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Topics - Quazimojojojo

#1
Ideas / Visible Overhead Mountains
January 04, 2017, 11:28:27 AM
I think this small addition to the 'visible roof' system would be immensely helpful: Having the ability to see which tiles have overhead mountains, as opposed to just a rock roof (or, perhaps, separate colors for thin rocks, constructed, and overhead mountain). Also, perhaps a tooltip/tutorial message that gives more information on everything that affects the spawning of infestations, so players can plan around it. It is fun to discover new and inventive things you can do within this game, but I would like to be able to make more informed decisions about potentially colony-ending risks.


(EDIT:) That's the TLDR. I start whining about infestations after this. Should probably start proofreading.


Infestations are one of the most dangerous events in the game if you are unprepared and/or they spawn in important/occupied locations of your base. I understand it's the counter to mountain bases, with all of their free defensive benefits, and potentially a nice source of income. My only problem with it is on hill maps. Sometimes, you think you're digging into a hill and it turns out one of your colonists' rooms has 3 squares under a mountain. Or maybe you just want to get a bit more space in your initially walled area and want to dig a few tiles into that nearby hill, but accidentally hit a few squares of mountain and suddenly there's bugs in your crafting room.

I feel it's an unnecessary punishment for players who want to put their fridge or first barracks on stone so they have more initial farmland, or players who want the smooth stone beauty buff for a dining room, but don't plan on building anything further in the mountain specifically to avoid the problem of infestations spawning in your hospital while half the colony has the flu. I can't imagine it'd be too hard to implement either, since you already have the roof visibility tool, and it can help avoid the EXTREME frustration hives can cause.

Yes, the game is about stories, which are only interesting at all when things go wrong or ridiculous. The story of 'a bunch of bugs appeared with no warning and ate half my colony while they slept' is interesting maybe once or twice though, and without a clear way to manage this event mountains just start looking like something to be avoided, rather than something with tradeoffs. Or, infestations start looking like something not worth the trouble, and to be turned off in a custom scenario otherwise identical to the default. I like infestations, but I would like much more for there to be a solution to the 'pawn(s) have a significant chance to die with no forewarning and no apparent way to prevent it besides avoiding entire mechanics' problem.
#2
Ideas / Prisoner Abuse
December 29, 2016, 03:24:45 AM
I apologize if this has been brought up before, a cursory search didn't reveal any other threads about this.

If there are to be mood debuffs for harvesting organs of prisoners, or neglecting them to the point that they die, there should probably be some kind of debuff as well for attacking prisoners. Perhaps have the prisoners fight back. Otherwise it's a decent, consequence free, method of training up a doctor. Maybe not the fastest, but with enough time and an infinite supply of injuries to patch up it's pretty good.

You could potentially also expand this to include a minor mood debuff for having prisoners in shittty conditions, to address the follow up abuse of inciting riots to get around the debuff. Though at that point, if it's not low enough, you're punishing players for taking any prisoners which take any longer than a day or two to recruit... probably. I haven't done any math, and I haven't played so many games to really get a feel of the breadth of early game experiences.
#3
Ideas / Altars and/or 'temple' rooms?
December 26, 2016, 04:05:22 AM
So I had a thought that I'm not sure should be in general suggestions or the 'cheap ideas' thread (and also whether Tynan reads the cheap ideas thread now that it's a 270 page monster of a thread).

Without adding a much more in-depth religion system, which might justify an update on its own, what if there was a new 'joy' object for the already existing prayer action? I was thinking have an altar or an idol or something similar, perhaps which could be crafted at the sculptor table, that colonists sit nearby when praying, rather than their rooms. The resulting mood buff could also be modified by the cleanliness of the room, or the beauty. Or perhaps have it only negatively modified if the room is 'ugly' or 'dirty'.

If I'm not mistaken (and I may very well be, as my code knowledge is really basic), the only part of this not already in the game is the temple/altar/idol item(s), so it might be a nice addition to buff the mood of colonists that has some drawbacks (debuff if it's in poor repair, dirty, ugly etc.) and expands a bit on something the game already touches on.