Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Pineapple_Jack

#1
Ideas / Re: Your Cheapest Ideas
July 10, 2018, 07:56:02 AM
Prior tending over feeding.
I've just had a nice fight with a scythers and 2 of my pawn lost a leg, and when my third pawn rescued them (carried to the bed), he tended first and .. was going to feed her(pawn) .. I mean, why the hell is this more important than treating the shot off leg?!
#2
Ideas / Re: Research could be more interesting
July 10, 2018, 07:11:11 AM
Maybe even make the pawns able to master some of the researched things and add something new to them. For example:
1.The pawn with 16lvl cooking skill, after learning to cook lavish meals, can (after he cook it for some time and with a %chance) "improve the recipe", allowing to save more ingridients during the cooking (right now it's 0.5 meat (10 pieces) and 0.5 vegetarian (10 pieces), but after "improving" he or maybe even all the colonists 'll be able to cook it with 8 pieces of each ingridient, or cook more efficient, allowing to increase the nutrition rate of the final product (meal).
2.The pawn with 16lvl(it's just a random high-lvl) crafting skill (same as before: make it for some times and with some %chance he may improve it) may discover the new ways to .. "make the weapon barrels" (in context of crafting some guns), so now, after crafting a new gun, it'll have an improved accuracy stat. Also some ideas for the guns improvements/upgrades: |Improved scopes calibration| |Improved weapon balancing (for melee)| |Foregrips for guns (better weapon control/less cooldown| etc.. It's just a names for reasoning the stat improvements, no need to make it visual/interactive.
P.S. So basically - stat/recipe improvements by practicing.