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Topics - Bigby

#1
Stories / Never recruit anyone named Smelly
September 09, 2016, 12:10:19 PM
My base was raided one day by pirates and one of the survivors, named Smelly, had a 12 shooting skill and a 10 melee skill. Well he was incapable of social, but he could clearly fight and had zero health problems, so I recruited him. I failed to notice that he was a brawler.... which meant that I could not equip him with a ranged weapon without a -20 to mood.

So fine. He get's a long sword. He made himself useful around the base, so I didn't put him on 'explosive testing' duty. However, it turns out, due to him being incapable of any social interaction success, that he couldn't get laid in a morgue. He was constantly hitting on every single female member of my colony. He averaged about a total of -40 to -50  ::)from all the rejections. I felt like I needed an HR department to explain to him that no  means no. He was relentless!

To make matters worse, he had a huge number of living relatives in the pirate faction who kept showing up in raids. The ones I didn't kill, further harming his mood, I rescued and sent away with a free peg leg made of the finest wood available. But they kept coming back!

Poor bastard was constantly on edge. I finally had to strip him naked and lock him. Couldn't have him going berserk with a long sword. I had wiped out his entire clan, so he would have had incentive. I ended up selling him to a passing pirate trader.
#2
Ideas / Horning in on your territory
September 02, 2016, 10:44:27 AM
Another faction enters the area and begins setting up a base. Not a seige. If they are friendly, this might help you out if they get raided, but the areas resources would be more divided. Alternatively you could intervene and fight off the raid attacking them.

If they are hostile they will continuously gain members arriving from their faction and try to crush you. They will of course setup defenses and a proper base in quick fashion.
#3
Ideas / Pranks - with possible Trait
August 19, 2016, 01:04:15 PM
This could be done for a general minor mood boost with a limit on how often the player can request a prank to be played on the camp.

You could have a trait called Prankster. It could function similar to pyromaniac. Except when they are happy, the pranks make the victim receive a minor mood boost. If they are stressed the pranks are mean spirited and bestow a variable strength mood debuff.
#4
There could be a variety of them. It could be...

1) mechanoids moving one or more cryptosleep pods through your territory
2) Pirates transporting slaves
3) tribals moving a herd
4) a trade town moving valuable cargo
5) etc

Basically moving targets of opportunity. Not just cargo pods that land and wait for you. You want em? Go get em, and maybe get hurt and take a faction reputation hit, with possible retaliation if you get em mad :-)
#5
Ok. So I have a hospitality policy of rescuing any pirates that do not immediately die when raiding my base and giving them a complimentary peg leg regardless of whether or not they lost a leg. Sort of a thanks for stopping by present.

Anyway, when I release them, they seem to have a preference to go back out the trap laden path rather than go out the two doors. Sometimes they correctly path through the two doors, but most of the time it's certain death or a fresh injury they choose. Weirdly they don't set off all of the traps, just one when it happens. But still.....

The front of my base isn't completely closed off so that incoming enemies will choose the trap path and face the turrets after that. Even if I set the two doors to hold open, they choose the trap path. I don't want to hold off on rearming the traps until I have finished handing out my hospitality gifts, that would be just plain rude....