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Messages - Xerxes99

#1
Ideas / Re: Your Cheapest Ideas
November 30, 2015, 03:04:26 AM
A late game alternative to the ship ending I explored recently in my last play through:

Constructing a TEMPLE

Built inside an ancient danger room filled with crypto sleep caskets, I dressed the space out with patterned steel floor panels and red lights, glowing exterior walls and a rose garden ringing the perimeter. With each cryptosleep casket I laid them out with my finest sculptures at their heads.

After I had constructed a spaceship, and sent those that had joined the colony off into space -- I had my original colonists who had been there from the very start, walk down the middle and commit themselves to sleep forever on this new home planet of theirs (They were joined by one other colonist who went berserk just as everyone was boarding the ship - obviously couldn't bare to leave the poor guy, and another who slept through the ships departure). All this happened as an eclipse, volcanic winter, and lighting storm coincided - clearly a celestial sign from the gods that it was time!

A temple end game is a great way to give purpose to cryptosleep caskets and could be a great way to integrate praying, and sarcophagus' as enhanced joy activities in these rooms. If there was some way that beauty could have a multiplier effect in this room that would be great + some sort of integration with an ancient artifact object event? - placing it on some sort of pedestal and activating it in this space for example - could be a great way of seeing out your colony in a more varied and interesting way.
#2
Oh man - without it I realise that Superior Crafting was the only thing keeping me playing. Thanks to those who have tweaked it for a12 but they just aint the same. Come back Abrexus! We love your work!
#3
Ideas / Re: wheelchairs
July 18, 2015, 06:10:45 PM
Ok champs - chill your little socks a min and rethink the problem;

if the aim of the solution is to offer mobility to legless colonists when you don't have access to medicine to install a peg leg - then crafting crutches at the crafting table out of wood would be a simple solution that would solve this. This would involve little coding and no new art.

This could be either something that is equipped through the 'operations' tab, or equipped as an item; like a weapon or gear. If implemented it should have a bit of a movement penalty that still makes installing a peg leg a better mid term solution.
#4
Ideas / Re: [Poll] What would you like for A12?
June 17, 2015, 10:34:39 PM
Long overdue is a better progression system that considers early, mid, and late game experiences. Allowing an gameplay that feels much more like labored, earned progression - starting from desperate survivors to a fully fledged high tech colony.

Several great mods have added a barriers to certain resources, and the use of tiered tech trees, that structures the game in a simple stepladder through which you slowly gain access a lot of the existing content. It's an aspect of the games design that has been overlooked for a while: that we have access to a lot of advanced tools from the very start. E.g multiple sources for generating electricity, auto turrets, and access to trade beacons at the very start of the game that allow us to leapfrog into an advanced well protected colony within the first few minutes or hour of play.

Hiding content that we then have to earn adds a surprising amount of satisfaction. Even having to research and construct manned turrets before we get access to auto turrets would be a great way to match the tools we're given to suit our place on the difficulty curve. Even being able to know you have access to a spaceship at the start, in the current build, erks me a bit. As a rookie player I wish this potential end game was a surprise I'd had to work at for hours and hours and hours to uncover.

I'd love to see an early game limited to rough wood structures, primitive weapons and tasks that really forces you to battle the elements and struggle for food. A mid game that really opens up base building, mining and the foundations of a production economy, before finally opening up to advanced technology, space trading, sophisticated defenses and faction diplomacy at the end.

We all enjoy the experience of playing this for hours and hours and this would really provide the game with the structure to start something small and see something grow in scale and complexity the longer we played. So lets see that happen in A12!