Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - mega

#1
Ideas / Re: Useful Ships
December 31, 2014, 03:55:50 PM
Man, i blew so many hours in Utopia.  Very good game.

MOO & MOO2 were even better, but unrelated to this game.
#2
Ideas / Re: Game Settings - Pause on specific events
December 31, 2014, 03:53:45 PM
I play with the sound off and have two small kids. I can be interrupted anytime by RL, and would prefer not to find I was F'd because I had to grab a screaming baby.
#3
General Discussion / Re: Brain Damage
December 31, 2014, 03:52:02 PM
Personally, I dont think brain damage should impact movement speed.
#4
Ideas / Re: Make Solar Flare only effect Power Generation
December 26, 2014, 09:00:35 PM
Depends on the strength of the generated magnetic field. Based on reported activity in 1859 unplugged electronics continued to operate based on the induced voltage due to the flux of the magnetic field.

I always thought the eclipse was the event that made you depend on your batteries / geothermal.

If your device is connected to a wire... Well, I am just happy they only shut down as opposed to the battery discharge...
#5
Ideas / Game Settings - Pause on specific events
December 26, 2014, 04:08:03 PM
Hi, I would greatly appreciate the ability to set the game to auto-pause when a red letter appears, or when a colonist is injured.
#6
General Discussion / Re: Farming balance
December 26, 2014, 04:05:48 PM
Make sure you have someone hauling those potatoes into a freezer. They will just rot in the field otherwise.

For even more efficient processing, put the butcher table AND stove in the freezer. Cook works fast when they follow Six Sigma.
#7
I agree with the principle of a "strong back" and item weights.

What you should do for now is just set your whole base to hauling for a day or two. Boom, everything is where it needs to go.
#8
Ideas / Re: Food and clothing balance issues
December 26, 2014, 04:02:00 PM
Personally, I thought that parkas with gunshot holes and blood stains wouldn't sell very well. Boy am I glad this game taught me otherwise! :P
#9
Honestly, I just completed a Tundra game without a NPD. I really dont see the purpose. There is always wild game wandering into the map.
#10
Ideas / Re: Weapon Smith + Research?
December 26, 2014, 12:56:51 PM
Personally, that is what I thought the machining research unlocked. You need to machine the steel to make barrels for guns. Instead, I just got to disassemble mechanoids.

However, as long as there are pirates on the planets, guns are cheap.
#11
Ideas / Re: Make Solar Flare only effect Power Generation
December 26, 2014, 12:53:07 PM
Sorry sir, but that does not match what happens with a solar flare. Technically, depending on the strength of the solar flare, the effects can range from a loss of radios to completely burning out all unshielded electronics.

The damage from the solar flare is the Electromagnetic Pulse, not the light.

Edited to add link to the most powerful recorded solar storm:
http://en.wikipedia.org/wiki/Solar_storm_of_1859
#12
Ideas / Re: What do you want in alpha 9/10?
December 26, 2014, 12:47:41 PM
Forgot a simple one: Ability to lock door open. Let the fresh air in.
#13
Ideas / Re: What do you want in alpha 9/10?
December 26, 2014, 12:40:29 PM
World type randomization (Fallen civ with crafting stations you cant build; volcanic world, world with a much worse axial tilt (think 100% darkness for a month); World with no axial tilt = no seasons)

Greater depth to crafting (quality for all items + wear);

Focus more on scavenging/trading parts from fallen spaceships / existing buildings (I mean, who can build a solar panel)

Containers to store things.

Predatory animals

Animals that eat your crops

Fog of war

Designate an area to hunt, as opposed to animals.
#14
Ideas / Re: End Forced Morality
December 26, 2014, 11:32:13 AM
There should definitely be massive drawbacks to being a cannibal... primarily disease. There are diseases that are exclusively passed on by cannibalism.
#15
Ideas / Re: End Forced Morality
December 25, 2014, 03:14:03 PM
Quote from: Noobshock on December 21, 2014, 02:45:52 PM
To elaborate on this, I envision a system where most pawns are good-leaning, a smaller share of the pie are neutral towards "evil" acts (whatever it takes to survive kind of philosophy), and an even smaller share are actual sociopaths who get a kick out of "evil" acts.


There is a psychopath trait, but it is incredibly rare.
This would give the players freedom to build their colony around those, and provide an extra challenge for those who want to be selective and run a truly nasty operation.

The exact % on those categories is anyones guess. I'd say 65/30/5.