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Messages - Taleisin

#1
Mods / Re: Mod Idea/Request Secret Doors
September 18, 2014, 08:59:36 AM
I like the idea in principle, and would definitely find use for them.

My concern would be that it would make normal doors redundant. You could use only secret doors in your base and raiders wouldn't have a clue where to start.

Maybe making them one-way i.e. exiting the base only, would balance them a little. Not sure...
#2
Ideas / Re: Vehicles
November 14, 2013, 07:29:20 AM
Some well thought out ideas there but to be fair I'd be happy with a wheelbarrow to shift rocks and spuds!
#3
Ideas / Re: The many-guns problem
November 12, 2013, 08:16:35 AM
Quote from: willow512 on November 12, 2013, 07:47:41 AM

Alternatively and I think much more interestingly you could make guns a much more complicated data type, so they can be named, wielded and loved by specific colonists, they store their own killcount and develop "personality" traits after a while. Like "Always jams after an explosion" or "Damage increase after a kill" Weapons that have killed a colonist receive negative qualities. Reflecting that colonists don't like wielding the weapon that killed their buddy. These should not be considered magical qualities but rather the beliefs that colonists attach to these weapons.

It's psychological. But the consequence is that new weapons delivered by traders will not work as well as the existing well known weapons.

And then have the weapons degrade and require canibalisation of other weapons to retain their quality. Failure to maintain the weapon produces bad traits. Weapons will be maintained by a colonist with the existing repair skill and can be done on a workbench, which also gives you a reason to include a workbench. ;)

Sounds good to me!
#4
Ideas / Re: The many-guns problem
November 12, 2013, 07:35:00 AM
Hope this isn't repeating anyone's words (this is a long topic to just come in to!), but here's a couple of areas that may work:

Characters should have limits on the type of weapon they can use, potentially grouped into a Simple/Martial/Exotic style like DnD. Fixes the idea of a Medieval slave knowing how to work an incendiary launcher, and not just firing it less accurately.

I like the idea mentioned of gun turrets becoming a research based item. And also agree that the start of the game should be about survival rather than tower defence. However, I disagree that only low-tech weapons should be available at the start. The premise that many advancement levels of civilisations can be involved in this game at any one time conflicts with this idea.

In terms of actual numbers of guns, although I like the idea of sometimes dropping scrap rather than the actual weapon I think collecting a big arsenal from defeated opponents is cool. They make it too easy to become very rich though so just reduce the resale value with exception of really rare guns.
#5
Hey, congratulations! That's a great achievement.

Really happy so many people have seen the potential of this game and I look forward to receiving the pre-alpha to play through!