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Messages - Sartain

#1
Ideas / Re: Your Cheapest Ideas
May 30, 2016, 05:59:52 AM
Prospectors:
A group of miners from a non-hostile faction has set up camp in the area, to mine out useful minerals, until they leave again or are killed/driven off.

Hunters:
A group of miners from a non-hostile faction has camped down in the area and will hunt the wildlife, until they leave again or are killed/driven off.

Bounty Hunters:
One of your recruited people has a sordid history and now bounty hunters have come to collect him. Fight them off, or maybe just turn him over.
#2
Ideas / Re: Colony Elections
February 27, 2015, 01:57:42 PM
An elected leader could be fun. Would also open up for a mental break where someone decides getting rid of the mayor is best for the colony :)
#3
Ideas / Re: Combat medics
February 24, 2015, 04:11:05 PM
Some sort of basic treatment before you drag someone all the way back to base, and they bleed out on the way, would be nice. I mean sure, they should still risk dying before coming back but you could at least plug the major holes before carrying people off.
#4
General Discussion / Re: Value of early crafted goods
February 23, 2015, 12:10:42 PM
Make a large indoor trade stock and roof all but a couple of tiles, and your trade crap won't deteriorate without you having to haul it all the time
#5
Ideas / Re: Platforms for shooting from behind the wall
February 23, 2015, 11:48:32 AM
How about Guard Towers?
Basically, a building that'll provide increased range and accuracy when firing from it, while providing cover and allowing you to shoot over walls. Could also have an armored version with more cover and HP that you'd have to research first. And they could come in different sizes, allowing for more colonists to be stationed in the same tower.
#6
Sometimes it does
#7
Ideas / Re: Your Cheapest Ideas
February 23, 2015, 05:02:27 AM
New traits for colonists!

Caring: Is especially sensitive to the feelings of others.
Gets a small buff for doing social work, gets a larger debuff for negative events like organ-harvesting, selling slaves and losing allies.

Uncaring: Not a true psychopath, but still doesn't really give a shit.
Gets a debuff from doing social work but doesn't get any debuffs for negative prisoner events.
#8
Ideas / Re: Colonists' thoughts about prisoners
February 23, 2015, 04:59:42 AM
I think the system works fine as is. It's certainly no stretch to assume people would have qualms about imprisoning and organ-harvesting other people. Even if the survival of the colony is important, there are still principles in the world. And, the game has people with the psychopath trait who don't actually care about stuff like this so it's not like they're not in the game. But the real point about the current system is that it imposes a dramatic narrative on what happens in the game which, from my impression, is what Tynan is going for. By default, he wants the colonist to care about how they treat their prisoners because it makes for a better story.
#9
I gave up on managing colonist clothing when I passed 6 colonists. It's just too much of a hassle. Sometimes, I'll notice that someone doesn't seem to be wearing pants and tell them to go put some on, or I'll have my fighting guys grab some clothes while I'm outfitting them, but generally I don't really bother because it's annoying and it feels like the process is drowning in clicks: 2 clicks to check colonist outfit, then move the map to storage and click to check durability of clothes until you find something useful (so maybe 5 clicks), then back to colonist and click him, then click the piece of clothing in question. Repeat for the other two pieces of clothing everyone wears, repeat for every single one of your colonists.... YAWN!
#10
Ideas / Re: New Zone type: Walk-in closet
February 23, 2015, 04:45:32 AM
Generally, the ability to control both the quality and durability level of stuff stored in zones, not only for clothing, would be great. I like to build an armory, for example, but I'd rather sell or smelt the crappy pieces of equipment which is somewhat of a chore to do now. The ability to control quality level and durability level on a zone, like you can already manage what is or isn't stored there, would be a nice feature for fine-tuning storage rooms and such.
#11
Ideas / Re: Your Cheapest Ideas
February 22, 2015, 07:13:37 AM
How about permanent, buildable firepits with a toggle to keep fed? It'll run on wood and haulers, or maybe crafters or repairers, will keep supplying it with wood if it's toggled on.
#12
Ideas / Re: Write an event!
February 22, 2015, 07:11:18 AM
For a positive event, skilled visitors to your colony could offer their services, either free of charge or for a fee, while they're visiting. Basically, hired help for a bit.
#13
Bugs / [Alpha 9D] Patient under surgery eating
February 22, 2015, 05:25:30 AM
While it's rather hilarious and totally hardcore by the prisoner in question, I'm pretty sure my prisoners aren't supposed to be able to eat a meal while they're having their kidney removed :)

I'm guessing it has to do with herbal medicine not being a full anesthetic, so the prisoner was awake while being opened up, and the warden decided to feed him at the same time.
#14
Ideas / Re: Your Cheapest Ideas
February 22, 2015, 04:37:10 AM
Add a feature, similar to Smooth Floors, where you can use wood and stone to create artificial ground out of terrain like marsh and shallow water. Maybe make it something research-able.

Also, an option to choose what quality of meal prisoners are getting. Why should they eat our lavish meals?
#15
Ideas / Re: Cannibal colony
February 18, 2015, 04:13:31 PM
Quote from: tommytom on February 18, 2015, 02:50:48 PM
If that is true, cannibals are just a specific trait, but it hardly seems right that all the other colonists would be fine with the one guy eating human flesh. I would be weirded the f*** out by some guys passing me in the hallway knowing he would like to eat me and EXTREMELY disconcerting if he were eating at the same table as me with human meat on his plate and joyfully eating it right in front of me.
To be fair, just because someone is readily willing to eat the meat of the people you killed defending your base against them doesn't necessarily mean said someone is also willing to eat his friends or co-colonists. But I see your point, having cannibals in a colony should probably have colony-wide effects even for those not practicing cannibalism.