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Messages - InkedYogi

#1
Ideas / Unique Colonist Roles
November 27, 2013, 06:24:42 PM
So here's the idea, each colony has certain roles that colonists can be given, and only one colonist can occupy that role at a given time. So far I have 3 in mind:

Leader/Custom Name
Sheriff/Law Man
Oracle/Preacher/Holy Man/Whatever

The Leader gives happiness bonuses when he is nearby other colonists.
Hauling, Mining, Growing, and Plant Cutting are disabled (he need not sully him/herself with menial work).
The Leader gets massive bonuses when operating the comm station for trading.
The Leader has improved Wardening abilities when recruiting prisoners.
The Leader can attempt to recruit wanderers without having to arrest them (failed attempts could still be arrested).
If a Leader is incapacitated, all other colonists get large (but not overwhelming) happiness penalties.
If a Leader dies, all colonists get massive happiness penalties, and a new Leader cannot be selected for X number of days (2-5?)
Give the ability to give a custom name to the Leader when he/she is chosen (eg. King, Czar, Emperor, etc.).

The Sheriff gets massive bonuses to shooting and melee, and gives small bonuses when he is nearby other colonists.
Splash range increased by 1 square for grenades and Molotov cocktails.
Growing, Plant Cutting, Doctoring, and Researching are disabled (his work prevents him from doing these tasks).
The Sheriff gets small penalties when using the comms to trade, except in prisoners, which are normal.
The Sheriff can arrest any other colonist at anytime.(Disable this for other colonists)
The Sheriff cannot rescue any other colonists while there are still enemies on the map.
Any enemy the Sheriff fires on will be killed instead of incapacitated (he always shoots to kill)
If a Sheriff is incapacitated, all other colonists get large (but not overwhelming) fear penalties.
If a Sheriff dies, all colonists get massive fear penalties, and a new Sheriff cannot be selected for X number of days (1-4?)

The Oracle is completely immune to fear effects, and gives small happiness bonuses and fear reduction when he is nearby other colonists.
Researching, Hauling, Mining, Wardening, Constructing, and Repairing are disabled (he needs to concentrate on his work).
The Oracle gets massive bonuses when buying food and medical supplies, no benefit to selling, and cannot buy or sell weapons or slaves (this includes missiles and shells).
The Oracle cannot use weapons but is a low-priority target for raiders, and moves at an increased speed when rescuing injured colonists.
The Oracle can construct, repair, and operate a new structure: The Altar (see below for functions).
If the Oracle is incapacitated, all other colonists get large (but not overwhelming) happiness penalties.
If the Oracle dies, all colonists get massive happiness and fear penalties, and a new Oracle cannot be selected for X number of days (5-10?)

The Altar:
Can be used by the Oracle, or the Oracle AND another colonist. To use the Altar, it takes 1 full day, and the Oracle must be at full health, fully rested, and fully fed.
When used by only the Oracle the Altar initiates a Vision Quest. When the ritual is complete a previously hidden cashe is revealed of either food, metal, injured wanderer, or abandoned weapon. The location may not be easily accessible, and if there are no resources left on the map to show, one of these cashes is generated newly.

The other way to use the Altar is with another colonist. The effect is chosen at random among the following:
Switch the colonist's and Oracle's current hitpoints.
Eliminate all negative statuses from the colonist, and the Oracle is put to max hunger level.
Improve one skill area to the beginning of the next level, either highest skill, or lowest. The Oracle losses one level in whatever skill was selected. The Oracle is put to Max tired level.
#2
Ideas / Re: water as a semi rare resource
November 06, 2013, 04:05:10 PM
I am adding my support to this idea. Only having money, metal and food as resources is insufficient, and I like a lot of the ideas for uses of water.

How about keeping with the desert theme, and having oases? It would attract all kinds of living things, animals (food), raiders(danger), traders, etc. They could have a body of water that could either be used up, or slowly replenished.
#3
Ideas / Re: Prisoners, people, etc
November 06, 2013, 03:53:11 PM
I like the idea of slaves vs recruited colonists! It gives me a reason to be mean to the prisoners instead of just holding them until they decide to join.

Maybe they could be converted faster, but the warden must oversee their work (must be within certain # of squares), or else they run, try to help raiders, steal a weapon and open fire, or sabotage equipment.

The level of a colonists warden skill could determine how many slaves they could watch over at once, or how likely they are to rebel.

You could also introduce some tech in this area as well. Research chains to make the slaves movement capped, research gps tags to dramatically increase the range the wardens can be, etc.

I look forward to my tobacco colony!