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 - Kaelent

#1
Bugs / Re: Medical Fail
January 26, 2015, 09:45:03 PM
Yeah. Cataracts is a full -50% per eye and if both eyes have cataracts the doctor is fully blind. If sight is 0 then they will always fail.

For laughs have a 19 shooting colonist with full cataracts hunt a squirrel. It's even odds if they starve to death before they kill the squirrel shooting from long range.
#2
That's more or less a coincidence. I've had them drop 'right on top of you' on a random home zone spot in the middle of no where I had to set to put out a boomrat fire and forgot to remove. I'm guessing they drop in any open space claimed as part of your home zone. Since they can't drop into buildings they drop on beacons, growing zones, and power sites which are the only other really open areas.
#3
Ideas / Re: Minigun, careful shooter
January 25, 2015, 08:55:46 AM
Quote from: TrashMan on January 25, 2015, 07:52:29 AM
https://www.youtube.com/watch?v=jIqTO6mVJyg

A great example of a minigun on a fixed and mounted platform. If you're going to post youtube videos then try TF2 Heavy weapons guy. That would be a more towards what you're looking for.
#4
Ideas / Re: Minigun, careful shooter
January 25, 2015, 12:13:21 AM
Quote from: TrashMan on January 24, 2015, 08:54:42 AM
Realisticially, miniguns are MORE Accurate than machineguns.

Rates of fire of 3000 rpm and above provide a certain stability.

In a comparison between the Dillon M13 and the new machinegun (forget it's name), despite the minigun having 4x the RoF it had 9 times the accuracy.

Very good information regarding a mounted or deployed gun, but not one handled Rambo style from the hip. Technically I believe it is because of the rotational spin from the multiple barrel system dispersing the kick from the recoil and allowing a more stable platform than the traditional single barrel LMG or HMG.

Simple solution? Allow colonists to deploy or build gun emplacements for your big guns.
#5
Ideas / Re: Minigun, careful shooter
January 23, 2015, 06:41:56 PM
I believe both the LMG and the Minigun have a factor of 'spray and pray' built into them. A majority of the shots will always miss and randomly spray the area regardless of your shooting skill or range.

Great for enemies enmass or by just saturating an area with bullets. Also handy for hunting down an entire herd of animals by spraying randomly in their direction.
#6
Ideas / Re: More User-Friendly Trade System
January 23, 2015, 04:46:25 AM
An easier version of that is to just make any item in a stockpile appear in the trade screen. When traded the colonists haul it to the beacon and when everything is in place THEN the trade occurs. This makes hauling for trade a bit more important as the ship could leave and cuts out the loophole of a trade taking place and the items being traded away never making it to the beacon due to player intervention. No cash, no goods. Also annoying raiders tossing a Molotov and burning up all my silver.

If you REALLY wanted to complicate things then making a trade could then spawn visitors who collect the goods for you. Of course the temptation to capture them would be a bit too great. Imagine that you purchased a slave and the slave ship collectors came down to collect the silver you used as payment and get captured themselves, then sold back to the slave ship.  Sweet sweet irony.
#7
Ideas / Re: Hydroelectric/Biofuel Power
January 23, 2015, 04:38:11 AM
Wind turbines surprisingly take the hypothetical wind speed into account which is why they generate more power during storms and less power when obstructed.

Hydroelectric isn't going to be viable because there is no elevation or dynamic water. Unless they start to add 'rivers' during planet generation and a 'rapid water' tile section similar to the current steam geyser for the hydroelectric plant.

A boiler or steam generator may be easier. Build it on water or deep water tiles for a water source and have colonists need to feed it fuel such as wood or other burnables. However, that may be complicated to program because you would need to design a fuel system that allows you to replenish the depleting resource. On the plus side, if you figure that out then you can also implement it to campfires so colonists can tend the fire and keep it going instead of magically vanishing.
#8
Ideas / Re: A Fire Fighting system
January 23, 2015, 04:28:00 AM
You'd also assume a colony advanced enough to employ turrets, cryosleep chambers, and space ships would've also learned that a metal bucket with sand or water is WAY more effective than running up to a fire and trying to beat it out.
#9
Ideas / Re: Brewing Content Suggestion From A Brewer
January 23, 2015, 04:23:26 AM
Agreed. I'm not a brewer, but I at least know that hops is secondary to the grain which is the primary ingredient is most brews. If we're going to add beer, why not other drinks as well? Wheat, berries, rice, barley, corn, and other fruits all make some form of alcoholic drink. Some of which are WAY easier to make than beer.
#10
Ideas / Re: Smelting Art
January 23, 2015, 04:17:57 AM
Currently you can cancel unfinished work for roughly half of the material, but can't do that for finished work unless you're talking about weapons and the electronic smelter. Honestly, I wouldn't mind a 'trending' heads up as well. Something that gives an estimate of what quality the finished work will end up as. If I see something is 'trending awful' then I'd rather scrap it and have them try again to save time.
#11
Ideas / Re: Deleting Floors
January 23, 2015, 04:07:47 AM
I think a 'remove floor' or 'deconstruct floor' option would be great. When you're talking about stone flooring or carpets that can be a lot of material. Also, I kinda like the idea of ripping out the floor of a cryo-shrine's metal flooring for the steel while I'm deconstructing the walls.
#12
Ideas / Re: On walls and crops
January 23, 2015, 04:05:54 AM
Isn't this already the case? The difference between wood and stone walls already significantly increases the 'work needed' to build the wall and the HP of the wall. Not to mention that stone walls have 0 flammability so they are harder (though not impossible) to burn down.

Using more durable material will naturally increase the work needed based off the modifier for that material currently. If you want an extreme example of this make a wood royal bed versus a stone royal bed. The work needed jumps from roughly 100-200 to 1000-1200. Of course, stone and metals also have a negative rest modifiers for beds and speed modifiers for doors so sometimes its best just to stick with wood.
#13
Ideas / Re: Persistent Faction Population/Strength
January 18, 2015, 12:30:35 PM
Have to point out I'm also a fan of these ideas. But if persistent faction pawns means people who flee come back then the same can be said for pawns that are released.

Captured outlander who you don't want to recruit? Well now...lets just give you bionic legs and arms then harvest them back from you so you're an amputee as well as a lung and kidney. Now go forth back to your people who are happy for your release. I can picture them coming back in the next raid just spawned on the floor ready to be captured again.
#14
Ideas / Re: Your Cheapest Ideas
January 18, 2015, 12:25:02 PM
Quote from: MrWiggles on January 18, 2015, 03:30:35 AMAllow clothing to be gather in stacks.

Not only clothing, but it would be nice for equipment in general to save space. Equipment racks could be used for this actually if they change it to have some sort of 'storage' ability to it. Each slot in the rack allows a stack of that good to be stored there.

Not something that fits under the 'cheap changes' though since I think it would require a bit more programming to get the ability to select an equipment to use from a stack. Especially since they are going for individual quality and durability values for each article of clothing and weapon so they are less persistent.
#15
You need at least 1 of the material to have that building option. Have you tried cutting down a tree so you have wood again?