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Topics - kingtyris

#1
Ideas / A way to make water work
May 16, 2016, 08:23:29 PM
There have been a lot of discussions on this forum about adding water to the game, with many good arguments in favor and a lot of good arguments against. I would still like to see water implemented in game, and here is how I think it could work.

From the beginning, pawns find their own water sources. The pawns themselves won't actually ever have to visit a water source, as it is assumed they simply grab a sip whenever they're thirsty. However, streams and watering holes are often contaminated sources, so until a fresh supply is secured pawns are much more likely to suffer from water borne illnesses and stomach problems.

Fresh water can be secured by building rain collectors (Passive and require no power, but only work when it rains or snows) and water condensers which draw moisture from the air. Water is collected in barrels that function like batteries, filling with water as long as water collection is positive. Water can be transmitted via pipes that operate on the same principles as electricity. Each pawn living in the colony passively draws water from the supply. As long as the colony has fresh water, pawns chances of contracting water borne illnesses is reduced.

This could also introduce droughts to the game. A drought would trigger when it has gone too long between rain showers. Droughts would cause crops to stop growing and eventually die unless watered, condensers would stop working without water to draw from the atmosphere, and pawns would start suffering from thirst(acts like starvation) if there is no water in storage(We wouldn't have to add another 'need' bar like hunger or joy or rest; a hidden timer could start ticking when water runs out during a drought and at given intervals all pawns start suffering from the different stages of dehydration.)

Another use for water could be for crops. Crops outdoors wouldn't normally need watering, except for during drought conditions. Hydroponic basins would require a water supply to be attached, while indoor crops(which are a bit OP and honestly could use a bit of a nerf) and drought stricken outdoor crops would need to be within range of a sprinkler(works like a sun lamp, any plant within its range is considered 'watered' and the sprinkler draws from the water supply)

There should be some other uses for water (maybe an ingredient for lavish meals?) But I'd like to see water added in some capacity, and I think this could make water useful and meaningful without being a burden on the player.
#2
Ideas / A way to make water work
February 17, 2016, 11:09:07 PM
There have been a lot of discussions on this forum about adding water to the game, with many good arguments in favor and a lot of good arguments against. I would still like to see water implemented in game, and here is how I think it could work.

From the beginning, pawns find their own water sources. The pawns themselves won't actually ever have to visit a water source, as it is assumed they simply grab a sip whenever they're thirsty. However, streams and watering holes are often contaminated sources, so until a fresh supply is secured pawns are much more likely to suffer from water borne illnesses and stomach problems.

Fresh water can be secured by building rain collectors (Passive and require no power, but only work when it rains or snows) and water condensers which draw moisture from the air. Water is collected in barrels that function like batteries, filling with water as long as water collection is positive. Water can be transmitted via pipes that operate on the same principles as electricity. Each pawn living in the colony passively draws water from the supply. As long as the colony has fresh water, pawns chances of contracting water borne illnesses is reduced.

This could also introduce droughts to the game. A drought would trigger when it has gone too long between rain showers. Droughts would cause crops to stop growing and eventually die unless watered, condensers would stop working without water to draw from the atmosphere, and pawns would start suffering from thirst(acts like starvation) if there is no water in storage(We wouldn't have to add another 'need' bar like hunger or joy or rest; a hidden timer could start ticking when water runs out during a drought and at given intervals all pawns start suffering from the different stages of dehydration.)

Another use for water could be for crops. Crops outdoors wouldn't normally need watering, except for during drought conditions. Hydroponic basins would require a water supply to be attached, while indoor crops(which are a bit OP and honestly could use a bit of a nerf) and drought stricken outdoor crops would need to be within range of a sprinkler(works like a sun lamp, any plant within its range is considered 'watered' and the sprinkler draws from the water supply)

There should be some other uses for water (maybe an ingredient for lavish meals?) But I'd like to see water added in some capacity, and I think this could make water useful and meaningful without being a burden on the player.
#3
I shot him twice with a rifle and killed him. I took his shiv.


I love this game.
#4
Ideas / A few thoughts on improving raids
May 13, 2015, 10:45:15 PM
Since Tynan is spending time on A10 to bring us some very welcome improvements to raids, I think he'd appreciate us sharing some of our thoughts on how to go about that.

One thing I'd like to see is a minimum health requirement for raiders. More than once, raids have fallen apart as older and less healthy raiders straggle half a map behind their comrades, meaning the main effort is an underwhelming piecemeal rush leaving stragglers to be dealt with in detail after the main force is mopped up. A minimum requirement to at least moving efficiency would be an improvement.

Related to this, raiders should make an effort to maintain a minimum distance from each other, or a designated leader pawn, at least until the group or part of it engages in fighting. Unless the storyteller/raider AI intends for a two front assault. This would also be an interesting way to mix things up, especially with teams of sappers attacking multiple weak points.

And finally, please include multiple strategies for the AI to choose from. Don't be afraid to still send us the occasional overwhelming force steamroller even. I enjoy mowing down hoards of banzai chargers, but any one attack style gets stale after a while.

You're doing great work Tynan!
#5
Ideas / Arrows to scroll between colonists
April 30, 2015, 11:34:06 PM
On the pawn tabs, please add some arrows that will allow me to cycle through my colonists. It would make comparing moods, gear, character traits and health so much easier. There is a mod which does this and now I get frustrated whenever I play without it.
#6
Piggybacking off of the beauty system, where certain items increase the colonies beauty score withing a given radius, what if we added two new scores - Danger and Resistance?

The idea is that a turret will generate a high Danger score within its firing arc, and this score could be stackable so that multiple turrets create a much higher Danger Zone(Copyright Kenny Loggins 1986). Armed pawns maybe also generate a Danger score appropriate to the weapon they are carrying?

The Resistance score is generated by buildings, walls doors and other unpassable objects. Weaker constructions such as wood doors would produce much less Resistance than 3 tile deep unmined granite.

Tied together, the raiders would choose the path that offered the lowest Resistance offset by Danger; they would rather attack walls than wade through the combined fire of 6 turrets. Raiders already know how to batter down doors, or how to fire a rocket at a colonist, but what about firing a rocket at a stone wall to create a breech?

My other main idea would be to script the raiders to all travel at the speed of the slowest raider in the group; I've defeated raids before simply because the fastest raiders ran up unsupported and got picked off while the slower raiders arrived piecemeal or not at all.

Finally, a suggestion that I have seen multiple times and support whole-heartedly; Give raiders a clear objective! Raids should be flavored by unique objectives. Maybe an alert pops up with a pirate company demanding Maker and Redfields as tributes, and if you refuse you suffer an all out assault. Or tribals demand 2000 nutrition in food in order to stave off an attack. Or maybe an outlander colony simply attacks without warning and makes off with any silver, gold or other valuables they can before retreating.
#7
Ideas / Manually assign where a device connects
March 01, 2015, 07:52:25 PM
When I'm designing my colonies power grid, it would be SUPER helpful if I could designate exactly where I want a device to connect to its power source.
#8
So I assume this is just a kink in how pawns prioritize their actions, but I've noticed that when a colonist that has a disease like say malaria gets up to vomit, instead of going back to their assigned medical bed for treatment they're returning to work. After getting up, the 'Rest and Heal' command is forgotten.
#9
Bugs / Cassandra on challenge not sending attackers
February 22, 2015, 03:18:28 PM
I'm never being attacked by enemy factions. I thought it might be a problem with a mod, so I turned off all mods, and even reinstalled the game, started a new world and a new map, with 3 hostile factions, and I've yet to receive a single enemy raider. Anyone else having this bug?
#10
Ideas / Insulated walls/doors
February 22, 2015, 12:08:26 AM
Can we have these? A good trade off could be that they are ugly and don't conduct electricity.
#11
General Discussion / No more fertilizer pumps
February 21, 2015, 07:58:15 PM
So fertilizer pumps are gone from the game now... What do we do about terraforming then? I'm afraid to start boreal forest biomes already because it a marsh spam-fest, and now I have no recourse to fix it =/
#12
Ideas / Instead of 3 mortars and 1 ammo type...
February 19, 2015, 07:42:04 PM
How about allowing three ammo types(Explosive, EMP, and incendiary) to be fired from one mortar? Honestly, I rarely build EMP mortars because they're such a specialty weapon, and I've never built an incendiary mortar. Having one mortar with 3 ammo types seems so much simpler.
#13
Ideas / Pawn mood bonus for free standing dwellings
February 01, 2015, 09:05:58 PM
I notice I tend to build my colonies as efficient single structure dwellings with a honey comb of rooms and utility areas, but wouldn't pawns be happier if they got not only their own room, but their own little cottage to themselves? A bed and maybe a table with a chair, unconnected to the rest of the colony except by power conduits. Would give incentive for a little architectural variety.
#14
Ideas / Metal bars as a craftable item
January 03, 2015, 05:44:50 PM
As any good gamer knows, whenever a game features metal ores as items, it should also include an option to smelt them into metal bars.

Why would we do this you ask? Well, as the game progresses, resources storage becomes more problematic. Larger colonies tend to require larger caches of resources on-hand for repairs, new structures, etc. One metal bar could represent, say, 5 pieces of metal, yet remain stackable, thus rendering a stack of 50 metal bars equal in value to 250 metal.

Such a systems could work well for other items, like turning wood logs into planks.
#15
Ideas / New random event suggestions
November 29, 2014, 03:06:22 PM
The random events can get a little stale after the 400th time you see the same one, so this thread is for relatively cheap ideas for a little more variety.

Some ideas:
-Enemy supply convoy. Groups from enemy colonies will pass through your territory. They will avoid your settlement, but you can sally out to attack and claim booty, weapons and captives.
-Debris shower. Metal slag from destroyed spacecraft falls from space, causing damage to your colony.
#16
Some pretty simple ideas. I noticed in the changelog that tailoring had been removed as a research requirement, and that weaponsmithing was being added, and that got me thinking; How realistic is it that a colonist would be able to craft a machine gun when they only have a background as a Glitterworld plastic surgeon? But if they sacrificed a captured Uzi for science, it could teach them all they need to know to start reproducing them.

Also, the clothing mechanic is a nice touch, but it seems a little shallow. What if, over time, clothing begins to degrade, representing the wear and tear of a life of tough colony work? This would give tailoring an extra layer of necessity. Also, it would make the wearing of armor a bit more tactical; instead of constantly wearing the armor(because why would you ever take it off at the present?), your colonists would take it off for storage while they performed their day to day chores to avoid damage.
#17
Bugs / Wasn't able to start a new game.
October 12, 2014, 08:41:04 PM
So I went to start a new game on a world I had played before, and after choosing the square of the world map I wanted, I wasn't able to go any further. I kept clicking the button that takes me to the screen where I reviewed my starting colonists, and nothing. I don't know what solved the problem, but I ended deleting the game from my compy, redownloading it, and deleting all saves from previous versions that I hadn't gotten around to disposing of yet.
#18
Bugs / Dead pawns disappearing? g
October 05, 2014, 09:10:54 PM
I could just be mistaken, but it seems as if sometimes a recently departed pawn, both colonist and enemy, will simply vanish upon death. This is problematic for me as it hinders my ability to keep track of how many colonists I'm losing/attackers I'm ending. Maybe their bodies are simply being destroyed by explosions? Or maybe its just me being unobservant.
#19
Ideas / Shoes, Jewelry, and moving furniture
September 21, 2014, 03:38:34 PM
Jewelry can be made out of silver and gold, and worn to provide a morale boosting status (Well dressed, +5 mood or something like that). Silver would provide less of a boost than gold, for example. BONUS: When mining, random small chance to drop Gemstones instead of metal. Gems can be used with silver or gold to craft Fancy Gold/Silver jewelry, which provide a bigger boost. The mechanics that allow one to wear jewelry could be a new clothing slot or the same logic that allows a colonist to wear a duster, a shirt, and an armor vest.

Shoes would occupy their own clothing slot. Colonists land wearing Simple or Cloth Shoes. These grant a -%5 or other such debuff to walk speed. Having no shoes lowers the debuff further, would lower morale similarly to how nudity does, and also risks a random chance of foot injury, especially on rough ground. Better items like Military or Utility boots would carry no penalties. If crafting clothing and related items such as cloth and leather are ever added to the game shoes could be crafted.

Lastly, a small idea, but if the interior design of my colony and its room isn't to my liking, I would rather be able to move it instead of deconstructing and rebuilding it. A new command "Move ____" could be added, and when you designate a colonist to move a given item, then the placement tool for the appropriate item comes up, only after placing the blueprint the colonist hauls the furniture like an item to the designated are. Obviously there should be some logic dictating what could and could not be moved; I shouldn't be able to dead lift a ship reactor. But if this could be added to the game then I would be a happy kingtyris.
#20
Bugs / Sound cuts out.
September 18, 2014, 11:10:29 PM
This has happened to me at least twice. I'm not sure if it is related, but the second time I noticed was right after an autosave. I had to restart the game. Hope this helps.