
November 08, 2013, 10:28:30 AM
Yea.
Kill most of them, and than send all of the colonists to brawl the remains.
Melee combat gives you higher chances to simply incapacitate an attacker and later capture him. (I wish though that the difference would be much higher than it was last time I played)
#12
General Discussion / Re: Add more "Security" buildings!
November 08, 2013, 10:26:13 AM
Quote from: willow512 on November 08, 2013, 08:00:19 AM
station a colonist behind your turrets,
Quote from: Danceresort on November 08, 2013, 07:51:14 AM
Put them BEHIND your people
You have to love these contrary reports.
#13
Wish this would be somehow marked in the game itself (perhaps as range is white circle - explosion should be red inner circle?).
#14
Ideas / Re: My proposal for the turret problem.
November 07, 2013, 03:47:53 PM
IMHO that idea got it better: http://ludeon.com/forums/index.php?topic=650.0
#15
Ideas / Re: Colony types and local humanoids
November 07, 2013, 01:21:20 PM
Quote from: Antares [UK] on November 07, 2013, 06:08:18 AM
> Difficulty:  Analogue of the 21st century.
These would murder everyone.
- Nukes
- Bombs from air
- Shells from artillery
- CT-teams
;)