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Messages - LazerOfDensity

#1
Ideas / Athletics Skill, and Body Type bonuses
October 11, 2018, 04:53:47 PM
Athletics Skill: 0 - 20
  -Additional health to body parts.
      2.5% additional health per rank
  -Additional weight units
      0.5 additional weight capacity per rank
  -Additional Movement Speed
      1.5% additional movement speed per rank

Different recreations can train athletics, and melee, mining, and hauling can train athletics.


Body type bonuses
Hulk: +30% health, +10 weight units
Heavyset: +20% health, +5 weight units
Average: no bonuses
Thin: -20% health, -5 weight units
#2
Ideas / Colonist tweaks.
November 24, 2017, 12:48:40 AM
Combat:
-Melee and Ranged equip slots.
-Maintenance of weapons and armor (Crafting), can be preformed by other colonists.
-Remove helmet out of combat (Toggle).
-Direct control over individual colonist's inventories.
-Colonist inventory: colonists can carry additional items up too their carry cap (for gear or hauling).
-Backpack equip slot for unique equipment and backpacks. Regular backpacks variants increase carry cap. Heavy weapons; flamethrower, minigun, rocketlauncher, etc, would take up backpack slot (high weight cap). Packs could also fill other rolls, such as the ability for field triage, a light source, or a fire extinguisher.
-Combat training to improve shooting and melee.
-Athleticism skill: increases health, speed, and inventory weight (increases from training, hauling, mining, combat).
-Standing, crouching, prone stances. Standing is the most mobile. Crouching is less mobile and more valnerable to melee, but better accuracy and harder to be hit with ranged. Prone is incredibly slow and leaves the colonist very weak to melee attacks, but slightly extends range and significantly improves accuracy. Crouching and prone stances also allow concealment with bushes and trees. (Stances available after a colonist is drafted)

Farming:
-The ability to mark a farm to be unharvestable, instead of unseedable.

Cleaning:
-The ability to zone different colonists to clean different areas.

Leveling:
-Skill degradation only effecting progress to next level and wont lower in level. Possibly a compromise with the amount of passion the character has for said skill. If minor then level degradation stops at 15, and if major level degradation is disabled.

Doors:
-Have a separate option to forbid animals/pets from going through a specific door, instead of both colonists and animals.