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Messages - Shaft

#1
Bugs / Items not retrievable in prison
February 04, 2014, 08:51:15 AM
Had a couple of situations:
- Deconstructed a bed in a prison.  Metal was not able to be retrieved.  Changing beds to make the room not a prison immediately fixed it.
- Colonist was incapacitated in the prison.  Weapon was not retrievable.  Again, making it not a prison fixed the issue.

For obvious reasons, changing the prison bed priorities is not always an option if you have prisoners.  I would consider this a bug.
#2
Ideas / Re: Different types of walls
November 08, 2013, 06:51:30 PM
Good stuff.  I would like to modify my original post to say that defensive walls do not conduct electricity.
#3
Ideas / Re: Endgame
November 08, 2013, 02:18:56 PM
Quote from: maxthebeast11 on November 08, 2013, 01:22:56 PM
Laser Penetration. Leave the colony smoldering from orbital bombardment.

Nuke it from orbit.  Its the only way to be sure.
#4
Ideas / Different types of walls
November 08, 2013, 02:17:46 PM
After losing my solar arrays for the umpteenth time to raiders, I decided to make an attempt to wall them up(with a few doors so colonists can go outside).  As soon as my walls were closed, here comes the auto-roof.  Now, I'm fine with the idea of a roof.  It protects from rain, lightning, and maybe other effects.  I need a way to WALL something off without the roof, so my solar arrays can get sun.

My recommendation is defensive walls in addition to regular walls.  They will not trigger a roof.  As an added idea, maybe they could have more HP, but be more expensive to build.  The regular walls should get some bump for looking nice and the new walls to get a negative adjustment for looking ugly.
#5
Ideas / Blast charges
November 07, 2013, 09:41:54 PM
It seems like blast charges mainly exist as mines for raiders.  I have already seen an almost foolproof post earlier regarding setting up a nice kill box for them.  Here are some suggestions for how to balance this mechanic:

- Make the charges unreliable.  Maybe the blast charge can have weighted effects like a radius from 1(dud) to whatever the current value is.  Maybe sometimes the charges are "shaped" in a random direction, with the length longer than the normal radius.  If the charges were not perfect every time, people might think twice about how they are used.

- Have a new raider type of "scout" that can identify charges when close(based on percentages maybe?).  If identified, other raiders will avoid or attempt to destroy the charge depending on their weapon.

- possibly remove charges completely.

I guess what I am saying is that charges are OP at the moment due to invisibility from raiders and consistent blast radius.
#6
Ideas / Re: Morgue Ship
November 07, 2013, 05:01:13 PM
Quote from: light487 on November 07, 2013, 04:35:26 PM
Incineration is very common all over the world for when space is a premium. I don't see any issue with incineration even from a morale point of view.

Definitely need some kind of "garbage truck" type ship though, even if you have to pay them a fee to take all the debris away for you.. and perhaps a morgue ship could be the same thing for corpses, for those who don't want to build an incinerator etc.. of course a fee would be charged per body as well.

I like this idea.  Anything in your debris pile(slag, rocks, whatever) and anything in a grave could be removed for a fee.
#7
Off-Topic / Re: Games in November
October 31, 2013, 03:30:31 PM
I think X Rebirth is coming November 15th.
#8
Ideas / Measuring weapon effectiveness
October 30, 2013, 01:34:10 PM
At present, it seems that determining the best weapons can be difficult.  I am assuming that the pulse rifle is awesome based on the name and price.  It would be nice to see weapon stats to make better decisions about what weapons to equip.

Here is one idea.
Have the weapons broken down into:
- shots per volley
- damage per shot
- reload time
- list special properties at the bottom

It might be more visually appealing to have them in bar form, where the more the bar is shaded in, the better.
Special properties might be "sets target on fire" or "destroys objects" for fire based and explosive weapons respectively.
#9
Ideas / Mine selection and destruction
October 29, 2013, 10:21:41 AM
More than once I have accidentally set off every mine on the map.
When raiders start attacking, I usually double click the mines to see where they all are(hard to see).
Next thing I know, they are all ticking, with no way to cancel.

Suggestion would be to either prevent mass triggering of mines or possibly cancel the countdown.
If I am the only one who does this, I'll shut up.
#10
Just wanted to comment on the "maintenance" portion of the post.
Couldn't agree more.  I was thinking the same thing.  Repair and cleaning would be great to have as "maintenance" so that I could set one or two colonists to run around and fix things and tidy up.  Let the construction guys work on new projects.  Depending on my base I would have enough janitors to cover a realistic section of the base.

Which brings up my next wish.  It would be great to assign colonists to only service a certain area.  They spend too much time running from one job to the next all over the map.  Hauling that important ore?  Oops, a conduit on the other side of the map needs repaired.
#11
Support / Re: Cant place sandbags over cable conduit
October 24, 2013, 10:21:49 PM
I don't think this is a bug.  Sandbags and power conduits can both be damaged. Placing them both on the same tile would make this complicated since they could be damaged different amounts.  As far as I can tell, it was never intended for multiple damageable(building) items to be placed on the same tile.
Then again, this is just my observation and I could be totally wrong.
#12
Ideas / Medical dynamics
October 23, 2013, 01:23:24 PM
As far as I can tell, right now medical kits cannot be used.
Here are my suggestions:

-Have medical kits used via the context menu when you click on a target.  The same mechanic used for arresting someone.  This option is only available if the person is assigned to the doctor role.
-Skills would be used to determine the amount of healing.  Base use for a kit would be something like 20 HP.  A medical skill less than 5 will only get you 10 HP.  Otherwise, the formula would be something like (20 + 3(skill - 5)).  In other words, you get 3 points of additional healing for every medical skill level beyond 5.
-A new research would be something like "Improved Doctor Training" which improves your coefficient from 3 to 4.

So at medical level 10, without research you heal 35 points.  With the research skill, it would be 40.
The numbers are all just made up, so feel free to adjust them to whatever makes the system balanced.  I would think that a well trained doctor healing 40 points sounds about right.  Assigning Joe Blow to the doctor role might save someone's life, but that is about it.

I would think that someone assigned to the doctor role could wield one medical kit instead of a weapon.

On a slightly different topic, maybe doctor roles should be able to perform basic life saving functions.  I am thinking of a slow heal up to a certain point, say 20 HP.  This would allow them to save someone's life if they are bleeding out on the battlefield.  If they are close to base, they could then be hauled in for better healing.  If not, they might still die on the way to the base.

Maybe doctor levels starting at 5 can heal 1 HP per 3 seconds when the victim has less than 20 HP.  If that seems to powerful, maybe they have to be unconscious as well.  As level goes up, maybe the number of seconds is decreased by .2 per level.  Finally, it would probably be more balanced to have the victim continue to bleed, so the skill can't be used to indefinitely keep someone alive.  Like I said earlier, they still have to be carried back to base.

Again, a skill could be introduced to bump the rate of heal up.  Alternatively, maybe a research skill could be made to stop bleeding for x seconds.

I'm not so gung ho about the slow healing idea, but I figure we could get a discussion going about medical mechanics.  Maybe others could add to it or offer alternatives.
#13
During a solar flare, my warden picked up some food paste from the dispenser, despite the fact that there was no power to it.  It showed up as food paste x0.  Prisoner ate it and food meter was filled, taking him from urgently hungry to filled.
#14
General Discussion / Re: Corpse Disposal
October 21, 2013, 05:27:50 PM
Yes, this needs to be resolved, preferably through something like decay.  Maybe a buried body decays 3x quicker than one left on the ground, but eventually they should all decay.  After the 20th raid, I have 150+ corpses, and my graveyard is becoming the fastest growing attraction at my camp.  I wouldn't  mind having more creative options, like making them ultra-flammable and then setting them on fire, but doing this by manually shooting them is highly ineffective at the moment.

Also, debris has the same issue.  They usually come with events and they get too cumbersome to handle.  Using explosive charges is ok, but still takes a while.  Would be nice to have an incinerator or some other way to permanently deal with debris.