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Messages - Ninjasa456

#1
Ideas / Re: A "Few" Ideas
January 08, 2018, 02:10:53 PM
I understand what you mean about making one suggestion and discussing it, i was essentially just throwing a bunch into the mist for others to think on and start discussions themselves.

When I suggested the ideas, i perhaps didn't explain them as thoroughly as I might have:

-Fake merchant- thought it would be an interesting raid type is all, and it wouldn't really be a "tedious grind" but it would make you pay more attention to the names of factions and their relationships with yours. I can't speak for everybody but I have no idea the exact relationship and names of the factions i currently have so I had thought it would be a good concept to make you pay more attention.
-Scar pain- Good point but I was thinking more on the premises if you had a scar on your finger for 10 years, you would have learnt to deal with it, especially if it was a minor one, not that it hadn't healed properly.
-Reusable drop pods- When it lands it doesn't destroy itself and has to be reinstalled back at a launchpad to fire again, therefore still using fuel and manpower. This would essentially be more beneficial in the long run if you had to maintain a continuous supply line between bases but didn't have 80 steel and a component to spare each time.
-Harvesting organs- I hadn't thought about it in that way.
-As for hunting alert, I was just annoyed when my small animals got attacked and then instantly killed, giving no time to react. I didn't know that it had a reason behind it.
-I wasn't aware there was an issue behind balancing melee and ranged. I had suspected that there was something behind it but never bothered to find out what, the "Simple sidearms" mod was what made think it would be a good idea.

I have installed mods, some of which i added to this because i'd like it to be part of the actual game for other people.
I'm surprised you didn't comment on "shooting to kill and maim".
Also thanks for the criticism (if a bit harsh) because this is the first time I've been bothered to suggest ideas for a game.
#2
Ideas / Re: A "Few" Ideas
January 06, 2018, 06:13:44 AM
True, but not all of them work as they should and are sometimes unbalanced whereas if the devs put them in, it would be better. Also not everybody uses mods or can be bothered to install one for each problem or idea they have
so this is another way to make their games (potentially) better.
#3
Ideas / A "Few" Ideas
December 31, 2017, 06:16:38 AM
-If colony animals are being attacked by wild animals, pause the game or give some form of notice prior to the attack.
-If your home is in a mountain, make traveling into it faster than an average mountain speed.
-Allow harvesting blades from dead scythers and bionics (maybe even organs) from dead humans.
-A new raid type = fake merchant groups that attack when inside the base. Give it an odd message upon arrival or make the pawns look off to make it noticeable. Maybe have the normal message but use the enemy factions name to give it away.
-Pain caused by minor scars don't cause debuffs to mood.
-New inspirations:
   -Scientific breakthrough. add 1000 points to research.
   -Scientific mess up. minus 1000 points to research.
   -Miraculous discovery. Find a rare item.
-Balancing boomalopes so it does not produce too much chemfuel because they make the infinite chemgenerator redundant.
-Add reusable drop pods but make them more expensive than the usual ones.
-A way to slaughter colony boomalopes and boomrats without explosions.
-Vehicles - better on roads but not off roading:
   - Car - storage capacity.
   - 4 by 4 - Better of roading and more storage.
   - Wagon - primitive version of the car.
   - Boat - travelling across water.
   - Something difficult to make like a plane or a hover craft.
-The mood buff from the aurora lasts after the aurora is complete.
-Equip elephants and other animals with armor.
-Double doors for rooms that are even numbers long.
-Allow colonists to shoot to kill and shoot to maim (Takes longer to aim but is more likely to hit legs or incapacitate them).
-Allow pawns to wield a melee weapon and a ranged weapon.
-if the surgery failed (except catastrophically), don't lose the bionic or organ.
-When a caravan hits an event and finishes it, return it to its original position rather than back in the center of the hexagon.

Just a few ideas i came up with whilst playing the game.