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Messages - lingbot

#1
Ideas / Re: Drug system?
October 05, 2013, 09:08:45 PM
I would avoid explicitly calling out drug.  Make it up then make it illegal within the universe.  If it has to be a relatable item, the universe could have sugar or alcohol on the list of banned substances.  And even in Dwarf Fortress, the dwarves appear to be hooked on alcohol which is banned in some present day cultures.
#2
General Discussion / Re: My colony
September 22, 2013, 03:22:00 PM
That's a good point actually, I had a geothermal power source way outside my base that powered all the turrets and the raiders walked straight past it into a turret cross fire.  Raiders should target the power generators as well as anything or anyone with a weapon.  If I was a raider, I would just pop the fragile power conduit.
#3
Ideas / Re: Got an idea for an incident?
September 21, 2013, 05:25:19 PM
I'd like to see more cause and effect incidents within a grander context, for example, some soldiers from the industrialised core worlds are lost and stumbles into your colony, capture and give to another faction or shelter and until the next passing industrial ship?  Picking either option has consequences with the other factions and the 'love/fear' mechanic.

Somewhat off topic, research could be replaced by trade.  As it stands, research is about trading time for advancement and once something is achieved, it's a permanent ability, rather than drip-fed by the storyteller.  I guess this is a discussion of whether you want the game to be more sim or drama driven.
#4
General Discussion / Re: Version 0.0.203 is up
September 21, 2013, 05:01:24 PM
The disconnected buildings is really a response to the lack of fire defence and then I spread my power network so buildings had multiple power lines for redundancy.  If fire wasn't a feature, I would have built a series of domes interconnected by tubes because I picture this game as a 60's sci-fi movie. :)
#5
General Discussion / My colony
September 21, 2013, 04:42:37 PM
Not really sure where I should post feedback so I'll start here so it gets archived with each version.

Second playthrough on Consistent, I got a lot further than before and built pretty much everything I wanted until fire hogged my computer to a crawl which was around the end of cycle 3 with 9 colonists, 2 prisoners and a raging fire about to consume my colony.  Some specific points:

- The map I played on was maze-like which made turrets more effective as they could not be out ranged by rifles.  OTOH, I didn't get any raiders with rifles, they all had pistols.
- Mostly ran out of minerals at the end and had to trade which was a bit tough going.
- When I was out of minerals, I tried exploratory mining but it's so slow it's not as very effective.  Instead...
- Hydroponic crops are too easy to grow, I could engage 6 colonists full time growing 4 benches with 3 sun lamps and get a few hundred food in a day.  Made for very easy trade goods.
- Didn't have any colonists join out of their own free will, I had to turn every raider which was pretty easy to turn (intentional?).

Ty had a question why I edited the registry to switch to windowed mode, it's not obvious that the tick above screen resolutions is a button since it's not surrounded by a box.  I know now!

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