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Topics - Trensicourt

#1
Ideas / A way to make blast charges much less OP.
February 02, 2014, 11:29:05 PM
Right now blast charges kill everything and makes it impossible for raiders to attack properly. Right now, here is what I propose to nerf these blast charges.

Blast Charges can now be seen by raiders if not detonated at the proper time. For example, raiders that stay near the blast charge for some time will notice it. Once the raider notices, an icon will pop above the raider telling you that the raider detected the blast charge. Then every raider would scramble to get out of there and then move to a second entrance.

The chances of spotting these blast charges purely depends on the statistic of the specific raider. If the raider is an assassin or a deep space miner, he/she would detect it much faster.

How does this sound?

P.S. if this does get implemented, then sentry guns should be boosted a lot more.
#2
Off-Topic / First Person Shooter
January 27, 2014, 07:04:49 PM
I want to start a discussion on first person shooter game. Simple. Furthermore, I'd like to know if any Rim World people are playing with me on certain First Person Shooter Games.

Here is the list of first person shooter games that I play.

1)CS Portable a.k.a. Critical Strike Portable-It is an amazing that game that is completely free and profits only from donations. It recently had an update that people hate at first, but love it a few weeks later. It is extremely fast pace and has an extremely deep learning curve after you learn the basic and the standard reflexes. WARNING!!: You will be killed instantly in an ordinary match, because you are a newb. You will get easily dominated(like 13+ death streaks) by pro players.

Pros: Developers listen to their community; free game; major updates year; balanced

Tip: Don't spend all your money when you are not decent at the game; you WILL lose all your money.

2)Red Crucible 2
3)Free Fall Tournament
Not FPS!
4)Spiral Knights
#3
Off-Topic / Starcraft Fans
January 19, 2014, 08:08:28 PM
Lets talk about starcraft 2 heart of the swarm and wings of liberty. In addition, lets remember the old brood war bays of starcraft.

I'll start the discussion. Which unit you think is the most mobile and efficient in starcraft?
#4
Ideas / Factions
January 19, 2014, 05:32:45 PM
I really want to see in the later updates of the game is to introduce factions. Right now the factions I'm thinking of are pretty standard with some twists. Here are some of my ideas.

Mostly Hostile Factions-These are factions that are more than likely attack you on sight, with the exception of rebels. Each of the factions are loosely packed together and often do the nasty work of upper class factions. For example, the Black Market.

Let's start with the Raiders.
Raiders people who raid you for your supplies. They often come and go on many worlds, stealing food and weapons supplies(or occasionally ships). Most of the time, they are no threat to a well prepared defense and will flee at a moments notice. In addition, they have poor quality equipment, but their groups come in a variety of sizes. However, raiders are much more smarter than their pirate counterparts.

Pirates
They are equipped based on their rank in their pirate faction. From Lt. to Captains, their attacks are brutal. They will attack your colony at random and attack in a scattered fashion. They will charge with little or no planning, but retreat even at minimal losses.

Rebels
They often butt heads with other factions and defend strongholds throughout the sector. They are rarely seen; however, they will attack a colony if it contains precious items needed by the rebels. If possible, they will ask you to side with the rebels, otherwise they attack you ruthlessly. Each rebel raid are well equipped and come in large groups. Also the smartest of the 3 hostile factions.

Neutral Factions

Corporate Hierarchy
A secretive group of companies that strive towards one goal, to gain profit. Each company has to put 1 leg into another, in case of a emergency, other companies must assist. They will land mercenaries and mining sites near your colony. They are often very very very will equipped and if raided, they will put a red mark on your colony. Thus, making them immediately hostile to your colony for a period of time.

Confederacy
The neighboring empire near this sector. This empire is the conqueror of many solar systems, but it has little or no interest in this sector. They will ask you to side with them against the rebels that immigrated from their empire. If so, they will provide weapons and supplies and become allies. Rebels will see you as a formidable target and launch much stronger attacks than normally. If you don't wish to ally, you'll become neutral with the Confederacy. They will constantly ask you to ally with them, until you side with a non pro-confederacy faction. If you are wondering what kind of a travel system they use. The confederacy uses wormholes and artificially stabilize them for space travel.

The Black Market
A group consisting of drug cartels, bounty hunters and smugglers. The black market would never get their hands dirty unless it is a serious problem. If there is a problem, the black market will post a price on your colony and many factions, including allied factions would fight against you for that bounty.

Allied Factions

System Patrol

The Conglomerate

Merchant Guild
#5
Off-Topic / Neptune's Pride 2 Triton
January 16, 2014, 06:47:09 PM
One of my favorite games in the entire world after chess. In this game you need to "predict", "counter", and "talk" your way to victory. Well that is how I do it in this game. Right now the game having constant updates every now and then. The reason why I am advertising this game is because this game is one of my favorite and deserves more attention.

If you have played before or just tried it, please comment below on your experience. :3
#6
Ideas / Equipment for Colonists!
January 14, 2014, 05:01:20 PM
What do you want the colonists to be equipped with??

Well, it should on your profession.

For example, if a ship crashed and 3 colonists landed, you'll have 3 colonists with their own equipment. Colonist A is a marine, he crashed with a M-16 that is perfectly capable of defending against early raids. Colonist B unfortunately is a noble, so he is useless. Colonist B is a deep-space miner, he carries a Hand Drill A which covers the uselessness of Colonist B. After each colonist lands, there will be a random cache of equipment that they can use.

How I think the colonists should get equipment.

Depot Traders: They will trade you equipment in either wholesale or retail. Wholesale of course is much cheaper per equipment in comparison to retail. However retail equipment can be pretty damn good or be just an overpriced 2nd hand used drill.

Nomads: They will walk around the planet often trading equipment they find for food and water(if implemented). Or you can kill them and steal the equipment.

Raiders: Drops equipment by chance. This goes the same with the quality of the equipment.

Making: You can absolutely make equipment for your own use. Beware! You'll never ever make high tech equipment. Each equipment can sometimes require rare items like magnetic coils for advance guns. In addition to this, you can make/find/mine the ingredients.

Colonists and how they are changed.

Colonists will now have 1-4 equipment slots. Each equipment can also take up to 1-4 slots. For example, a Hand Drill A will take up 1 slot, but a M-16 will take up 2 equipment slots.

How this will affect game play?
It will allow a deeper customization of each colonists. So if implemented, colonists must find a place to store their equipment like weapons racks. Thus whenever a colonists wants to mine, he has to go to his locker and pick up a drill to mine rocks. He might as well put a gun in there and replace it as soon as he finished mining for the day. In addition, colonists will try to swap to a gun when alerted of raiders in the vicinity.
#7
Ideas / Defenses + Anti-Defenses
January 06, 2014, 05:04:10 PM
There should be different types of defenses in my opinion. Things start to get dull after a while.

New Resource to build some of those walls and perhaps other defenses. It is called stone and can be mined from walls anywhere. In order to find stone with in larger quantities you need to find large deposits of stone. They should be in the color of grey.

Defense Research: Reinforced Walls----->Improved Fortification

Your regular Walls
Stone Walls-3 Stone/2 Stone 100 Health
Scrap Metal Walls-3 Metal/2 Metal 130 Health

Your improved Walls: Reinforced Walls
Concrete Walls-5 Stone/3 Stone 150 Health
Steel Walls-5 Metal/3 Metal 200 Health

Barricades
Sand Bags-4 Stone/2 Stone 300 Health
Debris Bags-3 Stone 3 Metal/2 Stone 1 Metal 600 health
Trenches-Cost nothing, but lots and lots of time.

Fortified Defenses:Improved Fortification(Requires Reinforced Walls)
Concrete Bunker-40 Stone/10 Stone 800 Health(Holds up to 2) 2 x 2. Can be expanded by merging bunkers.
Blast Door-30 Steel/20 Steel 1000 Health

Decorations:
Blue, Red, and other Colored Walls(Organic Dye)
-Requires 2 metal

TV and etc.

Anti-Defenses:
RPG-7(Can be reloaded, but takes 5 seconds)
AOE: 2x2 Squares
Damage: 150 to Structures; Incapacitates People on hit.

Flamethrower(Prays flame everywhere, it has a fire rate of 2 seconds per spray and takes 10 seconds to refill the tank)
AOE: 1x5 Squares
Damage: 15 x 5 sprays; collateral fire damage(small fire)

Breaching Charge(Anti-Colonist version of Blast Charge)
AOE: 2 x 2 Squares
Damage: 300 to structures; disable colonists

Futuristic Weapons
HVC-2(hyper velocity cannon that is a 1 time use)
AOE: 1 x 1 Square
Damage: Instant Death/Destruction of Building
AOE: 2 x 2 Squares to 3 x 3
Damage: 300 Damage to buildings; Disables Colonists

HVC-17(fires a 6x6x10 inch tungsten rod at high-hyper sonic speeds , also a 1 time use)
AOE: 2 x 2 Squares
Damage: Instant Death/Destruction of Building
AOE: 3 x 3 Squares to 7 x 7
Damage: Disables Colonists; 300 damage to buildings

Special Abilities:

Raider

Laser Guided Missile: Used by raiders to destroy a powerful fortification, unfortunately it requires a line of sight to be fired. When activated, an area will be marked for destruction. The player must kill or disable the user before the missiles reaches target. It is useless after a 1 time use and cannot be picked up(would be unbalanced if true).

Colonists

Distress Beacon: Used by colonists to contact nearby ships for assistance. Assistance can in form of allied soldiers with 150 health and R-4 Charge Rifles, Resources and etc.
#8
Ideas / Infantry Weapons
January 05, 2014, 09:17:16 PM
Ideas for Infantry Weapons:

Old Age Weapons:
Revolver
Composite Bow
M2 Carbine

Present Day Weapons:
Compound Bow
Ak-74
SAW

Future Weapons:
R-9 Heat Rifle
3-C Plasma Gun

What's your list?
#9
Ideas / Courage & IQ
January 04, 2014, 10:41:26 AM
There should be something called Courage and IQ on the colonists.

Courage determines how brave your colonist is and determines his actions indirectly.

IQ determines how smart this colonist actually is.
High IQ-Increases the skill points of Thinking Skills faster.
Low IQ-Increases the skill points of Manual Skills faster.

For example:
High Courage+Low IQ+Good Shooting=A strong soldier

However....

Low Courage Courage+High IQ+Noble=A total @sshole
#10
Ideas / Evolving Tech
January 02, 2014, 10:23:01 PM
How's everyone's opinion on how technology advances in this game?
Could there be a major technology limitation at the start?
Do you think we need more types of resources? (A.I. chips for mid game)
What should we add to each tier of technology?
Which research/building allows the person to advance to the next tier?


How does this connect to the possible End-Game scenario?
or
How does this improve/degrade the game play?
#11
Ideas / New Resource
January 02, 2014, 05:46:59 PM
So you crash landed on a deserted world where you can build a nutrient dispenser right away with nothing, but metal. Logically, this doesn't make sense. You don't go from 3rd world tech to 2nd world tech in 1 day. It's IMPOSSIBLE! In my personal opinion, we need new resource to transition into next tech level. Right? Game Logic tells me having lots of metal allows you to get everything you need besides food.
You get what I am saying?

If you don't, then STILL read on, because I'm going to explain everything about this new resource.

The new resource is called E-Chips or electronic chips. E-Chips allow the construction of Sentries, Nutrient Dispensers, communications, and geothermal generators. Of course you can't make E-Chips right away, but you do start with 3. (No duh!) Depending on how wisely you use those E-Chips, you could be successful or end up in a disaster. But how do you get E-Chips then? You have to buy one from traders or you can research a E-Chip Mini-Factory. Once you have an E-Chip Mini-Factory that costs like 200 metal and 1 E-Chip to run;you can start making E-Chips!!! Be warned though, making E-Chips uses enormous amounts of energy and requires metal.

Q.) What if you used all your E-Chips and have no communication with trading ships??

A.) Easy, raiders should drop chips rarely, but travelers has a higher chance of dropping one if captured. Escape pods for example could drop 1 E-Chips, but a pod from your space ship can drop up 5 E-Chips at a time. (IF Lucky!!)

How does this sound as a tech transitioning resource?

#12
Ideas / Simple Fixes(Suggestions)
January 01, 2014, 12:58:40 AM
This is my first forum post, I hope anyone can give me feedback on my fixes.

First issue:
P.)Unrealistic Transportation

A.)Pipes. Add pipes in the game. if your building something, you need to connect a pipe into it. If building gets disconnected, pipes needs to be automatically rebuilt connecting the pipe to the building. This leads to me thinking that we should merge pipes and electrical lines together as found in Trash(the game).

Second Issue:
P.)Hand of God

A.)Your the A.I. of the colony. This leads me to a suggestion below.

Third Issue:
P.)Multiple Bases

A.)Make a supercomputer that needs to be research that governs a specific part of the colony. Each Supercomputer has its own Home Zone that are labeled by something, but you(A.I) still control everything that you want to control. A supercomputer has modes that you can turn off or on. There can be tabs when you select a supercomputer. For example:
1.)Power
    a)Minimal Power b)Power Saving c)Normal Power Use d)Full Power Use

2.)Defense
    a)Minimal Defenses b)Defend Home Zone c)Engage on Sight

3.)People
    a)Relaxed b)Fair c)Tedious

4.)Role-Multiple Choices can be selected. Those choices that are not selected will not be expanded upon unless absolutely necessary.
    a)Farming b)Mining c)Trading d)Constructing

Fourth Issue:
P.)End-game/Chain Evolving Story

A.)You die if it is End-Game. Chain Evolving Story is what happens to further increase the lack of a real story in-game.
There can be an infinite amount of story and etc.

For example:
1.)Encounter with a Faction Warship
    a)Join Faction b)Bribe Faction to Leave you Alone c)Fight to the Last Man
    Effects on Colony
    a)Becomes Part of Faction b)Nothing Happens c)Fully Armed Party invades Colony
Possible Results
A) 1)Attacked by Enemy Faction 2)Assignments/Missions 3)Faction Trading Ships are Allowed

C) 1)Another Faction will attempt to save you if you decide to join them 2)Endgame 3)Destroy Invading Party

And it goes so on and so on. The A.I. will throw everything at you to end your game and each tier has a higher danger level.

Fifth Issue