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Topics - LeoTiger1986

#1
Ideas / Convert blasting charges into landmines?
August 09, 2014, 01:08:13 AM
Currently I don't like how blast charges work, I think it would be more realistic and balanced if they were landmines with a timer and that you could adjust and a 1 square activation radius around the mine.  You could even do powered landmines that if not powered would not trigger.  This could work nicely with my Code Green/Yellow/Red Idea in this other post.

http://ludeon.com/forums/index.php?topic=5198.0

Basically Code Yellow and Green do not power turrets (and maybe landmines), while Code Red would power them.  May also need to have a Forbidden Zoning area for colonists and allies to avoid during Code Red so they don't trigger one.  Just to avoid accidents maybe have a 10 second powering delay to the mines, could be adjustable.
#2
Ideas / List of simple Ideas for Tynan
August 06, 2014, 09:26:24 PM
I don't know if these have been mentioned, but a few cheap ideas I have are:

A moral boost from armor vest (+3) and power armor (+7).
Also maybe from having a bad ass weapon, minigun (+3), R-4 (+3), L-15 (+2), M16 (+2), M24 (+3), uzi (+1), shotgun(+1) and whatever else you feel is reasonable.
I mention these because it is almost impossible to get moral up to 80% so I think something like this would be a good improvement.

Also stacking guns somewhat maybe at least to 4 would be nice.

I would personally love to see solar panels reduced to 3x3, that's almost half the space.

Raiders should attempt to loot valuable items metal, silver, med kits, shells, missiles.  Reducing the colony wealth, in theory, should reduce threat level and size of new threats, allowing for recovery within reason.

Donating med kits, shells, missiles to other factions for goodwill at a better rate than selling for silver.

Saving base plan layouts and loading them in new games, placement and rotating.

Automatic on/off for lights of occupied rooms, and unused electronics except for sunlamp/coms console should always need those on.

Code Green button colonists have full access to map.  Also turns turrets off automatically.

Code Yellew button colonist have access to anything 100+ tiles away from an enemy and route around radius, turrets off automatically.

Code Red button colonist stay and work only in home region.  Also turns turrets on automatically.

Red envelop auto pauses the game, and activates Code Red, could even start using the awesome alert siren noises you had in one of the videos, when they enter the home region.

Turrets could maybe use some research to double their health for like 20,000 research points or more, and the ability to upgrade the turret after research for 40 more metal, upgraded guns could also drop the, what is is half the metal, so 20 more metal than a regular turret.
#3
Bugs / Incapable of violence balance issue
August 04, 2014, 11:56:01 PM
Hi I like to start the game with the random colonists I'm initially given rather than magically cherry picking who survives the spaceship crash.  That just sounds like cheating to me.

The AI does not seem to give a shit if you have a person incapable of violence, especially in the beginning.  I got crippled in january, the first damn month, because the first attack on my colony was three raiders with pistols landing on my base vs my other two people who i also gave pistols.  I suppose I could improve this situation temporarily by arresting visitors and recruiting them, I am unaware of how much this affects hostility towards the colony, but pissing off other tribes and villages should (in theory) be a bad idea, shouldn't this provoke a search and rescue party?  There is no guarantee that I would have even recruited them anyway.  I like that the game is challenging but it's suppose to be about a story right?  It's not much of a story when something like this is not being considered by the storyteller AI.  If the AI is not going to take this into consideration in the storytelling, than maybe all people should be capable of violence, or at least the initial 3 colonist.  I thought I saw a video with a nonviolent colonist using a mortar, which should be a bug.
#4
Ideas / Day shifts and night shifts
July 26, 2014, 06:36:46 PM
Now that we have manned mortors having people on day/night shifts will make rotations easier, also maybe having them eat before they sleep so their not so hungry if you need to draft them while their sleeping.