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Messages - Captain Sho

#1
Ideas / Re: Idea how rimkids would work.
April 19, 2016, 08:01:18 PM
I feel like kids would sort of ruin the point of the game which is to get of the planet so i can't see it being part of the vanilla game but i can totally see it as a mod for those who like to push the game length out.
#2
I feel like roofing is something that has been neglected in this game and considering it simply doesnt have any visible appeal I understand why but I think it could give people more options on how to they want to lay out their place compared to the current methods.
Right now the roofing types are constructed, rock roof and overhead mountain. Overhead mountain is currently the only one that has a use outside of it just being a roof. This is what led to so many people digging into mountain and thus introduction of the Hives.

But i think roofs can be expanded on in the same way walls are.
You would have different roofing materials (wood, steel, brick, etc.) but each one would have its own perks and limitations.
Example:
Wood Roof: Cheap, Quick to build, and can extended up to 6 cells from nearest wall but does nothing against mortars and pirates dropping on to your base.
Steel Roof: Insulates room from outdoor temperatures, can extended up to 5 cells from nearest wall, but partly protects against mortars and will sometimes injure pirates dropping through the roof.
Brick Roof: Costly, time consuming to build and can only extend up to 3 cells from nearest wall but insulates room, but protects against mortars and will injure and sometimes kill pirates dropping through the roof.

Now as for Hives I dont like how it is just a random event that can even punish those that dont build into the mountains. I had a hive spawn inside my base because there was a 4x4 area where i had mined out components.
So i had two possible ideas for this:
1) Everytime a pawn mined a rock that has a overhead mountain there is a x% chance that a hive would spawn

2) There would be caverns inside of mountains and when mined into the hive inside would become active. (Kind of like the ancient chambers with the Mechanoids)

Both of these would help prevent people from turning into mole men at least until they are able to deal with such events.
#3
i thought you were gonna say orgies but yeah that too
#4
This is something has always bugged me about this game. This game takes place in literally the middle of no where, yet people still refuse to do certain tasks even if their life depended on it. I don't care if you are a pop idol, you are gonna haul that blood rock. I think just giving them mood debuffs would make more sense in most cases rather than making them unable to do said task altogether.
#5
Bugs / Issue with melee combat
April 10, 2016, 04:09:05 AM
I've noticed sometimes when I tell one of my melee pawns to attack he will freeze and i not move until he gets shot. I believe i have also seen it too with some of the melee raiders where there will just stand there until they get hit.
#6
Bugs / Re: Colonist stuck behind wall
April 10, 2016, 04:06:43 AM
Has happened about 3 or 4 times to me. I have to keep doing head counts to make sure no one got stuck.
#7
Yeah they need some work. I had a cougar attack one of my pets and my turret did nothing to try and stop it. It wasn't until i attack it with a pawn and the cougar attacked back that it would start shooting.
#8
The pacing it pretty dam good but i do not wanna say perfect because it could use a little bit more breathing room here and there. I felt like i was constantly rushing to get things done. I also found myself micromanaging my people alot more trying to get specific tasks done before getting smacked by the next wave of raiders.
#9
General Discussion / Not sure if it actually a bug or not
September 12, 2015, 02:45:03 AM
I didn't wanna post this in the bug forum in case this was just "luck of the draw" but i got 8 terriers from a single random event. Right now i'm trying to train them all up to be able to "release" them so when people come to raid me i can "release the dogs of war" but that many does seem a bit excessive, no?
#10
General Discussion / Re: Alternatives to killboxing
March 30, 2015, 08:21:37 PM
Don't quote me on this but I believe i remember Tynan saying he has somewhat agreed with this issue and that the enemy AI just really needs to be smarter. I imagine he still plans on updated the AIs at some point (Game is still in alpha after all), it is just not a simple task just enjoy your barrels of fish while they last, or give your self a challenge and not just have one entrance
#11
I made a post about this a few days ago. Tynan said it was an oops on his part so it should get fixed sometime soon :)
#12
Ideas / Developing Traits
February 24, 2015, 07:11:18 PM
So I came up with this idea when thinking about starting up a colony of cannibals. The problem is, without mods it is hard to get the traits that you want and still end up with people with decent stats.

So i started thinking, what if your survivors could "develop" these traits in the actual game over time?
Here a few examples:

First, lets go back to the colony of cannibals idea.
Out of food with nothing but human corpses?
Have your survivors make meals out of them for the next month.
At first, it would cause a loss in mood and sanity but once they got use to it they would "develop" the cannibal trait.

Another idea would be the development of something i like to call the "cave dweller" trait
Where those who build their base underground, and thus likely to have their survivors be in the dark for a large amount of time, would no longer get "in darkness" for their mood and accuracy.

Other simple ones would be:
If you have someone who does a large amount of hauling = "jogger" trait
Does a large amount of harvesting = "green thumb" trait
Is idle often or stuck in bed for extend amounts of time = "lazy/slothful" trait

This also could work for alcohol,
lets say you have colony that produces large amounts of beer, etc.
I like to the think of this as the "FOR VALHALLA" trait, though "bloodlust" and all the weapon traits covers it,
but basically lots of alcohol =  Improved combat and high likelihood of binges after combat.

If you guys like this idea I also have idea for more "in-depth traits" but didn't want to turn this into a wall of text so lemme know and ill make another post!
#13
Ideas / Re: Insulated walls/doors
February 22, 2015, 03:44:29 PM
My thought on this is what about something along the lines of "space ship walls".
It fits in well with the theme of the game and space ships have to be insulated.
It could cost a lot of steel or platsteel or even a mix of the two.
#14
Ideas / More alcohols?
February 22, 2015, 03:39:30 PM
Many of the crops we now have now are used in making alcoholic drinks (potatoes = vodka, rice = sake, etc) so would it be a far stretch to say that more will be added?

Plus the stronger drinks could be used for medical purposes while we have the downside of that being that your survivors go on binges longer on the stronger drinks.
#15
Ideas / Re: Different alien species?
February 21, 2015, 11:27:02 PM
I suppose all the different "traits" are suppose to make up for the lack of true aliens but i do wish there different races like in FTL.