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Messages - turnip

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1
Creative Rewards / Character Draft- Vladimir Black
« on: November 08, 2013, 06:59:49 PM »
Character- Vladimir Black "Vladimir"

Age: 68

Traits:
Veteran
Charisma
(If more than 2 are added, also Compulsive Liar, Sadist, and Leader. The more traits the better!)

Childhood: Urbworld Criminal
Born into bad circumstance on an overpopulated Urbworld, [Character] turned to small-time crime as a way to survive. Robbery and Murder were daily activities for him/her, and [Character] learned the only way to survive was to fight.

    Melee + 3
    Shooting + 3
    Medicine + 1 (Learned a few tricks from helping other gang members)

Adulthood: Urbworld Politician
It's no secret that the Companies own much of the Urbworlds, but someone has to take the Bribes. [Character] was one such figurehead, learning how to effectively manipulate the hopes and dreams of people while living comfortably in a penthouse.

    Construction - *Disabled*
    Growing - *Disabled*
    Mining - *Disabled*
    Social + 10
    Crafting - *Disabled*

Totals:
    Construction - *Disabled*
    Growing - *Disabled*
    Research - 0
    Mining - *Disabled*
    Shooting + 3
    Melee + 3
    Social + 10
    Cooking - 0
    Medicine + 1
    Artistic - 0
    Crafting - *Disabled*

    Similar to the Medieval Lord in balance. Character would make more sense with all traits added, so hopefully we get more than 2 traits to start with for some characters. On a somewhat related note, will losing traits for characters that have a lot be a thing?

2
Ideas / Re: Your Cheapest Ideas
« on: October 09, 2013, 08:18:37 PM »
Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.

Oh yeah, there should be more colors of carpet as well. All the basics (White, Black and Yellow) should be added for the purpose of making cool things on the floors.

3
Ideas / Re: Designer tier ideas
« on: October 09, 2013, 07:23:29 PM »
I'm at the mercenary level if that counts.

4
Ideas / Re: ideas-New activity of raiders?
« on: October 09, 2013, 06:26:02 PM »
> Ecclipses - powerful, but cannot be exposed to light or enter light areas without taking serious damage or death. They will attempt to destroy light sources and power lines to enter areas where your colonists are. Will require more planning when wiring your base. Most likely a harder level type. Run out of power when they come and you're in trouble.
> Weremuffalo - a muffalo hidden in the herd, that was perhaps bitten at some point in the past... turns into a terrifying beast at full moon. (I'm not sure if it's planned to be able to raise muffalo as cattle, but this could be a fun edition).
You might consider adding these under the "New enemy types" idea list here: http://ludeon.com/forums/index.php?topic=158.0

5
Ideas / Re: Re: Your Cheapest Ideas
« on: October 09, 2013, 06:21:55 PM »
Some auto-combat orders maybe?
You'd add a check box in duties called "combat" where, if checked, colonists would act like raiders (On your side, of course) when under attack? If you forgot to draft someone this could save some time and lives.

6
Ideas / Re: Your Cheapest Ideas
« on: October 09, 2013, 12:25:31 AM »
Adding of turnips as a growable crop.

In all seriousness, adding some more happiness items (Coaches, televisions, bookshelves, weight benches etc), since the game could use some more objects to boost happiness and they should be fairly easy to put in seeing as the mechanic's already there.

7
Off-Topic / Re: Where are you from?
« on: October 08, 2013, 11:36:47 PM »
United States (3) 100%

YEEEEEEAAAAAAAAAAAAAAAHHHHHH MERIKA

EDIT: Originally from Russia though.

8
If you need any extra labour I'm pretty good with digital art (better with editing than blank-slate creation) myself. You shouldn't have to do it all yourself.
Addition: Well, with Kalesin as well.

The Scientists and Mafia I didn't really think up a flag for, and improvements are always welcome. If you've got time to kill, adding in some flags/new factions would be great. Deep factions(along with deep characters), would really help the game imho, and the community should help out with what they can. No obligations to do anything though. The Corporate flag really needs some work too.

9
The corporation one may need a rework in my opinion, but the rest is quite good ! Nice work :D

Yeah, I kinda blanked on the Corporation one so that one really sucks. People are welcome to make it better, though.

10
General Discussion / Re: Holy Sh**
« on: October 08, 2013, 03:00:29 PM »
Well, I hate Steam, does that count ?

The game's almost guaranteed to get on steam at this point. Steam got a lot of positive press from Prison Architect, and Rimworld seems to be heading in the same direction.

11
General Discussion / Re: Fan-Art
« on: October 08, 2013, 02:58:14 PM »
Potential flag designs for some of my suggested factions/enemies. Did in about 10 minutes, not meant to be final, just some basic ideas.
Empire (Space Marines):

Rebels:

Cult:

Corporation:

12
Threw together some very, very basic flags in about 10 minutes. These are just potential designs for the future. (I'll post this in Fan Art as well.)
Empire (Space Marines):

Rebels:

Cult:

Corporation:

13
Ideas / Re: Traits
« on: October 08, 2013, 01:36:47 PM »
I think traits about nutritonal handicap like vegetarian/vegan, carnivorous and even (hardcore mode, please keep your children in leash) cannibal may be added to the current list.
Cannibal would be incredibly hard to do. The Colonist would either die or kill a fellow colonist before even the first raid. If you got a Cannibal as a refugee later on, you'd have to secure a steady supply of bodies, and everyone else would be horrified by him eating those bodies. More like super-hardcore mode.

Seriously? Bestiality and not cannibalism?

I can't see how it would be any more difficult. You simply add the rider that a colonist with the predisposition (trait) for it would only act on the urge when starving or if driven insane (loyalty-threshold) and then could eat corpses of raiders or attack people until dead and then eat corpses.
Of course the natural aftermath is he dies from illness, commits suicide from guilt, or wanders into the wastes to be a menace to wildlife until hunted down by angry colonists.

Done like that, it would be a good idea. I was under the assumption that they would be ONLY cannibalistic, but I see what you're saying.

14
General Discussion / Re: Holy Sh**
« on: October 08, 2013, 01:34:58 PM »
Indeed, the problem with the DF crowd, besides that they are crazy, is that a good chunk wants another DF, which is crazy ! ::)

I've never understood why people think that to make a good game, it needs to be as similar to other good games as humanly possible.
I don't particularly like the Z-levels idea for example: they're humans (And possibly octopusmen, sectoids and reptiles), not dwarves. I think adding something like that would add a lot of unnecessary complexity to the game and make it feel too much like dorf.

15
Ideas / Re: Prisoner Labor
« on: October 08, 2013, 01:24:26 PM »
Along these lines: Not every character should get debuffs for morally negative actions.
I support this idea, but I'm pretty sure there's an "evil" trait, along with "veteran" and "hardened". I'd have to assume characters with those traits will, when implemented, gain way less unhappiness from doing "evil" things like shooting someone in the back of the head.

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