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Messages - Bargeral

#1
Two quick suggestions:

Delete game data:
Since the game data is hidden in a .something folder (windows) it would be nice to have a "delete all game data" button, maybe hidden in the options screen, for clean installs of the new version.

Random start:
Going and creating the perfect world, then the picking a site and mulling over your three start players is cool, but sometimes just getting in and taking on the challenge of a map you might not have picked for yourself is cool fun way to play. I'm not sure I want to randomize the storyteller, but that might be good too. I'm thinking one click form the start menu and you are playing kind of thing.

Bonus third idea, since I'm here:
Maybe also be a random challenge mode. Keep these 20 survivors alive for five years without any recruitment. Establish a viable colony with regular trade and children. Keep the hordes at bay. That kind of thing.
#2
Ideas / Gravel floor tiles - Dirt
January 24, 2015, 12:03:26 PM
Dirt as a free floor tile. Would recover some of the materials of the existing floor. No materials cost.

Gravel. Would be cheap. Use any stone chunks. Reduce walking speed (for defense). Reduce growing (for wind turbines.) Would not be cleanable.
#3
Ideas / Crashed pods and what you find
January 24, 2015, 11:20:53 AM
I had a thought that when a Pod crashes is should drop more technology orientated stuff and less brick. Because space. So that set off a brainstorming on pods and the idea of bots. Bots being one of the things that would be fun to find when a pod crashes. Basically right now when a pod crashes my first reaction is meh. So this idea might spice it up a bit, make it an event like it's supposed to be.



  • Pod wreckage should not contain any bricks or raw elements. Who brings slate to a spaceship, much less puts it in an escape pod.
  • Maybe have different pod types? A cargo pod has crashed (OK, back to slate), a crew lander has crashed. etc.
  • Create a new type of colonist called a "bot". Bot's overview settings are not controllable by the player. Bot's only ever have one or two types of work they perform. Hauling and cleaning being the most common. Bots never perform creative work. See also
  • Bots can sometimes be bought from a trader.
  • Bots sometimes show up in a pod crash.
  • Create some new art that looks like a crashed pod. maybe 4x2 tile that can be broken up into scrap chunks.
  • Crashed pods should leave a burnt spot where they landed and occasionally start brush fires.
#4
Ideas / Re: More User-Friendly Trade System
January 24, 2015, 08:41:45 AM
Part of my suggestion is to have the entire inventory show up on the trade dialog. (2nd bullet point under trade dialog.) So you'd be able to trade anything anywhere. The above would let you setup some automatic trades without needing to run someone back to the radio. You'd have to drag stock around for that. And if you wanted to prioritize so you didn't sell all you guns but didn't have to think about it you could drag the excess to a beacon and leave the main stock in you storage. Both would show up, but separately so you can decide.
#5
++

Was thinking about suggesting a wheelbarrow or cart as well. It's so silly when a colonist walks to the other end of the map and picks up one pistol, then comes right back for another pistol. It would be nice to have a sort of "potable zone" for a certain number of any stack of items. Maybe we could get a wagon pulled by a Muffalo?

I had also though of a "hauler bot" as a constructable, I like your cleaner bot and think both would be great.
#6
Ideas / Re: More User-Friendly Trade System
January 23, 2015, 07:25:32 PM
Agree it needs improvement. Not sure I want to ditch the zones for per item flags. I think the zone structure is the heart of the game.

Maybe:

Drop Beacon:
Creates a zone for traders to deliver goods to. First Beacon created will accept any goods. Players may create additional beacons and set priority and type as with other zones and traders will drop purchase in the correct area. If the correct area is full trader will drop in other drop zones. If all drop beacon zones are full traders may drop outside near the zone, or at random points on the map or even the wrong colony with a dialog message telling the player. (Hey, don't blame us. We delivered! Thanks for the goods!) The Drop Beacon will have a unique ground tile with landing lights etc.

Auto Beacon:
Creates a zone for automatic sale of goods at default prices. Any items in this zone will be bought by traders that are not otherwise contacted at the standard base price in silver. If the trader is contacted any pending sales can be backed out and the items sold or not as usual. Social standing does not effect items in the Auto Beacon zone. Trade ships may not buy all goods and will still be effected by the limited intersted in certain items just as in the trade dialog. The trade beacon area will have a unique ground tile similar to the Drop Beacon area. Once the trade ship leaves the area any Auto Beacon sales that were pending are final.

Beacon Beacon:
Items in this area are assumed to be for sale and will show up on the top section of the trade screen. This allows the player to see items ready to go.

Vault:
A special zone that only accepts Gold and Silver and prevents visitors from picking up. (Note, introduce visitor stealing gold and silver.) All gold and silver in the vault is available for sale, but new gold and silver must be manually moved there.

Trade dialog:
Will have an area at the top for items that have been placed in Beacon Beacon zones.
Will have an area below for all items in inventory. Regardless of zone.
Will have Plus and Minus buttons for each item (+5, +25 etc)
Will have Plus and Minus ALL for each item.
Area for Auto Beacon sales that are pending at the very top when applicable.

#7
Set a squirrel as target for hunting when my guy had some Incendiary weapon equipped. I LOL so hard I couldn't stop him until half the map was ablaze.
#8
General Discussion / Re: Observatins of a noob
January 19, 2015, 07:13:37 PM
Played with Randy and that worked well. Lot's of stuff happening but it doesn't' seem to escalate as much. Glad to hear the trade interface is getting some polishing. About how frequent are updates?
#9
General Discussion / Observatins of a noob
January 18, 2015, 11:28:34 PM
I figure you only get to play for first time once, so I'd better share my observations while they are fresh. I got the game yesterday and have been playing all weekend.

Trade system. With the trade dialog I'd ditch the "drag to sell" bit. It's not at all clear to a noob, I got the coms console built and opened my first trade and then got stuck. Turns out I had nothing to sell because I hadn't figured out the zone and beacon yet. At the least bracket the amount slider with some arrows so we know what to drag. Having plus or minus buttons like the "add bill" function does would be best. +5 +25 etc. And a sell/buy all button.  The Orbital Trade Beacon and Zones are a unique idea and add a lot to the game. But they are a bit confusing. I eventually figured it out when I found the wiki, but it could be clearer in game.

My first and only ship launch went well up until the end. I spent three hours watching movies and waiting for the right trader to come by with an AI core. Then got my first crashed ship part - went from being ready to launch all six of my little colony to having two dead. Then I spent 20 minutes looking at the "ships log" and thinking "I know I'm ready to launch, but HOW do I launch". Lost two more colonist because I took them out of the pods to try something and it all went to hell. Frustrating to loose to RNG and bad UI instead of anything else. Finally found the launch button and good riddance to that place.

I'm loving the game as a colony builder, the simcityish aspects of the game. Me against the world. I love building out bigger and more successfully colony. But I am not at all interested in the RTS aspects. I'm playing on the builder mode with Phoebe Basebuilder and I already find the event's far to combative. Looking at the screenshots of the bunkers some players build and I can only imagine what the "regular" game is like. Most of them have these "kill boxes" that just make me wonder if others don't want that aspect to just go away too. I want a "leave me alone to build stuff" mode. I don't mind some combat, but it seems to get progressively more aggressive as we go.