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Topics - SuperCaffeineDude

#1
Currently there are many events that I really find a little arbitrary, what I would love is if those events were tied to landmarks.



For instance an "infestation" event should be an incredibly rare occurrence, however if you are located nearer a Bug-Nest your risk of an "infestation" event  should be multiplied. Now rather than feeling arbitrary it feels like a challenge the player has set for themselves embarking in that way. Similar to Dwarf-Fortress's Necromancy Towers.

A difference might be that Volcanic-Winters, Toxic-Fallout, Psychic-Drone, Animal-Insanity, etc, should be an event that occurs over a sphere of influence from a landmark tile, affecting all encompassed tiles. For instance weird psychic events occur near Ruins inflicting nearby settlements and caravans with the same event.



Landmarks could spawn "naturally", using assets like the Psychic-Ship & Poison-Ship that then affect nearby tiles, needing you to journey out and stop them from causing Psychic-Drone/Toxic-Fallout. Similarly other landmarks and their effects can be removed by force. Whereas a heat-wave will remove itself, and a volcano is a permanent landmark.

Having as much as possible tied to an actual cause removes a lot of the angst I get from a bad roll of the dice, i'd love to see something like this as I feel it'd add a lot.
#2
Ideas / New Sexuality Calc
November 03, 2016, 10:07:25 AM
Hi there, this great game somewhat undeservedly took a bit of flack, however I'd like to make some suggestions towards a new system that still simulates that discrepancy of nature & nurture, but in a way that is legible and easily adjustable.

Give each sexuality an adjustable percentage chance of occurring per sex.
Give each background a conservativeness rating, that will negate or even increase the chances of being LGB, and could influence religion, skills (like art), and other stats in time.

Here is some ork-ish of my idea laid out.

public class SexualityCalc : MonoBehaviour {
public bool is_male;
public bool digs_men;
public bool digs_women;
public float pawnLabido;

public float societyConservativeness; // should not really be more than the lowest stat...
//a spacer might be -25f, a modern 0f, a primative 2.45f
public float pawnConservativeness;
//how worried the pawn is about breaking convention, or how much they want to rebel

//Values should not exceed 100
public float percent_FemaleSex = 50.5f;
//Chance of being a girl
public float percent_MaleGay = 6.5f;
public float percent_FmaleGay = 4f;
public float percent_MaleBi = 2.5f;
public float percent_FmaleBi = 8f;
//Basic chance of being LGB, guessed since stats are very vague and seem bias.

public bool hasOccured;
//Has instance occured to pawn

//My Counters for example
public int counter_BiMale;
public int counter_BiFmale;
public int counter_GayMale;
public int counter_GayFmale;
public int counter_HetroFmale;
public int counter_HetroMale;

// Update is called once per frame
void Update () {
RollSex ();
}
void CalcChance(float chance){
hasOccured = false;
float roll = Random.Range (0f, 100f);
if (roll <= chance) {
hasOccured = true;
}
}
void RollSex(){
pawnLabido = Random.Range (0f, 100f);
pawnConservativeness = Random.Range (societyConservativeness - 0.25f, societyConservativeness + 0.25f);

CalcChance (percent_FemaleSex);
if (hasOccured) {
is_male = false;
} else {
is_male = true;
}
//Dudes
if (is_male) { //Homo
CalcChance (percent_MaleGay - pawnConservativeness);
if (hasOccured) {
digs_men = true;
digs_women = false;
Debug.Log ("Is Gay Male");
counter_GayMale++;
} else { //Bi
CalcChance (percent_MaleBi - pawnConservativeness);
if (hasOccured == true) {
digs_men = true;
digs_women = true;
Debug.Log ("Is Bi Male");
counter_BiMale++;
}else{ //Hetro
digs_men = false;
digs_women = true;
Debug.Log ("Is Hetro Male");
counter_HetroMale++;
}
}
}
//Ladies
if (!is_male) { //Homo
CalcChance (percent_FmaleGay - pawnConservativeness);
if (hasOccured) {
digs_men = false;
digs_women = true;
Debug.Log ("Is Gay Female");
counter_GayFmale++;
} else { //Bi
CalcChance (percent_FmaleBi - pawnConservativeness);
if (hasOccured) {
digs_men = true;
digs_women = true;
Debug.Log ("Is Bi Female");
counter_BiFmale++;
}else{ //Hetro
digs_men = true;
digs_women = false;
Debug.Log ("Is Hetro Female");
counter_HetroFmale++;
}
}
}
}
}


So using this a pop of 1000 "moderns" might host...
8 bi-male
45 bi-female
27 gay-male
23 gay-female
460 odd hetro-female
440 odd hetro-male


A 1000 pop medieval society might host...
0 bi-male
30 bi-female
23 gay-male
8 gay-female
447 odd hetro-female
492 odd hetro-male


A 1000 pop spacer society might host...
103 bi-male
106 bi-female
155 gay-male
132 gay-female
269 odd hetro-female
246 odd hetro-male


These were just one sample from the code, and the code and the stats I used are very primitive, but I'm just trying to communicate the basic concept here.

And as mentioned it'd be lovely to see other stats derived from the conservativeness of a people.
#3
Ideas / [Event] Computer Virus
May 05, 2016, 05:04:21 PM
Your turret/turrets rebel against you... they become strong independent turrets who don't need no man.

Warning: The turrets are acting strangely
-Alert: The turrets are targeting colonists (2% chance)
-Alert: The turrets aim had been compromised (5% chance)
-Alert: The turrets refuse to fire (15% chance)
-Alert: The turrets are targeting everything (8% chance)
-Else: The glitch has resolved itself

Item/Artifact: Targeting Algorithm Virus: Convinces turrets that you are not hostile and others are. (-1 use- Carried by Pirate Hackers)

Fun:
-A turret has divided by 0 -Turret explodes-
-A turret has developed a bond with X
#4
Ideas / Weapons and Armour
January 10, 2015, 05:55:32 PM
Toying with the idea of moding these in, but I'd like to suggest something of the like could be added to vanilla.



Serious Suggestions
RPG: We need a hard counter to tanky units
Ion Rifle/Blaster: With the resistance effect mechs get, the emp grenades really are pretty redundant, perhaps it could also help against future energy shielded troops, either way Ion rifles would diversify my units armaments.
FlareGun: Buff the T-9 Incendiary Launcher (an explosion?), have flare guns act as there cheap inaccurate alternative.
Mo'Hats: This space western needs more hats.
Revolvers: Space westerns need them.
Katanas: We have long-swords which aren't very space-western'y, and we have ninjas, might as well make it a space-samurai-western.
Blunderbuss: Primitive shotgun, deals more damage but DPS is significantly lower.
Musket: Primitive rifle, deals more damage than a warbow but takes far longer to reload.

For Character
Potato Launchers: Potatoes are this games most prominent feature.
Energy/Whatever Sabres: Ties it neatly to starwars, i'd describe them more as blades of crystal.
Ancient/Antique Weapons: Valuable weapons left behind by previous generations, some more useful than others. 
Zip Gun: One shot guns.
#5
Ideas / Story Popups (Expiring Quests)
January 02, 2015, 10:46:12 AM
Right now there's a bit of a divide between cause and correlation concerning attacks.
In game, perhaps through the coms-unit, it might be good to have Yes/No questions posed to the player, or multi-choice like in FTL.


Pirates: Arghhh... we be wanting booty, surrender it now or we attack.
Response... Yes (send 250 silver), No (endure a raid)

Clan: Our people suffer greatly from XXXX  plauge, I have come to ask for aid.
Response... Yes (send 30 medicine), No (-25 relation)

Clan: Our people have fallen on hard times, hand over your food or we will fight you for it.
Response... Yes (send 500 food), No (endure a raid)

Character: I am XXXX I have escaped and require protection from the XXXX Clan. Should you provide it I will... (join you / provide compensation / tell my people of your kindness).
Response... Yes (endure a raid), No


Perhaps the cost of a response might be based on social skills, that's my idea though.
#6
Bugs / Bionic unit ignores its melee weopon
December 30, 2014, 11:47:28 AM
Basically I have a unit with bionic arms armed with a good longsword, in combat it ignores the fact it has a sword and proceeds to fight as if unarmed. However when the unit is Hunting it uses the sword to great effect.










So basically rather than providing my swordsman with an upgrade I've made him quite redundant, I'd presume that part of the problem is inherited from the claw wanting to be the default melee weapon, but I'd prefer he use whatever is in his hands.

  :'(