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Topics - Drazhya

#1
Ideas / Melee and Armor Revision
March 18, 2017, 02:23:21 PM
For starters, I'd like to see this. For melee, reduced chance to be hit in melee based on skill, and a slight increase in attack speed - say, +2% per skill level. Accuracy bonuses here are largely irrelevant and damage bonuses could both get out and hand (one-shotting the torso with relatively bad weapons) and be irrelevant (wasted damage after destroying a limb). So, attack speed. Although if melee skill adds a defensive bonus then increased accuracy could be good. Still, I'd like attack speed as a reliable benefit.

For armor, increased hp and/or reduced armor damage taken per quality level of the armor. Preferably as a strong enough effect that legendary armor degrades slower than baseline armor in combat.
Also climate-controlled power armor and insulated/furred/something helmets, for better use in very hot or very cold climates.

There are probably better, more interesting ways of improving melee and armor, but these would be a good start I think.
#2
Mods / [Mod Request] Monogamy Mod
March 13, 2017, 08:27:15 PM
Real simple - married pawns will not accept romances. Can someone please do this?
#3
Ideas / Inventory Management
October 07, 2016, 06:04:27 PM
I keep getting ideas, so I'll keep posting them.

I've noticed that colonists sometimes carry meals, silver and drugs around in their inventories. However, I've noticed no pattern in when or why. Also, it would be reasonable, I think, if they could carry a knife in addition to a ranged weapon.

So I'd like to be able to tell them to carry around specific things. This could be a part of outfit/drug/etc management, and maybe cut into their hauling capacity if they're carrying too much gear.

Also, maybe more fitting for a bug report, but I got a colonist with 979 silver stuffed in their pockets. Methinks that's not intended (on that note, I'd like for them to be able to carry around more than one full stack if they have the strength for it. I've noticed that reduced manipulation stat means reduced carry capacity, but the reverse is not true).
#4
Ideas / Home-Base Computer Core
October 07, 2016, 04:26:59 PM
I'd like to be able to hook up AI persona cores to my base and get some benefit out of it, rather than having them as exclusively ship things. As for what bonus they'd give - maybe a multiplier on base power usage, reducing it by some percent (20% maybe). Or allowing manual targetting for turrets. Or preventing power surges. Or some combination, or more.
#5
Ideas / Different World Types
October 01, 2016, 03:24:09 PM
The current world generator is neat, but sometimes I want a very cold map, or a very hot map, and my options are to either grab one found by someone else or search through dozens or hundreds of seeds.

So I'd like a world-generation option to pick a particular type of world. Frozen worlds, scorching worlds, temperate worlds, or odder types like toxic/radiated worlds or acid worlds. Or extremely wet worlds where most of the world is water and it's constantly raining.
#6
Ideas / Biomes: Crash Site, Ruins
September 26, 2016, 03:38:25 PM
Got this idea looking at the opening screen. There's a crashed ship so large it's easily seen from orbit. Kinda makes me want to embark there.

And an 'urban ruins' biome would be interesting as well.
#7
Ideas / Deep Drilling: Geothermal
September 23, 2016, 04:17:52 AM
As it says, more or less. Use the drill to open up new sources of geothermal energy. Maybe with more limitations/resources/research required. Maybe less limitations - like, build anywhere, but with major costs.

Disclaimer: I'm not familiar with the particulars of real geothermal.