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Messages - Noxmutagen

Ideas / Gore, and Options
October 22, 2013, 07:34:19 PM
This isn't talked about yet, but I personally want to see options for extra gore like features. Not trying to start an argument. But I'm hoping you leave this as modable.


-I'd like for gore to be something easily changed, such as allowing us to directly modify the art for wounds. Blood, etc.

-It's more of a Jagged Alliance feel, but I'd like to see animals go for our dead if we leave them out. After awhile. Maybe this is too feature intensive but Jagged Alliance 2 did this very well with ravens.

-Just options, on/off tick boxes would be nice. Or XML editing. So everyone is happy.

-Gibbing features. Much like Cortex Command:

Just something I hope is an option on both sides of the fence.
Ideas / Re: Rawbark
October 22, 2013, 07:16:44 PM
Hey no one can say whats wrong or what isn't.

This is a cool xenobiology idea. Yeah I can dig it.

I'd like to see carnivores plants too.
Ideas / Re: Re: Your Cheapest Ideas
October 22, 2013, 07:14:23 PM
#1. Idea: Let us eventually research our own Vats.

Description: I want to clone my own soldiers.

Repercussions: My scientist wasn't that good, gene sequenced flesh eating psychos instead of loyal and obedient soldiers.


#2 Idea: Bionic Chair

Description: Researched, we can now implant some of our colonists (maybe non-nobles) with upgrades that make them more effective at certain tasks.

-Traders could trade us rare schematics to complete it.

-Installing them wrong could be bad, very bad.

-Could remove or circumvent traits on individuals. Maybe brain modifications can remove fear entirely at the cost of health or where prolonged use could cause brain damage.

-Artificial eyes, night vision, increased gun skill.

-Unlocks future possibilities like special abilities if you ever added them.

-Another use for Doctors
Ideas / Re: Got an idea for a Storyteller incident?
October 22, 2013, 07:11:54 PM
Idea: "Encroaching corruption."
(inspired by the corruption biome in Terraria: )

Note: This ties in with the possible addition of Dynamic Biome shifts like weather effecting tiles real time.

Description: A corrupt influence starts to infect the landscape and can only be destroyed with fire or a cure. Or maybe even firearms. It should cause trees to become blackened and sickly. And anyone caught in the area can get sick and need to be nursed back to health with this corruption plague. Creatures will show signs of mutation and will attack settlers. If left alone long enough it can threaten to consume the player.

Possible Features:

-If the player is researched enough technology and found shelter inside of a mountain like bunker perhaps they can co-exist with it. This could play a role on longevity of the event and interesting features like personalities changing over time. And if you (I hope you add) have children being born in the bunker they could develop traits like "Mole Person", "Outside Dreamer", "Asthma", etc.

-I'd like to see changes in appearances as well. Items equipped could show how this effected your biome after awhile. Masks, clothing, etc.

-It should effect events like Raiders, raiders should be forced to fight the corruption while attempting to raid your settlement.
Support / Re: Wardens
October 22, 2013, 02:58:10 AM
Quote from: nomadseifer on October 22, 2013, 02:06:20 AM
I'm not the censor police.  I'm just making the point that there is a difference between doing what needs doing to survive and having needless cruelty in the game.  Since this is a game where human interactions and emotional states are a large part of the simulation I think it is a valid point point for discussion. 

And there is a big difference between pitched combat and beating a helpless prisoner.  Its the reason why there's a Geneva Convention.  It is deeply ironic, but also indicative of of some of our core human values.

So you punch a bad man that kills innocents to make him see things your way, I see this as a hard knocks lesson. No more horrible than a squirrel getting mad and then BLOWING UP and seeing blood stains remain of my colonists. Why aren't the squirrels respecting geneva convention's laws on terror? I mean most of these people that die are simple farmers. Unarmed even.

This logic is great outside of a video game, much like black and white series however it should be taken with a tiny grain of salt. Features that seem "horrible" or lacking in morals are no more different than other features in regards to violence. It's not even graphic violence. The dude just punches the guy instead of seeing pop up bubbles you get "Whack! Whack!" And then the dude joins. or doesnt. Whatever. I dont see how this is any more horrible than "Execute."

Ideas / Re: Parisitic Tumbleweed
October 22, 2013, 02:53:45 AM
Quote from: Tynan on October 22, 2013, 02:22:41 AM
Quote from: ElcomeSoft on October 22, 2013, 02:20:37 AM
Quote from: Tynan on October 22, 2013, 12:56:50 AM
This could be an interesting random event. Some parasite forcing behavior changes in a colonist. But what would he do? Just go insane and start shooting? Seems dull... I'd want something more nuanced, that presents choices to the player and lasts over time.

  • Colonist gets infected but doesn't notice.
    Colonist is slowly subverted by the alien organism/parasite
    Colonist begins to change (possibly more mad, losing skill in areas, sleeping during the day, running around faster, pissing off other colonists)
    Colonist could morph into another lifeform and start attacking your colony.

At stage #3 the colonist could also start infecting the food (crops or paste dispenser) which would in turn start to affect your colony. They could all start to become less like they were and more erratic until they refuse to do what you want them to do and you lose control of the colony.

If the user spots this kind of behaviour starting to happen, they could choose to arrest/quarantine the infected colonist and a doctor would have to be dedicated the learning about it and solving the issue. Once a cause has been found the doctor might suggest that he screens every colonist and checks the food/water dispensers for signs of infection too. In the end your infected colonist may be cured and reintegrated into society, or they may take their own lives in quarantine feeling like there is no hope for a cure or that the 'infection' has failed in it's duty. You might even find the cure, save the colonist but fail to spot the infection is still present in Colonist Y and Z, or still in the paste dispenser, or has infected your prisoners.

It's a complicated thing but could become a monumental random event from which you may slip into an irrecoverable state or lose your colony entirely, or if you're on the ball, stem before it gets out of hand.

Can you condense that into one mechanic? One unambiguous change or event that makes this work?

Yeah a random npc monster that operates like a squirrel but is infact a tumbleweed. It bounces towards the beds of your colony and punishes you for not walling it in. Or it simply wanders around the map in a random like patrol pattern. if it touches your NPC, it triggers this event. The event itself could be triggered on maps through a weather event like

"We've got some strange clouds on the horizon!" - setting these npc monster infection triggers out onto the map. Maybe you get lucky and squirrels eat them.
Ideas / Re: The many-guns problem
October 22, 2013, 02:50:25 AM
Oh I'm HOPING he has a inventory system planned. Much like Dwarf Fortress, that was sick. Backpacks, etc.
Ideas / Re: Parisitic Tumbleweed
October 22, 2013, 02:03:02 AM
Quote from: Tynan on October 22, 2013, 12:56:50 AM
This could be an interesting random event. Some parasite forcing behavior changes in a colonist. But what would he do? Just go insane and start shooting? Seems dull... I'd want something more nuanced, that presents choices to the player and lasts over time.

I'd like the BLOB, basically, it comes to the map, if it eats one of your colonists it begins to grow uncontrollably. Only way to stop it is to blow it up or set it on fire or use some kind of researched solvent. So maybe you could send colonist to collect samples and or blow it up, or wall it in to contain it and have a game of how fast can you rebuild these walls before the end.

Make it even more fun with its ability to spawn more creatures from clouds of spores or something lol.
Ideas / Re: The many-guns problem
October 22, 2013, 02:01:01 AM
Quote from: Tynan on October 22, 2013, 12:41:38 AM
People tend to build up a lot of guns. While it can be fun to have a big armory, it can also feel pretty micromanagey after a while.

How do we solve the problem where people get huge amounts of guns?

I've got lots of thoughts on this but I'm curious if anyone else has any specific ideas on how this design issue might be solved.

These could be:
-Economy adjustments
-Changes in how guns are acquired
-Variations on gun degradation
-Other ways to get rid of useless guns
-New AI behaviors to dump/destroy useless guns automatically
-Changes in how guns are dropped or acquired
-Don't solve it, just let it happen, it's awesome!

I'm interested in your thoughts. Let 'em fly!

Simplest one is gun barrels with general archetypes, in this way you can store tons of guns in a container and the container will simply read back

"Contains: Rifles x ### - Pistols x ### - SMGs x ### - Heavy Weapons x ### - Explosives x ###"

when you click a soldier or a colonist and want them to equip from the barrel they will simply pull out items from it fitting an archetype, if you wanted you could have a list of specifics on what is inside but that could be developed later. And even different characteristics could be added to each weapon with each different name of course.  You could even have weapon mods for each weapon which will just change characteristics of a specific weapon without changing its archetype so weapon mods could play into moddable characteristics already inherent to this system you see.

This would also be great in times of emergency since people could be assigned specifics archetypes and work into specific skill sets later on for different kinds of weapons, maybe bonuses for skills using the same weapon over and over (like traits gained due to having one colonist use only one type of weapon over another, familiarization. etc.)
Support / Re: Wardens
October 22, 2013, 01:49:43 AM
Quote from: nomadseifer on October 21, 2013, 11:12:30 PM
I'm just going to jump in here and say the beatings don't really make sense to me.  How is somewhat 'recruited' through fear.  I could see enslaving someone and using beatings to increase their productivity, but the idea that a person will freely join the colony after a beating, out of fear, doesn't ring true.  And if they're not always under guard or somehow restrained, then they aren't really a slave, they can just run off whenever they want. 

I also personally think that some level of ethics should come into play here.  I mean, I can wrap my head around why slave-trade in some future dystopia would exist and why it may be necessary to employ saves in order to ensure your own survival...  but this:
QuoteLong day mining and shooting squirrels? Go beat the prisoners, you should feel better.
I don't personally find this level of role-playing or simulation necessary.  It has large implications.  If this kind of activity is neutral or positive to the other colonists, then the game is making a clear statement about its (lack of)internal ethics.  Now, if said colonist is treated as a the sociopath that he is afterwards, and this has ramifications for himself and the colony, then I don't see it as a problem.  But that seems like it would be a very very complex interaction.

Okay, then remove executions, those don't make sense either. Since why would you ever recruit someone trying to shoot your people in the head in the first place?

Also, why would someone join you and your crew and not murder you in your sleep if they were a Raider for x amount of years? Lol.

But yeah, maybe you think it is complex but it may just be a trigger, a type of "person is detestable" negative emotion that is caused by other people who aren't detestable types being around that person tagged with 'bad karma'.

But realize you are on a border world with no escape, I mean should the game lose features because something seems "unnecessary." or should they at least be kept in or added as something that can be turned off?

Well, I see the trend in todays games is to remove anything thats a tad off color yet keep the murder and the fighting as thats any better. hope this is something modders can reactivate hopefully.....
Ideas / Re: zombies... lots of em.
October 21, 2013, 05:32:15 PM
Quote from: nomadseifer on October 21, 2013, 02:25:21 AM
The Reaver backstory is a little complex to put into place I'd say.  Without the backstory as a part of gameplay...  they're just more disturbing zombies.  You know, because of the flesh-wearing. 

Also, the world isn't solely inspired by firefly so I wouldn't use that as a criteria for distinguishing worthy ideas from not.

How complex? A lab tests a suppression drug to keep people loyal and complacent, jacks up, viral plague is released instead that turns men into flesh eating lunatics who sleep standing up.

That covers that.
Ideas / Re: zombies... lots of em.
October 21, 2013, 05:30:25 PM
Quote from: Spike on October 21, 2013, 09:24:42 AM
Quote from: Noxmutagen on October 21, 2013, 01:00:39 AM
I wouldn't want a zombie plague, the world is not fitting of a firefly inspired universe.

But a REAVER plague?

Yes. Well no, but yeah it'd fit. Something that caused people to become crazy and attack everyone without cause would be fitting. But the classic undead no, no that doesnt make any sense. Not for this game, as a mod, or something creepy or as a spooky whacky AI storyteller sure. But not as a base one.

So... you want attackers who charge in, shooting and killing your guys, and placing bombs and setting fires all over the place to destroy everything?

Right, pirates are already in the game.   ;)

No, they kidnap your people and eat them mostly. Raiders mostly loot, destroy, and move on. Reavers don't move on, and they don't retreat due to fear.

So it's requesting in-human adversaries. Which we currently don't have. That is why people enjoy the zombie genre, zombies aren't human.
Quote from: Ford_Prefect on October 21, 2013, 02:58:44 PM
Performance wise... if Tyran broke up the map image into sections and only redrew the sections that change would help with performance.  The added bonus is that you could make the maps much larger because you can have it not try to render images that are out of view.

Yes, this is the best way of doing it. And it's pretty much tested.
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 05:12:50 PM
I'd like to eigth the recycling plants idea and add FURNITURE hauling please!

The button click is a waste, we should be able to haul already made furniture around.
Support / Re: Wardens
October 21, 2013, 05:02:05 PM
Quote from: salt1219 on October 21, 2013, 04:57:16 PM
i think the fear system is a great alternative to the regular system of recruiting it just needs to be fleshed out more.

i think an interesting balance would be that fear recruits at a much quicker rate but over-all increases the risk of mental breaks in everyone.   maybe even have it so if your fear level is high among colonists they panic when idle for too long. (fear of getting imprisoned or beatings?)

fear as a deterrent such as the gibbet cages could cause some new reactions too.  for instance small raid groups of 1-3 when faced with several gibbet cages might cancel a raid.  Larger groups might pause longer before attack and focus on burning down your base rather than face you head on, they might even keep their distance longer.

very nice. I think we also should see more need for interrogation techniques.

Are all those lonesome travelers passing by really so nice? Or innocent? maybe some be spying on the colony for raiders? Maybe you start getting things sabotaged without you knowing it. You could then administer random beatings to relatively new colonists to find the mole. Please consider these ideas sir.