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Messages - Shonin

#1
At that, not only there's not a justice system, as there isn't an "expel from colony" option. That way, if someone fights like that, or, let's say, some pyromaniac decides going on a fire starting spree right into your devilstrand farm or the colony food suplies (real story), not only you can't punish him, as also if he dies the rest of the colony still goes "oh, poor him. We liked him so much. Remember that time he put fire to our food stocks and we spent winter eating taht awfull berries, eventually leading to other three colonists starving to death? Oh man, that was a good prank".

Maybe the other colonists should at least have a stronger opinion about theese things (like, everyone should have a social negative opinion about someone who started a fight, with a special weight when it happens to someone they like) and also have some option for punishment (as said, maybe we could select one of such social interactions for a reason to go to prison for a day, and the other colonists could get a mood boost/penalty if they agreed or not with it) and for expelling (same thing for mood effect on rest of people, maybe the expelled colonist could randomly join a pirate band and cause future trouble XD).
#2
Ideas / Re: Healthy Colonist mood boost?
June 24, 2017, 10:35:48 AM
I must say I disagree. I mean, of course some people get a life changing experience after a disease or seriour accident, but it's kind of... random. In real life, some people just get with "my life sucks, when will come the next misfortune" and others go "Man, that just made me realize how we must give value to each day". In the end it goes much with the said person already existing personallity and not a rule of thumb.

Also, I don't think it's something that would add real value to the game. I would still try my best to keep my colony healthy since it's for the best and, having a positive mood boost after a disease or serious wound is healed wouldn't change that. This being the case, I think it's not something worth the effort.

Maybe there could be another way,  like a colonist who recovered from a near death experience more than once having a slight chance of getting an additional related characterist (maybe several near deaths experiences made the colonist fearless thinking he is "immortal" and made him support more pain before falling... or made him fearfull and binge on medicine trying to avoid another sickness...) but I think that would digress from the topic and should be part of another discussion.
#3
Ideas / Re: Frequent Suggestions Topic!
June 23, 2017, 01:42:17 PM
Quote from: b0rsuk on March 27, 2017, 02:10:12 PM
Idea that is frequently suggested and won't be implemented:
Containers, barrels, chests, shelves or equipment racks with increased capacity or ability to stack items. By design. Reasons given were:

I'm kind of ok with that, since most items already have a quite large stack size so that is relatively easy to stock a large supply and, truth be said, management of space is a big factor in the game that shouldn't be lost.

However, I still find it would be nice fo "some kinds" of storage options, like a refrigerator (have been suggested, but it's not in the list. There's actually a mod for that). I mean, ok, we can make a building with coolers to act as one, but I find it strange that with all that tech we can't build a simplier thing. It could act like the actual one, but requiring energy and costing steel/components. In the end, it would be material-wise expensive, but would allow for making a fridge in the dining room or a device to keep raw meat inside the kitchen area. I don't find it would make the game easier, since it would be a decision on wheter or not spend more resources to have a little bit more of efficiency.