Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - puddlejumper448

#1
When I started playing the testing version, I encountered what I thought was a bug, so I started tracking it. I came to the conclusion that it probably wasn't a bug, but I would like some clarification on how this is actually worked out. This is about the new mood de/buffs, feeling great, good, bad, terrible. I kept a log for 120 days, checking every day, and for my colonists it didn't go so well. My starting three were more likely to get bad than anything, while the two I gained (I kept it at 5 colonists for my own sanity lol) were close to even.Here are the final breakdowns:


(percentages are rounded to the nearest whole, may not equal exactly 100)

Will had 120 days and never once saw Great, but maybe will himself was just bugged, my other colonists were fairly random, with a small lean toward the negative for my starters. Here's what I would like clarification on though, is this suppose to be random like it seems (and says in game), or is it based on some factors like people have said, in which case it needs to be a lot more clearly defined.

If it is random, i feel like we traded one unsolvable negative (the old colony wealth negative) for a new unsolvable negative. I probably wouldn't be bothered by this as much if the Days with Nothing was above 50% so that all of them were more rare personally.

On the other hand, if it is based upon other factors, what i saw someone say was bad moods give you feeling bad, which seems purely punitive, and good moods give you feeling good, which is kind of useless at that point, they are already in a good mood. Also if this is the case, it should say that in game, which is why i'm skeptical that this is true.

Which one is it? Also what is everyone else's opinion on this new feature?
#2
Ideas / Hacked Turrets
May 09, 2015, 03:07:13 PM
I was thinking today that a hacked turret event would be pretty neat. I thought of two possible ways, first would be a specific pirate guy who, during a raid, walks to your nearest power line and "hooks into it" and starts hacking your turrets, maybe 1 by 1 or maybe just 1 of them, and it would take enough time that you could go kill them if they aren't too far away.

Another way would have it be a random event, "Some unknown group has hacked into your system using your comms console and turned a turret against you!" and then one of (10% would probably be better) your turrets would turn hostile and start attacking your other turrets/people. I personally like this one better.