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Messages - pfox__

#1
Ideas / Random Idea: Zombie Event
November 19, 2013, 04:56:04 PM
Apologies if someone already came up with this idea. It occurred to me while looking over my colony (which has a LOT of graves due to a stubborn insistence on giving all dead humans a proper burial) that I would be in a lot of trouble if, suddenly, every single grave had a zombie rise up from it!

So, the pitch: Have an event where all of the corpses lying about and/or in graves on the map are destroyed, spawning a "zombie" mob with the usual characteristics (high endurance, slow speed, etc). Maybe buried corpse zombies are weaker, as a perverse incentive to provide a proper burial? I don't know what the damage model is like (appears to be just hit points.. ie no individual body part/organ damage model as of yet), so probably not realistic to imagine adding "headshots" to put down zombie mobs quicker..

Anywho. Would be interesting and kind of silly. If you imagine there were enough "absurd" or "genre" events such as this, then would it make to, when starting a new game, have the ability to toggle the availability of absurd/fantastical events like this?

Also makes you think about body management in your colony. A rather distasteful solution might be pit burials/mass graves where you could torch bodies. But this isn't a zombie apocalypse sim, so I don't feel the need to imagine what it'd be like, with too much detail. I know some people have resorted to just having dump areas where they put corpses, instead of digging graves for everyone (As mentioned above, I've insisted on graves for everyone; at day 110 in my Cass. Classic colony, almost 1/3rd of the dirt space in my colony is given over to graves). I'll eventually have to start putting the dead into the ground outside my walls, before long.
#2
Ideas / Re: Your Cheapest Ideas
November 15, 2013, 12:32:41 AM
Howdy! *great* game. I'm so glad I paid the difference to get the Influencer tier so that I could play now. Here are a few cheap-ish things (except for maybe the last one).

1) range indicators for lights at build-time, ala turrets (more important for sun lamps.. want to know how far I can effectively space them out.. they use a ton of electricity)
2) fire suppression equippable item (like a gun, makes putting out fires go much faster) .. or maybe they're buildings.. like rapid-deployable fire extinguisher turrets that you set up and tear down as-needed?
3) would be great if something could be done about poor prioritization during low-food situations. having the colonists cross the map to the site of a wreckage where there're 300 units of food, just to have them take the food, eat it, then have a mental break because eating raw food put them over the edge is heartbreaking. I could further in-depth about this, but venturing outside of this corner-case would probably make it non-cheap, heh.