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Messages - ChillinVillian13

#1
What season is it?? If there it is a colder biome (temperate forest and colder), then traveling from late fall to early spring will take longer
#2
Ideas / Re: Better NPC Bases
November 20, 2017, 02:54:50 PM
Quote from: getfreur on November 18, 2017, 01:54:15 PM
I think the actual NPC base system and Factions are too much easy and boring, would be great if the factions interact with each other like take bases or make peace things like that.
Something that should be added is Base tiers, like a pirate faction have 3 types of bases: Outpost, City and Citadel.

Outpost: A small base (like the actual bases) with few defenses and with the objective to spot targets for future raids, improvised building like metal and wood, simple food and even some potato fields to increase the lack of supplies coming from other settlements, 5-13 members are to maintain and defend such position.



City:A large Base that have walls of steel making a perimeter with turrets and few mortars, it's objective is too supply outposts and organize raids against targets spotted by the outposts, internal buildings are organized with a decent level of furniture and joy utilities, can have prisoners that would be sell as slaves that can be rescued (would join your colony or rejoin their faction those increasing your favor with such a faction), have great fields of many types of food and even some herds for meat or transport, 10-22 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction).



Citadel:A fortress that have plasteel walls or is deep underground with many turret and mortars as defenses, it's the "capital" of the faction and house the leader, the best members, weaponry and spoils from raids. Can have prisoners that are used as slaves that can fight in defense of their masters, have many rooms with food that come from cities and hydroponics locations inside the base, don't have any animal that is not for combat and have excellent buildings and furniture, 19-30 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction), 15% to have a mass destruction weapon, if this base is destroyed or taken the faction is destroyed and the surviving settlements become new factions or are captured by enemies of this faction.
Great idea, also maybe if a friendly faction is destroyed, there could be a series of quests that you ccan help reestablish that faction
#3
Ideas / Faction expansion in A19
November 03, 2017, 11:23:22 PM
I know it is way too late to try to add this in A18, but I would like to see some expansions to factions in the game soon. Right now all they do are raid you, trade, and request that you do stuff for them. There are three categories that I have come up with; friendly raids, seeing caravans on the world map, and factions claiming territory.

I hate factions right now because they complain about bandits, but they don't do anything about them, so I'm in the Walking Dead trying to take out Negan :). I would like to see regions of the world belong to certain factions rather than having factions scattered everywhere and factions try and resolve the issue of bandits. Maybe a joint-attack kinda thing where a faction will pay you for mercenaries to attack an enemy encampment, you could control you mercenaries and told the tactics that the faction's troops would be using and follow them if you please.

I would also like to see where a friendly faction's caravans are if they trust me enough to share that information, so I could go and trade or ambush that caravan.

It would really be cool if there was a need for a faction to expand their territory. So if a faction attacks another faction's base, they now have control over *this* region and their can be productive bonuses in those regions like rich minerals or great hunting grounds, etc. Another thing is if a friendly loses their base in an attack, you could help them capture it back for money or reputation, etc.

This is my share let me know what you think!
#4
Quote from: The Nickman on July 19, 2017, 04:18:26 PM
Quote from: ChillinVillian13 on July 19, 2017, 08:18:36 AM
ii hate the people that say that this should be a notification because it takes away some of the risk and danger in the game. There shouldn't be a notification, there should be a warning at the beginning of a "hunting season". So for example, bears generally hunt in the spring and summer, so during winter and fall there should be no bears on the map. And when the beginning of spring comes there should be a yellow notification that bears can now spawn and hunt your colonists and this stays on the side stating how many days are left in bear hunting season.
So we currently get a warning and can choose for the game to pause on a red Zzzzzzt, or if a squirrel goes mad and charges our base from the other side of the map, yet you don't think a colonist being attacked by a man-hunting bear warrants any more than a beep?

I can't even begin to understand your logic on this.
If your colonist is getting hunted down without your knowledge then it is your fault that you didn't see the danger and take precautions. Myself i prefer to get a hunting party and shoot down the predator. But if you can't pay attention to your game then you can't blame the game's mechanics
#5
ii hate the people that say that this should be a notification because it takes away some of the risk and danger in the game. There shouldn't be a notification, there should be a warning at the beginning of a "hunting season". So for example, bears generally hunt in the spring and summer, so during winter and fall there should be no bears on the map. And when the beginning of spring comes there should be a yellow notification that bears can now spawn and hunt your colonists and this stays on the side stating how many days are left in bear hunting season.
#6
I hate how i will have my fueled generators turned off and i they will still break down its like WTF GAME!!
#7
Ideas / Re: Hunting boomalope in the rain
June 15, 2017, 09:02:05 PM
Honestly i hate both boomalopes and boomrats because predators will hunt all other animals instead of these ones and nobody really hunts them cause when they come in for the execution they get a bunch of burns. Also when there are very few animals (besides predators) the game will send boomalopes/boomrats towards me and they ALWAYS go through my fields and set them on fire when i kill them. I wish that only if you damage its hump or body will it explode. So if you get a headshot on it or hit its legs and let it bleed out its all good. So there is still a threat but if you get a good shooter, then you can have a chance to safely hunt them
#8
Ideas / Re: Animal is hunting colonist!
June 15, 2017, 08:53:06 PM
As the last two people commented having a notification that a predator is going to hunt your colonist is completely unrealistic and people need to figure out strategies on how to prevent against it. For me, I tested out having my base on tundra or boreal forest and putting single spaced stockpile zones surrounding my colony that were designated for animal/human corpses. The point was that the predator would be looking for food and the game recognizes that there is a dead animal already and will have the predator eat the corpse. This will fill it up plenty so that i will be able to realize the predator and take care of it. This worked for me about 75% of the time as long as my colonists stayed within the "boundary wall". This however can only work in winter when the corpses can remain frozen
#9
Ideas / Re: Animal is hunting colonist!
June 15, 2017, 02:05:49 PM
lol i had one of my colonists being hunted by a fox but then it stopped when a rat wandered nearby so lucky me!

I think that instead of a predator hunting something specifically, it should wander around "hunting" until it spots its prey because then you would be able to see the animal coming towards your base without it making a beeline towards one of your colonists.(SACRIFICE THE USELESS TERRIER)

I think there should also be a seasonal event when bears go into hibernation during the winter and when spring comes there is a notification that bears are out of hibernation
#10
General Discussion / Flooding on coastal maps
June 10, 2017, 02:33:19 PM
I hate to see when people build their base right up on the coast and only have to worry about 3 sides of their base. I think that if their was a flooding that a neighboring faction warns you about and you have to flee the area in a certain amount of time or else you could have colonists die. The flood should damage some of the buildings and the electronics in the base and could move some furniture/items.
#11
Ideas / Re: Faction capitals
June 01, 2017, 10:04:19 PM
Quote from: rambo on June 01, 2017, 06:08:29 PM
What about having the leader in the capital
Having the leader of a capital I think should be more of a ransom sort of thing or a televised execution could decrease the factions morale greatly
#12
Ideas / Faction capitals
June 01, 2017, 02:36:04 PM
Factions should have a capital where they have the best trading goods and have the most protection. If their capital was to fall, then there are several possibilities to add, that faction could go into anarchy, it could decrease the faction's morale, destroy the faction or they could build a new capital, taking time to get it fortified (which would be your opportunity to raid the new capital while their are low defenses). Factions could also have different types of bases (camps/outposts, villages, towns, cities, military outposts, etc.)
#13
Ideas / Watchtowers (not for defense)
June 01, 2017, 02:31:09 PM
Watchtowers could be useful for detecting incoming raids but would need a person to man it. Also something that could be in research is an automated watchtower that is more efficient and doesn't require a person to man it
#14
Ideas / Factions Raiding eachother
June 01, 2017, 02:26:48 PM
It seems weird that all factions are hostile towards pirate bands but none of them ever seem to attack their bases or get raided. Factions should now have a chance to ask you for help via comms console if they are being raided and if you help them your reputation with them will increase but if no it COULD decrease depending if you are really close to them or not. Also request for a raiding against a pirate band camp would be cool and you could see on the world all of your allies movements.
#15
General Discussion / Wiping out factions
December 20, 2016, 04:35:00 PM
If you destroy all of the bases of a faction, will it be considered destroyed?? :