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Messages - Pendryn

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Bugs / Can't rescue, downed on an incomplete billiards table.
« on: April 03, 2017, 04:49:55 AM »
That says it all. Things took a minor turn towards bad and the wounded had to try to fight off a fire. Bishop decided to get some infections and collapsed traversing an incomplete pool table and no one could rescue him. I tried getting rid of it and still, no bueno.

Ideas / Re: A battle that doesn't need you.
« on: March 04, 2015, 12:49:57 PM »
Oh yeah, it's the best.

Ideas / A battle that doesn't need you.
« on: March 04, 2015, 12:46:39 PM »
Gang. Gang. Check it.

What if, you aren't the focus of an attack.

What if you were occasionally just in the way?

Maybe every so often, a battle between pirates and tribesmen, or pirates and pirates, or tribes and tribes or tribes and mechanoids just took place in your lands with your town stuck in between? I mean, sure this happens by happy accident every so often, but, not really purposely.

Ideas / Authorization and Personal Space
« on: December 13, 2014, 06:38:53 PM »
It would be nice to be able set which person can get through a door. Specifically, I really like to be able to set it up so only certain people can access certain areas. Like bedrooms and such.

General Discussion / Re: Free stuff from visitors!
« on: August 24, 2014, 10:09:38 AM »
Yeah, this is a terrible exploit that should probably be fixed at some point. Give them an enrage timer.

Ideas / 4th Survivor
« on: August 23, 2014, 03:48:40 PM »
With the implementation of the expansive health system, it might not be the worst idea to add a default 4th to the starting gang. Doesn't even need to have a gun. I'm just noticing, and maybe I am alone here, but I tend to suffer a large number of eye wounds. And when those start mounting up, my firing accuracy goes way down. So having a 4th to fall back on when someone else cant quite make the punch seems like a decent idea.

Or maybe the eye thing is just my bad luck. I dunno, I feel like I need a dedicated doctor on staff from the get go and that cuts into my gathering and such.

Also a building collapsed on one of my colonists and crushed his eyes. I mean. No. Is it just me?

I'm out.

Ideas / Bunk Mate!
« on: June 13, 2014, 10:11:43 PM »
Just a thought, how about a lessened happiness penalty if you are only rooming with one other colonist? Sure, 3 or more would probably make me nuts IRL in one room, but it isn't unreasonable for two people to share a room with minimal complaint.

Perhaps when traits do things, one of the traits could be for someone to actually get a bonus to happiness from having roommates.

Ideas / Re: Caravan Event
« on: November 22, 2013, 10:23:27 AM »
And if anyone is reeeeeally bent out of shape by the term caravan, we can just call it a scrap wagon. Other survivors made a cart, found the loot, and are now passing through offering trade or combat. Bam. Fits the lore like a snug pair of tighty whities.

Creative Rewards / Re: Creative rewards system test
« on: November 21, 2013, 02:12:06 PM »
Hmm, it isn't recognizing me as a backer.

Ideas / Re: New activities for Raiders
« on: November 20, 2013, 01:32:53 AM »
It's been mentioned, but I still support it! :D

General Discussion / Re: Turrets overestimated by storyteller
« on: November 19, 2013, 03:43:46 AM »
Look, can't we all just agree to disrespect each others play-style and let Tynan make the game he is gonna make?

Ideas / Re: Tactical engine expansion
« on: November 18, 2013, 04:20:49 AM »
I really like almost all of this. A lot.

Two things.

First, rather than a sprint command, it could be defaulted that if a target is actively moving around, the accuracy to hit is is drastically reduced. Or maybe that is already a thing, but I doubt it is.

Second, with the ability to switch firing types should come a vast change in reload speeds. Also reloading should be a thing. Right now I assume the wait between shots is really just adjusting for a new shot rather than replenishing ammo.

Actually I guess I didn't have an issue with any of this, just my own thoughts. Neat.

Ideas / Re: Caravan Event
« on: November 18, 2013, 04:14:56 AM »
I kind of like this idea.

Maybe let the caravan have everything available at normal price, no bargains, no expensive, just flat value. Weapons, Slaves, Metals, Foods, Goods, and plenty of cash.

Then it could have Caravan Guards, probably armed with 2 or 3 M-24, a few M-16, and a number of R-4s.

Then you can choose to either trade with them, or attack!

Obviously it would be a hard fight, but the rewards would be well worth it!

I just realized i actually have a turret sitting in the corner... maybe kept as an antique or as a symbol of darker times?

Hah, remove the power to it and set up a monument.

Support / Re: What are Drop Pods Used for?
« on: November 18, 2013, 04:09:34 AM »
The pods are delivery systems. They don't stay on the map, it is purely an animation of the goods arriving, rather than them just popping onto the map. It is actually rather clever and well done. If you pause as soon as you get an alert and it is drop pods, you can click "Go To" and then un-pause and watch them fly in, just like your initial 3 colonists.

They can contain Food, Metal, or, probably more rarely, a new colonist you can capture and throw in jail.

Raiders also arrive by drop pods and you can view the same animation for them.

The more you know.

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