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Messages - etoon

#1
Tynan, are bionic livers and kidneys planned? I have a druggie colonist that ruined her liver on beer. She cancer and cirrhosis. I can't find a liver on the market anywhere and all the, ahem, donors keep dying during the, uh, vetting process. She's doing ok for now but I do worry about her future.

I would recommend changing grid usage to grid excess since that's what the number really represents.
#2
I just had an item stash quest that gave me an idea. Why can't we grab a downed pawn and run? I just did this with an item stash. The site said there was no danger but you better believe there was an ambush waiting. Since it was just a resurrection serum I was able to grab it and run with just a single shotgun wound to the shoulder.
#3
I need to throw my hat in with the people saying the incapacitated quests simply aren't worth it. I've yet to see one not guarded or bait for an ambush. A couple of examples. I got a quest for someone who happened to be the wife of a colonist. About a year and a half into Pheobe rough. The note said to expect a ring of turrets. I took three colonists planning to make a hole in the ring and get out. I was greeted by the ring and a incendiary mortar. It wouldn't have been a problem except she died of her wounds before I could get to her. Maybe if I brought more colonists I could have brought down the turrets in time but that would have left the colony woefully understaffed. (I had 8 colonists.)

The next example is a tribal start with Pheobe medium. Its about half a year in when I get a quest saying there might be danger. I'm doing ok so I figure I'd give it a try. I only have five colonists so I send the two I can spare. That evening I get a flash storm right next to my camp. It hits my fields in two spots and right next to my storage building. I had to write off the fields and focus on the storage building otherwise my whole camp would have gone up. (I was just starting to put up stone walls.) Then when the caravan arrives it turns out to be an ambush from the edge of the map. I think there were six tribals. I managed to get one away.

An unguarded pawn should be the rule, not the exception, early on. You've got to take enough food and medicine, which can leave your base vulnerable, for a pawn that might not be worth it. The ambushes and guards make that effort not worth it no matter how good the pawn is early game. The only time I try them now is when the pawn is somehow related to one of my colonists. And even then they might die before I can deal with the guards. Maybe make their wounds less severe?
#4
Speaking of caravans, I only seem to get orbital targeters and the new power supply thingy. I haven't seen any of the others. The healing serum would be really nice to see more often because my colonists are collecting plenty of scratched eyes and shattered bones (in various places). The eye gouging probably needs some tweaking as well. I can understand the bigger predators but rabbits and such seem to jump straight for the eyes instead of nibbling at the ankles. This has me on a constant lookout for bionic eyes.