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Messages - Xizzzy

Ideas / Re: Scavenger
August 16, 2014, 03:46:41 PM
I think another thing which may be sadistic but also fun would be to take the boom out of a boomrat and implant it into something then run it out into the midst of raiders.

You could also remove the boom and keep the thing as a pet.
Ideas / Re: Scavenger
August 15, 2014, 09:08:36 PM
The brain surgery would be a very risky way to swap out a broken body for a fresh one that adopts your donor brain's skills but since its a fresh body it has no injuries. Also, you are right the hands would be easier than brain but it was just an example anyway. You could also do weird things like harvest a squirrel brain and put it into a prisoner then, watch him crawl on all fours eating random bits of food as a very advanced gibbet cage that could have a percent chance to scare off raiders once they saw it. The prisoner squirrel could even serve some basic controllable function. Perhaps even do something silly like communicate with squirrels that could attack as a group if you curry favor with the squirrel community or bring you berries in return for shelter. Imagine an army of squirrels sent out to fight off invaders.
Ideas / Re: Scavenger
August 15, 2014, 02:32:18 PM
What percents should the parts be for harvest?
Ideas / Re: Scavenger
August 14, 2014, 10:15:14 PM
Its a bit dark for content but it'll mesh well with the slave trade I think and add another level of detail that the game seems to enjoy.
Ideas / Scavenger
August 14, 2014, 08:09:46 PM
The ability to harvest the organs or desireable body parts of the fallen or alive depending on how demented the user was for use in transplants by the doctor of the colony or for sale on the slave market or perhaps black market. Certain parts would be % difficulty to harvest and if you failed that attempt was over no soup for you. Extremely high level skill to transplant a brain which would come with benefits and allow you to bypass certain injuries (ie. your best chef got his hands lopped off in a freak killer rabbit incident so you plop out his brain in a risky surgery and put it into some other body whose hands are still healthy voila restored chef)

Scavenger Stat - skill tied with doctor that allows the harvest of healthy organs or parts (like eyes)
Transplant - ability to use someone else's as your own with surgery
Mad Science - using harvested parts for mad doctory things (increase movespeed with that extra leg place a pair of eyes on the back of your head etc give yourself scyther legs)
Walk in Freezer - keep all your special bits nice and farm fresh
Black market - place to sell illegal organs and parts or buy them
Black market doctor - someone you can hire to perform otherwise risky operations on the fly for a price or harvest things for you (you'd need to post guards with him in case he decided to make a break for it with the goods, he's a bad bad person)
Ideas / Re: Your Cheapest Ideas
July 27, 2014, 03:10:11 PM
- Assign people to specific zones for hauling
- Assignments (Tacos go complete geothermal generator then cook 12 lavish meals then etc..)
- help construction colonists not build themselves into walls when cooperating on a project
- End reserving tasks and allow multiple people to work on the same thing (like fire)
- Fire extinguisher
- Multiple options for hauling (haul all, haul x, haul targeted)
- Gear screen for colonists
- Mental health overview for colonists
- Assigned Stations (Tacos' Cookstove, Madam's Mortar)
- Battlestations (universal alarm you can sound that will switch selected colonists into battle ready mode or send them to strategic pre-planned locations or a team of firefighters to a specific zone it can be used for other applications as well make it broad and useful)
- Jobs / Teams (assign profile teams for cooking, growing, crafting, with on/off toggles)
- Organize the colonist list (needs numbers, order from first contact to latest no matter what happens or who leaves and comes back)
- Team screen (who is on what team, who are the cooks, cleaners, order a whole team to work on a selected zone until no more work is available)
Ideas / Re: Your Cheapest Ideas
July 20, 2014, 12:22:40 AM
Tweaks with behavior

When I have frag grenades my character sits like a dingus waiting for it to explode leaving them open to fire from the enemy (mechanoids lately) no matter how much I spam take cover they do not listen. Perhaps let them run out timer to throw then once the grenade is airborne I see no reason to retain them there any longer since nobody in their right mind throws a grenade and then waits patiently for return fire.

Combat Zone - Designate a zone where colonists who aren't drafted will not go because death and you said its a no-no zone.

Give orders - Go to bed, get something to eat, feed this person

Priorities list - when we give people things to do they sometimes just give us the finger and go off on their own give them a hard list they go through in order