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 - Workload

#1
Ideas / Container Ideas
January 29, 2014, 06:12:19 PM
Pretty sure this is plan already down the road somewhere. But I think it look a lot nicer with a few different kinds of containers.

Metal racks 1x2/ Metal boxes in 1x1 & 1x2/ Lockers1x1/ Safes1x1 and so on
These would need a path to them so they would need 2 stacks per tile or more, other wise they be useless and waste room. Maybe even 3 stacks can be placed but that could push it. Also to make it easy, only 1 type of item can be store in a container/tile. Unless you want to do more work to figure that out.

Added to this but a lot more work
Fridge/Cooler Can store food to prevent it getting affected by rotting/ can make they rot by time or an event that rots random foods on the map that are not stored in these.
Or make the cooler item like a air system you had while back, were it makes the room cold. Then you can store the food in normal containers/ or toss it on the ground. Skipping the fridge but have to make the cooling item, plus side to this is that you don't need power to each fridge.
#2
Ideas / Re: Factions - Galileo's take
January 26, 2014, 10:58:21 PM
If the factions are the same every time you'll know what they have for weapons/goals/tactics/etc.
Random ones could be neat, not knowing what they got for the first few battles with them.

#3
Ideas / Re: Factions
January 20, 2014, 04:22:33 PM
Nice was waiting for this to come up.
plus liking the unique factions
don't forget slaves guess they could band up
#4
I think it will be just tossed on the ground in the zone and no power is needed and no containers I'm sure. Maybe containers could be added at some point in the future.
#5
Oh I was taking just about bodies of people and animals only. I agree atm it would be a huge pain looking out for the food rot. But now you said something that wouldn't be all that bad of idea.
Just keep it simple. Make the rate really slow when stored in the food zone. This more work be could add a cooler item that acts like a light but makes the area cooler. So power goes out food can start to go bad. For the start you don't need to store a lot and later on you'll need a lot to make it pass some events with high pop.
#6
Ideas / Re: Deeper interaction with traders
January 09, 2014, 04:05:39 PM
Shuttle does sound a lot better then a Ship, The landing/shuttle pad could be done just really far off from now.
Yeah with the new zones one could be marked as trade 
As for why you don't leave the planet I'm not sure maybe they can't make a ship cause your 3 people who lived don't know how or have blueprints on how to build a spaceship.

or they just really like there new home and why leave if there doing well. 
#7
Ideas / Re: Deeper interaction with traders
January 08, 2014, 05:36:03 PM
Nice looking forward to that. Attack the wrong traders and you'll pay the price. Also I know the landing pad is pretty far off from the games lore so forget about that. The 2nd part fits better with ambushes / A bomb instead of what ever item you bought from them and maybe not even on purpose just a bad bundle of food that could slowly plague what ever food pile its next to and so on.

Sorry for the super late reply haha pc needed a fixing
#8
K I know animal butchering is planed but is rotting bodies planed also. Because it can have cons and pros to your people. Cons making people ill/sick if or when that's put it/ Making them more unhappy while near it. Pros they would slowly melt away so you don't have to clear dead bodies far away. Cant really think of any other pros of rotting meat haha.
#9
Quote from: BattleFate on January 06, 2014, 03:00:31 PM
Quote from: Semmy on January 06, 2014, 02:58:47 PM
I really like the small icon add.
But how would that look on a 1*1 or 2*2 stockpile that holds everything.
Maybe have a minimum of 1 square per item it can hold. Afterall, how can you put both food and metal into a 1*1 square?
This could work also and wouldn't look bad. Tho icons could cover the items placed there unless they only appear while placing new zones.
But the simple wheel would be easy and fast to learn. Red is weapon items / Green is food or Blue what ever you like. Best thing about this too is its done all ready :P
#10
Nice really pumped for the new stockpiles. Like it the way its now but a little something more would help.
Maybe use the icon thing but have them only pop up while the curser is hovering over that stockpile. and make the icons pop beside/around your curser so this gets around the problem with the stocks being 1*1 and not showing all the icons.
#11
Ideas / Re: Blast charges
November 27, 2013, 05:28:15 AM
could lower there HP, make raiders spot and shoot them and also give them longer charge delay

#12
Ideas / Re: Your Cheapest Ideas
November 26, 2013, 06:58:30 PM
For your people to get a "Had a argument" buff that makes them get -happiness its like chatting just rarer.
more work but maybe colonist should have a relationship tracker. So some people will get into fights with others. 

Dead bodies slowly lose hp acting as the bodies rotting away
#13
Ideas / Re: Gameplay issue and suggestion to solve it
November 26, 2013, 06:49:27 PM
I Do like the idea of being Criminals or just peaceful colonist. Could put into affect of who/what attacks you example police. Criminal wouldn't care if you sell slaves and what not
#14
Ideas / Re: Repairing cost
November 26, 2013, 06:04:44 PM
Quote from: Galileus on November 26, 2013, 05:54:54 PM
Quote from: Workload on November 26, 2013, 05:41:49 PM
I also was thinking that selling objects and what not would have to be disassemble/taken apart instead of despawning stuff

Already on the roadmap.
Awesome
#15
Ideas / Studying items for research
November 26, 2013, 06:03:42 PM
Maybe could add a few items to boost research while in the same room or allows you to research better things . such as computers/ lab equipment table/ Bookshelf  and so on.
or this idea can be nice. The first research item could be the bookshelf allowing for lower tech, then the research table med tech ,computers high tech. Can't think of anything else atm

The main reason I post this was, things like different guns, food items/potato/wheat/corn/etc, Different metals, and the many other items that can be carried meds, dead bodies, live subjects plus anything new added. Would be used in studying new research.

So to research better potato's you need X amount of potato to finish the research project.
Hydroponics would be unlocked with any X amount food type 
Medical stuff would probably use meds, live and dead subjects for testing.

These are just a few examples
Let me know if you got something to add. 

Edit
Could also add perks/abilities that you pick one and they take amount of research points to finish either auto doing it or telling you its done and you just pick it again activating it. Computers would be the item they can use for researching points into the abilities.
Examples
Solar boost, any other power generator output for 12/24 hrs.
Any other boost, these are nice cause there simple to add.
Maybe a jamming pulse that disables all electronics on the map for 5hrs or whatever, this would help later if there's plans for enemies to use some kind of electronics warfare.   
If money doesn't ever become a item that's needs to be stocked like DF/Gnomoria could make them hack 500-1000$ money from the nets.

These be a nice add for research when there's nothing left to learn, these can redone over and over so there still be a point to research at end game