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Topics - HattoriHanzo

#1
Ideas / Equipp-Sets for the pawns
February 20, 2015, 07:51:01 AM
Howdy!

Now that clothes can be worn out after some time, wouldn't it be nice to create "gear-classes" for your colonists?

I admit, that's an idea from the game "Gnomoria", but that would make a lot of unnecessary micromanagement obsolete.

Explanation:

You creat 2 (in this example, should be possible to create more/as much as you want) "gear-classes": "soldier" and "worker".
You than decide, that "workers" wear shirts, pants, and a jacket. It should be possible, just like in the workbanches, to decide, which material they should wear.
"Soldiers" than get shirt, pants, kevlar helmet and vest and a weapon (choosable which weapon).

Further you should be able to decide, which quality the item at least should have.
Should be doable like the other decission-markers in craftingtables, storages etc.

Than you just group your pawns to "soldiers" or "workers" and they get their gear automaticly, if there is gear available.
If gear is missing, you get a yellow pop-up-message.

Any thoughts?
#2
Howdy!

As the subjects says: Is there a complete changelog for A9? The 4 points in the changelog from the changelog-thread can't be everything^^

Thanks!
#3
Ideas / Teaching system
February 09, 2015, 08:49:51 AM
Howdy!

Spontanious idea:

What about a teaching system?
When a colonist reached 10+ in a skill, he can teach another colonist that skill till 10.
The only other precondition is, that the "student" at least has to have an affliction to that skill.

What would be needed to add to the game:

- prioritisable task "teaching"
- prioritisable task "studying"
- furniture "schoolbench"
- furniture "black board"

Feedback welcome!
#4
Howdy dear colonists!

I purchased the game last week (good job so far!) and played my first 2 years in a beginners colony at the weekend to get into the game mechanics.
I soon discovered odd stuff happening, for example:

"Maddy" is a masochist pirate I imprisoned and turned on my side with excelent food from my 3-star-cook "Ian". Maddy is an expert sniper and equipped with energy armor and a sniper rifle, hell yeah!
One day, a group of ~10 pirates came to my colony and started to kick up a row. Brave Maddy took position behind the turrets and defended his new homeland like a brave scothish lad on the side of William Wallace but got shot at heavily by the pirate leader.
Long story short: he was hit at his right shoulder, which was gone (erm, what?!) but his right arm was fine (erm, double what?!).
I'm not an expert in medicine and stuff, but when my shoulder is shot off, my arm would be gone, too, wouldn't it?

Furthermore, ma buddy Maddy also took 2 shots to the chest, which resulted in bleeding wounds, although he has worn energy armor, which is stronger then a kevlar west (which handles a couple of shots quiet ok).

So, my suggestion to make the damage causes more realisitc is:

- shoulders shot off result in 1 arm less, which further results in an inability of using 2-handed weapons like bows and rifles

- Shots on an armored body result in broken ribs and 3 broken ribs result in a blackout

Otherwise: great game, had lots off fun so far! :)