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 - deltasworder1x

#1
with the new mechanic to knock out colonist with drugs have the same mechanic in use before a psycotic break down
during those screeches or whenever necessary
#2
due to spread of diseases
  decon chamber at entrances
  full power armor = full sealed suit prevent diseases
  have decon of items from dead bodies
  quarantine chamber bed/ health pod
  cryo chamber in event that can't treat illness/injuries due to battle events

Fire still being an issue
   have fire extinguishers / fire hoses to put out larger areas of fires


upgrades to power armor suits for characters that dont have cybernetics  ( can be researched or purchased)
   increased mobility
   increased strength for hauling / melee
              maybe even have the character be able to carry 2 downed enemies/ allies
   increased sight /NVG
   flashlight attachment
   multi weapon equip character will switch depending on proximity of enemy target
           primary= rifle
           secondary= pistol/uzi
           melee= knife (in case of uh oh event)

NVG on sale

vitamin pills
   increase nutrition by pill or agricultural enhancement of crops
   allows faster regen of health and gives morale boost of "ate best meal ever"
   can also be added to the traders like combat

Water
   pure water / differing qualities of water to help in case of extreme hunger
   use of pure water can increase growth rate of crops
   allows character to not feel too hungry only mildly. prevents mental breaks
   water purifier system can purify water to sell. can be an expensive item

drones (like ftl when 1 normal character and rest = drones for different crash land experiences/ stories )
   quad copter drone with 2 pistol / uzi attached
         can follow nearest colonist or go off on recon/ blitz missions
        can be upgraded to hold different weapons
   miner drone
   medical drone
   mechanic drone
   cooking drone
   
#3
Ideas / Re: Suggestion for constructing. build in teams
September 07, 2014, 08:25:50 PM
Quote from: skyalert32 on September 07, 2014, 11:31:26 AM
Other than the star ship, things in rimworld dont take that long to build so i think thaf that would lead to a lot of extra effort and bugs

lol if your have superior crafting mod it takes a very long time to build anything as you start with bare minimum items. Having this style of constuction would speed up the process and make the game universal in the event of mod support :).
#4
Ideas / Suggestion for constructing. build in teams
September 07, 2014, 05:17:00 AM
Referencing command and conquer and starcraft

if a construction project hasn't been finished. Any non working character will automatically move to assist. All characters will work on said object at the same time. This will increase efficiency when constructing and will allow all characters to work instead of only 1 working and rest being idle. 
#5
http://www.twitch.tv/shea_77/profile/past_broadcasts

he streams every night from 1030am-230am pacific time.
the enemies are getting fiercer the stakes even higher
can he get off the world with his 8 colonists in time before he gets over run?
#6
Backpacks:Have characters be able to use a backpack with essential items inside apart from hauling normally
like backpack can contain stims, food, medical kit etc. To which he/she can use on themselves should the need arise

Secondary weapons:carry secondary weapons in case if an enemy gets too close and you have a sniper that wont do. can set the character to switch to secondary when enemy within a certain radius

Self Preservation:have character automatically take care of self before assisting in working. (could be an option for main game)

Mechs:Have research available to create rideable mechs that can be upgraded with better firepower. Can help greatly when facing enemies. If the mech is too damaged, then character auto ejects as far away from combat as possible.

Trainer: when a character of 5 or higher in skill is nearby any characters with less than 5 the higher character gains the trainer ability for that skill. Each level higher than 5 gives a +5% xp boost to the specific skill for all others around him or her.