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Messages - Choco

#1
There should be ship chunks when you start a colony. It's a condition that can be turned off (or on) under the scenario editor "scattered randomly: ship chunks". By default this condition is present for the colony start.
#2
Hi guys I have three suggestions here, sorry if any have been posted before.

The first suggestion, the main one, is that raiders should rescue downed team mates and carry them off the map like they do when they kidnap colonists. This should occur when the raiders have decided to cut their losses and are either stealing or kidnapping. This should not occur when raiders are fleeing or are still in the middle of their attack phase. I think it's bizarre that raiders will kidnap my colonists but leave their own troops behind. They should prioritize rescuing a team mate over kidnapping but in the case where they have enough troops to do so, they should do both.

The second suggestion is that instead of just paying silver to ransom one of your team mates back it should be possible to trade prisoners. The enemy faction would offer the ransom like they do now, and the player would have the choice of pay, trade or ignore. depending on the prisoner you have the enemy might not allow silver (if they really want the prisoner back) or might not allow trade (if they don't really care about the prisoner).

Finally, for those colonies that don't have a comm. station (especially for tribals) it would be neat if the enemy faction sent a negotiator. Just a single person with a -?- like a trader, but instead of a trade screen the ransom screen pops up as if you had a comm. station. The player could order the negotiator to be attacked or captured but enlisted pawns wont automatically attack them, they would treat them as if they were any other trader

To make this work though, a faction would not be able to raid you while their negotiator was present (other factions of course still could). Also, if the player decides to attack or imprison the negotiator, the faction the negotiator belonged to would never send a negotiator again.   
#3
Quote from: Another-Frenchy on July 31, 2016, 12:49:09 PM

The dev fix this problem for the next update ?

Thx a lot anyway !!
For me this bug slowdown the game so much....

I don't think what you're describing is actually a bug but rather is a feature. To be honest I think it is better that there are no perfect solutions in this game.

You want to not worry about raiders? fine place lots of turrets, but you'll have to build lots of generators to power them. Now you have enough power for your turrets and other fancy electronics, but you'll have to repair them all the time, so now you have to dedicate one of your pawns precious time to fixing them plus components.

Having said that, I would be fine with options for players who don't like the chaos this game brings to enable them to mitigate it to their liking. As a noob who plays Randy-Random on Challenge difficulty with perma-death turned on, I'm more interested in the way things can go wrong then I am making a perfect, unstoppable colony and things like breakdowns and solar flares keep things interesting and open avenues for multiple valid strategies that vary depending on the context of the situation.