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Messages - Pakislav

#1
@Developers

Combat Realism is inherently incompatible with "Look at me, I'm the worker now" work priority mod by ZorbaTHUt. His code is open-source and he's open to this mod being merged with combat realism. Would you be interested in doing that? :D
#2
Ideas / Re: Automated Units.
January 25, 2014, 12:17:33 PM
Such discussion. Much argue. No sense.
#3
Ideas / Re: Automated Units.
January 18, 2014, 08:01:14 AM
I don't like artificial limits.

It would be better if the limitation was economic, by making up-keeping too many robots take more work than they are worth.
A charging station I suggested - which take a lot of energy and space, holds only one robot and needs to be used regularly, would be enough of a limitation I would think.
#4
Ideas / Re: Got an idea for a Storyteller incident?
January 16, 2014, 10:57:30 AM
Quote from: TechnicPyro on January 13, 2014, 07:12:59 PM
Ok now THIS is extremely similar to my suggestion...

Indeed. ^^
Well, repetition isn't a bad thing. Maybe if Tynan sees more people are into that he'll be more likely to implement it.
#5
Ideas / Re: Automated Units.
January 15, 2014, 07:01:42 PM
Quote from: Malicar on January 15, 2014, 04:35:11 PM
You could have it fall from orbit as wreckage at some random point. You could have a trader in space selling it or maybe you even find one on the planet surface. Perhaps a roaming trader on the planet has blueprints to sell. Thing is in FTL the defense robot was unique and took up an eq slot if I remember. So naturally you would want it balanced to have just one and it would consume energy etc and have to recharge.

Would still be a nice addition. Robots are common in space exploration and travel. Just need that right balance yet still make it a viable option and still random so you don't always find or have one.

Having it fall along with debris from the ship sounds like a great idea and a good compromise for all the opinions here.

Quote from: Trensicourt on January 15, 2014, 06:27:45 PM
Why not a SCV from starcraft where you put a person in it? An economy version of it?

Or a mule that has a timer or deficiency rate or constant recharge(like 2 batteries per mule)

That's an interesting idea as well! Exosceletons are more simple in design than robots, and for a space colonies with limited man power using such equipment seems to be the most logical solution to make the most of what people you have.


So I'd like this idea; Robots are a random incident that has a chance falling with the debris from your ship. You can then rescue and repair it before it explodes due to the damage, but they have a chance of being damaged and attacking your colonists. Once you have it operational your colonists need to haul it to the charging station, which will define it's operational range due to it's limited charge and dependency on the vicinity of a recharging station.
{Edit; Basically, the robots would be multi-functional "species" that act as colonists that don't need to eat or sleep, their morale is stable, but require a lot of power and maintenance. As in they break like walls, conduits and all the equipment."}

In addition to that, a simple exoskeleton item that would act as a weapon (Colonist equipped with it can't fight) will boost their physical abilities and speed at which they perform tasks.

All that combined with rarity and high cost of maintenance and I think we are getting somewhere!

@Untrustedlife
Having done same mistake before, I would advice you to argue less and just let it slide if something doesn't sit well with you.
#6
Ideas / Re: Your Cheapest Ideas
January 14, 2014, 12:44:37 PM
+1 to damnedsky's idea.

Nicknames would be great to have and probably not all that hard to implemment.
#7
Ideas / Re: Automated Units.
January 14, 2014, 12:42:10 PM
Quote from: Untrustedlife on January 13, 2014, 06:54:39 PM
Remember tynan has stated our colonists are not "professional colonists"  i doubt any of them could build a robot.and the world we are on is in an strange quasi industrial state, robots are for higher tech level people and people whoa are trained to ONLY BUILD ROBOTS in my opinion.

Some of them actually are, and those that are, are the ones that probably wouldn't be able to construct a robot. A researcher is more fitting to the job, no? ;)
And yes, Tynan said we are in the middle technology tier, which means interplanetary/stellar spacecraft. Robots fall short of that.
I don't see why even a medieval slave oaf with no research would be able to construct solar panels, automatic turrets and nutrient paste dispensary, but not a simple robot.
#8
Ideas / Re: Got an idea for a Storyteller incident?
January 13, 2014, 01:06:38 PM
In combination to Tynans 'Police Drop'.

Police arrive, one of your Colonists is an escaped convict (Criminal past). Either let the Police Arrest him or fight back.

That, in combination with second event; Members of criminal organization can arrive and demand the same, possibly fighting with policemen that happened to come at the same time.

When group reputation will be implemented, this could lead to an interesting story, influencing the player into choosing one of two factions, Law Enforcers or Criminals who are constantly at war.
#9
Ideas / Re: Looters instead of Raiders?
January 13, 2014, 12:59:12 PM
This is a great idea.

Different groups of attackers should have different objectives. Killing everyone and taking over the colony, stealing anything they can or capturing people to sell as slaves. Colonists should also go rogue, when their loyalty is low they should join the attacking raiders or sabotage the colony by destroying important infrastructure, or stealing something and running away.

Some conflicts should be possible to avoid of course, by giving away resources, weapons or people as slaves.

I'm pretty sure Tynan already considers most or all of these for the future implementation.
#10
Ideas / Automated Units.
January 13, 2014, 12:50:12 PM
ADU's, Automated Defense Units are military robots designed for domestic defense.

Their short battery life puts limit on their effective activity range. When they run out of battery power, they are required to be hauled by colonists to their charging stations connected to the grid where they recharge at a 1000W rate. The charging station is vulnerable to short-circuiting in humid environment and needs to be kept in enclosed space.

-Has to be researched.
-Expensive; lots of metal, lots of space, lots of energy, lots of workforce for construction and repair.
-Use energy at twice their charging speed.
-Attract lightening.
-Their Artificial Grey Matter can short-circuit and cause them to do the opposite of intended function.

Other AUs (Variety increases required space, resources and energy):

ARU's, Automated Repair Units.
Civilian robots designed to repair damaged systems and buildings within the colony.
Much like their military cousins, they hold a limited charge and need to be hauled to recharging stations by colonists when they run out of energy.

ACU's, Automated Cleaning Units.
Their sole purpose is to clean the filth the humans cause.

AHU's, Automated Harvesting Units.
Designed to harvest what humans sow. They gather less food from a plant than a colonist.
#11
Ideas / Re: Your Cheapest Ideas
January 13, 2014, 12:25:28 PM
Two things;

Make Turrets benefit from sandbag cover. Just because a turret surrounded with sandbags looks awesome and I'll do it anyway.

Mines. Like current charges, except can be walked on, and detonate when that happens, who-ever happened to step on them - a raider, a colonist or a boomrat. Explosion radius high enough to make minefields less effective by causing a chain reaction in denser minefields when a squirrel happens to walk over it.