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Topics - qsdoosix

#1
Ideas / Hauling behaviour Suggestion "Balance" and "Keep"
November 15, 2017, 12:12:26 AM
I believe i'm not the only one have these problems

Case 1
You built 2 ammo storage around your base.
All your pawns will deliver ammo to one storage, and you get one empty and one full ammo storage in the end.
Is that possible, to add a behavior that the pawns can "balance" the items in the storage, so we can get 2 half full ammo storage? It doesn't need to be exactly same, but roughly same. I think an idea is the pawn will move new produced item to the storage with less same type of things (given two storage has same priority and both accepts that item) but not moving existing things

Case 2
You made a small storage as a buffer for your turret/workbench built away from your main storage.
But whenever one of your pawns takes a few things from the buffer, the others will fill it. Carrying very little things though half of the map.
Is that possible to have an option to set "Keep there between x-y" so the pawns will wait until the amount in the storage is less than x, then fill it to y, so the hauling will be more efficient (because the pawns will carry full load for each run).

#2
Ideas / Consider add "Alarm level" for the colony
November 13, 2017, 08:45:13 PM
After 3rd time someone goes outside the wall to do something during a raid and get killed , i think an "alarm level" is very important for the game.

The idea is this
there can be 3 ( or more ) alarm level, green (which is "nothing"), yellow (low risk), red (high risk), by setting the alarm level, some outfit and activity zone setting will be override. For example, normally we allow our pawns go anywhere, but by rising a yellow (or red) alarm, they will be limited to a "safe zone" predefined by player. And if the red alarm is raised, then all the pawns will try to find armor and weapon if they don't have one, based on what they are more good at (ranged or melee) And rally together. And all these change will be discard when the alarm is reset.

In fact, it somehow like to be "change the zone restriction and outfit in one click". But it is really useful to manage a colony with 11 pawns.
#3
Ideas / training/teaching facilities and schedule
November 12, 2017, 03:45:16 AM
Is that possible to add some devices like study desk, so that a pawn can learn some stuff from studying.
The idea come to my mind is
1.teacher/student, who will teach the student in a fast way, until the student reaches 2/3 of teacher's skill level. And by teaching, teacher can prevent his skill from decay for amount of time. Teacher will teach all skill he has at same time. You need to add teaching/student to the schedule in managing.

2.Book, which can let some pawn improve himself in a slow way, but the good is it doesn't need a pawn with high skill. By reading you can improve a pawn to a certain level of skill, related with the quality of the bookshelf he is using. A bookshelf can be used by 3 pawns at same time, and by reading you can only improve 1 skill at a time.

3.Practice, for any type of work, it can be assigned as "practice" it will produce less but also cost less (for harvesting, it will produce less resource, and for crafting it will not produce anything, but by recycling your pawn will only use 1/10 amount of materials needed).
#4
Ideas / An option to "Stop" broken pawns
November 03, 2017, 11:36:27 AM
Sometimes you just get a pawn go broken and start to roaming around or attack others.
Can we have an option to stop them by beat them down using a guaranteed non-lethal weapon (e.g. shock gun)? or for those not aggressive, just guide them to the medical bed. So if a pawn goes broken, select another and rightclick on the broken pawn, there comes an option "pacify". Then the selected pawn will try to get a shock gun or use his/her fist to stop the broken pawn.

And for sure, this shouldn't make him became hostile, just a hit for love :)
#5
When sent a group of pawns to mine or attack others, an annoying thing happens when they comeback——All bed assignments for those explorers are lost, and they won't go back to where they were. It's OK for those single pawns, they just change where they sleep and i don't much care about that. But for those married, they don't go back to their double bed. Then they will take two beds and someone will have no place to sleep, I had to re-assign the beds for them. So i'm suggesting to keep the bed assignment for the pawns even they have left the block. or at least, let the couples priorily take double beds and sleep together?