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Topics - Bob_Namg

#1
Ideas / Autonomous/Independent Town Creation
June 16, 2017, 04:39:23 PM
My idea is that when you send a trade party and have them settle a second colony, you can at any time release said colony as an independent town. Obviously it would degenerate the location's map (or not) and make it trade-only like any other AI controlled town.
The independent town would act like any independent faction and send supply caravans and reinforcements. Perhaps there could be a system where the town can be called upon at any time to send random pawns during an attack or send supplies with or without cost. Maybe these requests/demands and any return offers could even influence the relationship of the main colony to its satellite.
The independent player-controlled/aligned town would also keep track of resources and people it has and randomly gain/lose resources and manpower. None of the numbers of pawns gained by the independent town would be generated unless they show up with a caravan or were sent there by the player so anyone the town sends who isn't already someone you've seen will be fresh spawned (which could lead to some funny events IE 3 70-80 year old men with dementia and a blind dude show up to defend against a siege)

I don't know, came up with this at random and figured I'd throw it out here. It's unrefined as all hell but it'd be cool to see some weird early AI vassal system be implemented.
#2
Ideas / Roofs should be treated like Floor Tiles are
February 07, 2016, 06:20:16 PM
I'm sure Tynan plans on adding this at some point anyway but I just want to revive the suggestion that roofs should be handled like the floors are where you have to construct roofs, and they all have different factors effecting them (like needing support depending on the weight of the material used).
Say you're making a wooden roof over a 25X25 room. You'll need to put a support near or in the middle to hold it up, and since the wood is light weight it doesn't need a heavy duty support to keep it up though the wooden roof may deteriorate from exposure to the elements or leak or whatever. 
If you make the roof out of iron the wooden support wouldn't be as effective and you'd need multiple or better materials for the support wall, but the iron roof is a lot better than the wooden one because it takes longer to break down and if some kind of event is added that causes an earthquake or something it's less likely to break apart.
It should also be possible to make beams/roof tiles under the mountains to make it harder for them to cave in.

#3
I was actually thinking, since Tynan's tied up with updating other assets of the game and couldn't possibly garner time to redesign basically the entire game in its current state, that perhaps our modding community ought to start on trying to code multilevel map generation, construction, and most importantly (and primarily why Tynan hasn't done it himself) AI path-finding. I'm not sure anyone here really would be willing to do it for free, but after seeing the things I've seen the Cortex Command modding community do (for free for Data Realms of all companies) I think the community could pull this off quickly, somewhat efficiently, and then hand off a workable version to Tynan to adapt to the main game version(s) with templates and everything.
Any thoughts, concerns?

Post modified. User was warned for this post.
lol
#4
Ideas / Expanded Medical Stuffs
March 09, 2015, 04:06:18 PM
I thought of this in the heat of a fever dream last night and I can see internal injuries and advanced surgical procedures easily improving the game.
Say your colonist gets shot in his left kidney and needs it sewn up after the battle, well then you can assign him to have a "mend kidney" operation (likewise, most organs would need the same) performed by any doctor. Alas! Said doctor who happened to be chosen between an advanced practitioner and your local arsonist-drunk was the latter!
Well, with (hopefully any bill) you can assign a specific doctor with some fancy tab in the operation tab of the ailed colonist's health dossier. Say you don't have time to operate because mechanoids just landed and are currently destroying an off-site power plant, you REALLY need that colonist back up within the [ingame] day, well you can choose an Operation Speed at the cost or benefit of surgical success and efficiency. What if you don't have the medicine to operate in the first place? Well then you can choose to not use medicine, or choose specific medicine to use for that colonist (or prisoner) at the cost of surgical success ratings, as well as increase the chance of an infection.
Also adding new medicines, ailments, and procedure types would definitely add a lot to the game's ever growing medical system and generally the difficulty/ease of surviving in game.

tl;dr:
-Internal Injuries
-Surgeries to suffice these injuries
-Perhaps even more advanced ways of quickly dealing with them?
-General/medical Bill Assignments
-Operation Speed decrease/increase at the cost or purchase of efficacy
-The ability to choose specific treatment types for each controlled pawn
-More medicine, treatments, etc
Another thing, just came up with this one while posting in a brain damage thread:
Quote from: Bob_Namg on March 09, 2015, 04:23:11 PM
But if Tynan decided to put it in I would assume the 'cure' would be using some kind of rare ECT device or something to try to make that person a fruit rather than vegetable. Even then the odds of it working would have to be low, and the functioning of a successfully cured patient would have to be hindered remarkably.
So even if you revive that doctor's brain, he would still be a slow moving, near-braindead (though he could still do stuff like art/farming I guess, which can be useful).
Oh and if ECT fails you might as well prepare the grave as soon as the results come in.
There, trauma, drama, and fairness.
It would be interesting if brain damage [possibly] could be cured, blessed be the RNG, just at the cost of not having a full-functioning colonist. Like one step up from their previous vegetative state, making them nearly useless as they were on their near death-bed.
Opinions?
#5
Ideas / Research-able Remote Power Control System
March 08, 2015, 01:32:36 PM
A good mod idea would be making it possible to research a "power control system module" or "transmitter" that could be hooked up to most electronics (IE: turrets), and make it possible for the player to have colonists toggle multiple electronic devices at once from some master control module like the Comms Console.
Of course this would be a late-game sort of thing and the positive/negative consequences of entrusting your entire defense system to the click of one button is apparent enough, but it seems like an interesting mechanic and I'd like to see a modder implement it in some form.
Opinions?