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Topics - Lost Cause

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General Discussion / Shattered Pelvis
« on: November 10, 2014, 01:56:48 AM »
So one of my original 3 colonists now has a shattered pelvis... and a shattered rib and he appears to be staying in bed... he's been like that now for quite some time and doesn't appear to be healing.
Will he actually recover movement eventually or should I just harvest the two bionic arms and bionic eyes and surrender the hope of getting back my social 15, medicine 13, cooking 12 colonist?

General Discussion / Full list of bionics
« on: October 22, 2014, 04:02:31 PM »
Is there a full list of all standard bionics not added by mods and their relative effects available anywhere?
I can't find it on the wiki and doing a search of the forums keeps turning up mod posts.

General Discussion / Is close combat ever worth it?
« on: October 16, 2014, 11:19:10 AM »
Maybe I am a bit pessimistic here, but after losing the ultimate close combat machine in a fight with a monkey I feel that the price of kitting out your people for close combat is way too high for the risk involved.
I gave the guy the full power armour, hyperwave clothing under that, two bionic claws, two bionic legs and he had 11 points of melee skill yet he lost and was killed outright in a one on one fight with a raging monkey.
Goodbye thousands of silver worth of bionics.
But even if you just consider the penalties of the close combat bionics... the ones you can get from mechtoids have a 85% manipulation efficiency, while the high priced ones have 90% efficiency and that appears to be the only difference between them. So anyone you give one of these to is going to be less effective than a bog standard colonist and it will cost you significantly more or be a lot more difficult to squire than simply giving them a regular bionic arm and minigun, M16 or LMG.
So under what circumstance do you actually want to be equipping people a claw or a hand spike?
Close combat denies you the chance to use cover and rapid fire weapons and gives you the massive vulnerability to friendly fire as other members of your colony do the smart thing and try to attack from a distance not to mention other hostiles that will happily shoot at you. It isn't even like it is an intermediate step... you can't start with close combat and advance to ranged battle later. To get the best close combat gear you have to go out of your way, put people at risk or spend massive amounts of silver and what you get for it is a combat liability and a weaker than average colonist when it comes to non-stabbing related activities X.x

Ideas / Fixed Gun Emplacements
« on: August 20, 2014, 01:54:57 PM »
It would be really nice to be able to place some kind of fortified block which can't be moved through but which provides cover and allowed a single weapon is added to it permanently. Something like... say... a minigun, just to pick something off the top of my head. >.>
That way any colonist can man the fortification and receive cover as if they were behind a solid wall or minimally a sandbag and make use of the weapon in the emplacement rather than whatever they are carrying.
This would make base defense easier and allow colonists to be equipped with hunting/sniping weapons and still make use of proper full on combat burst weapons when a raid comes without having to run to the armory first.
Maybe the fixed position even provides a boost to aim or faster second times ^.^;

Ideas / Can we have Unclean?
« on: August 19, 2014, 01:26:39 PM »
I mean unclean as in people who's job it is to do the task to filthy for moral and decent folk to touch.
My best crating colonist had 18 levels in craft but was a Very Neurotic Pacifist and what drove me nuts was they they had a mental break 3 separate times in the first year and every time it was because they started doing cremation and I couldn't tell them not to do that if I wanted them to use their craft skill.
I couldn't let the crafter have any hauling jobs either because hauling prioritizes bodies above all else.
Can anything and everything to do with corpses be put into its own separate tab in the jobs list so you can actually tell the Iron-Willed Optimist and only that Iron-Willed Optimist to go haul and burn the few dozen rotting corpses of their former friends which have been boiling in the sun for a few days while everyone else just gathered up the potatoes in the fields leaving the super craftier producing an endless stream of stone blocks to repair the now gaping holes in the front wall?

Ideas / My Psychopath is a Psychopath
« on: August 15, 2014, 10:53:54 AM »
I have no idea if this is a bug or not...
One of my starting colonists had the Psychopath trait. My colony got up to a pop of 8 and now he's taking pot shots at one particular other colonist.
He does it constantly. Whether he is draughted or not. In the middle of work he will pause to fire off a few shots at my other colonist and he does it whenever he has a gun. Oddly enough though he had an m16 which is rapid fire, but he only ever fired off 1 shot at a time...
Is he meant to do that? I arrested the colonist he was trying to shoot and he stopped trying to kill them so I shall see if he takes up the pastime again once they are re-recruited.
If he does I'll have to sell him off which will upset everyone else in the colony... oddly enough he would have been fine with it X.x

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