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Messages - Eulogy

#1
Ideas / Rework Experience
October 02, 2014, 01:20:14 PM
We have seen what happens as far as skill atrophy when a worker does not do a task for an extended amount of time, but what of a limit as to how much certain characters can forget? Also, in addition to the flame symbol that symbolizes a person's passion, an icicle or something of the sort can display one's dislike, or how easily one can forget.
Also I have thought of three new traits that pertain to the general XP game.

Forgetful: Additional -10% (more or less) skill atrophy

Intelligent: Provides a general 50% cap to how much knowledge can be retained

Single Minded: [Skill(s)] are granted a bonus +20% speed boost, at the cost of -30% atrophy.
#2
Ideas / Re: Forced Labor
September 06, 2014, 07:25:55 PM
I don't think a slavery simulator 2000 will give the guys at ludeon a very good PR job
#3
On my previous post, AI sillyness, I talk about the hassle it is to have large masses of visitors, but I think there are various ways that factions may help you. Below is a list that may probably just hurt the Dev's eyes', but I'm posting it anyways. :)

-Futuristic factions may offer Air support or artillery at a greater cost than sending two or three cannon fodders. Useful for pesky sieges.
-More Barbaric factions may do tasks for you, like send miners or hunters to aid in the troublesome workload late-game while managing 10+ colonists
-Cut the use of random traders when you can trade with factions if enough respect is made, -Maybe introduce new events' like escort/raid missions, assassinations, or even send some fighters off your territory to act as mercenaries with the added risk of death or permanent injury.
-Permanent Bases or Checkpoints: We know that sieges aren't quite a permanent threat, for you can just dance around shells and repair slight damage and wait for starvation to force them to attack... But maybe the addition of encroaching factions, friend or foe, providing a constant flow of aid or troubles rather than some inaccurate slow fire. This feature is better set on larger maps, and can possibly allow the use of trading or a checkpoint for harvesting far away resources.

More will be posted as I continue to be an eye sore :)
#4
Bugs / Re: Alpha 6 AI Faction Sillyness
September 04, 2014, 11:06:04 PM
Quote from: Coenmcj on September 04, 2014, 10:59:18 PM
What does confuse me is why they arrive, with little to no warning, eat all your food but when they're incapacitated due to a boomrat, you'll go to help them and earn a face full of lead for your troubles.
Well from what I have seen personally, the AI don't use any of your supplies, nor do they perform any tasks or actions besides wander and retaliate. If a boomrat goes mad, they'll target it, but i do agree that instead of maybe just the 'Capture' Prompt, maybe they will implement a 'Rescue Friendly' issue, where there is a chance they will even join you or grant extra faction respect
#5
Bugs / Alpha 6 AI Faction Sillyness
September 04, 2014, 10:50:48 PM
       Well, to put things plain, I've noticed if you choose the random AI storyteller, you get various chances for a faction of your liking to visit, often with an extremely large presence.
       Some scenarios I've seen would be the common occurrence of groups starving themselves because they don't get a command prompt to leave, or because they constantly block themselves in. This alone causes problems, because as they breakdown, the faction and any of your recruited personnel or turrets will target them. The sheer mass of gunfire and confusion makes way for chaos. Another event that occurred in the same play-through would be visitors walking past rival visitors or forces at siege. Sometimes the AI will prioritize visiting my homestead rather that returning fire, and any casualties results in the loss of respect on my part, and if they become hostile, ALL of the possible 20+ visitors, often scattered around my base with no real control, will end my game there.
       These are just two examples of AI sillyness, and I fully understand the game is in alpha and there is much to be done. I have no experience in coding, but I think it's just an issue with the sheer mass of sudden commands confusing the game.