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Messages - pollgg12

#1
Ideas / Re: Your Cheapest Ideas
June 16, 2015, 05:46:32 PM
MEALS
you could have different kinds of meals by just changeing the name and texture
I.e makeing a simple meal would produce a sailed or a stake they both do and are the same thing
#2
Ideas / Why Joy??
March 30, 2015, 10:03:55 PM
No really why not just change it to mood?
#3
Why not make up a name for them like how stalker did it HERESSSSSSSSSSSSS A LIST

planter
Worlder
Huem
Neo colonist (Neo anything might fit) neo scavenger
Jov's
harborer 
expat
prodigal
renegade
derelict
splinter
candidate
A color

I dont even know most of these are kinda really bad but its kinda hard to name someone so vague as "someone who is trying not to die"
#4
Ideas / Morale Meter
March 29, 2015, 12:39:31 AM
Ok i know what your thinking no having a bar that indicates morality is just bad and lessening the effect of making decisions.


Al have you know its a color wheel.

like this> http://gyazo.com/e56ca3c65d90c94552dea642888da561 but only less MS paint involved

It would be less of a WHAT YOU DON DID WRONG AND RIGHT and more of a reputation or what people think of you

I.E Help people they will like you
Kill someone and turn them in to a fancy hat they will fear you

Ok so maybe a bar slider thing might be good for that a feared and praised meter would be kinda good     

I don't even know what I'm doing
#5
Ideas / Re: Your Cheapest Ideas
March 26, 2015, 10:43:00 PM
LOOK LOOK LOOK LOOK LOOK #KONY2012 LOOK LOOOKLOOK AT THIS RITE HERE!
A crafting bench or alter or what-ever that causes an event to happen
I.E using your coms to hail a trade ship but has a chance to bring raiders or something along those lines
#6
It wont let me open the folder for some reason it says the folder is invalid 
#7
Ideas / Prisoner labor
November 09, 2014, 05:24:23 PM
Prisoner labor would work as a half of the colony working and fighting and such but only if you take some what care of them or scare them in to submission. (like the old fear system)
they would have a chance of escape if left for two long and would start to riot if not "taken care of"
#8
Ideas / Weapon modifications
November 02, 2014, 08:56:30 PM
Modifying a glock to be full-auto or putting a scope on a rifle would be nice. and easy to add to the game (in theory anyway)
#9
Ideas / Raiding 101 =with pictures=
October 20, 2014, 08:18:01 PM
I had two ideas for raiding and such so here they are.

-You would raid other colony and steal/kidnap as much as you can or take over the colony comply and get everything they had

-There would be a separate colony from you own on the same map as you building eating and maybe stealing form you. this would add a new level to the game I.E do you want to help the colony so they will stop taking your food or fight them and take back what they stole / help them with a defence against a raid or do nothing maybe go against them so to take them down



   
#10
Ideas / Reasons and Goals
October 11, 2014, 07:21:05 PM
this system would give you different reasons and goals instead of just trying to get off the planet
I have listed a few of these "reasons and goals"


-Contract Miner
You need to make money and fast mine ores like metal silver gold and send it to your employers and if you don't you run the risk of being stuck here. forever
(you would have a permanent trading post near the planet to trade the resources you found and buy weapons and such but don't forget you need to pay up at the end of each month/week or the treading post will leave and you will be stuck there


-Military
you are the spear head of the military expansion program arose the galaxy it is you job to secure the region of the planet and stop all other apposing force your not the only one that had an eye one this hidden resource gem (you would start off with more weapons and armor and have bigger raids from apposing military forces)

-Bandits
You kill, Steal, and break stuff its what you live for and why your here and no one is going to stop you
(i don't know what this would be for but i will think of something)

-Tribes
You are the leader of an ancient people. some may think your descendants crashed here long long ago and never told there children they where from the stars. it is up to you to figure out how you got here what happened and what this planets secretes are. or stay alive.

-Cultists
You live breath walk and kill for your god you must not let its name fall into obscurity and grow its strength (you bring your god offerings and things go your way)

-Colonists
You are one of the many Convicts. refuges. explores. and just the pick and mix down on there luck people seeking a new life

-Mechanoid Hive
You are the newly rebooted AI core in command of a ancient mech race know as the Mechanoid's some may seek your secrets but the would must never know of what you really are
(play as mechs)

-Researcher's
you are the planetary that's landing on a planet that as been untouched in eons its your job your no its DUTY to find out what makes the globe tick and find out whats really happening beyond the surface (More research that need certain items to be finished and it will lead to "something")
#11
Ideas / Re: Fog Of War
October 09, 2014, 05:31:07 PM
Im not to sure how all that would work i could find a way to fix all problems but naa. and if this idea were to be added to the game/mod you would need to be able to turn it off if you didn't want it in your game.
#12
Ideas / Re: How to make children work in game
October 09, 2014, 05:22:26 PM
This is odd but i like it plus the lowest age is 15 so it would work
#13
Ideas / Fog Of War
October 09, 2014, 04:59:38 PM
Now this would add a lot to the game and has been asked for a long time now.
Raids would be more scary because you don't know when or where there coming
You would need to scout out the land and/or make and detachment from the main base
At night you would need flood light or flash light to see anything

Maybe patrols to see stuff
You will be able to see all of your home zone
You can only make home zones if you built something close to it or just have separate zones

Maybe add something hidden like tech or buildings that
Night raids would mean something other then just it being more blue

This would give new life to the combat system and the game as a hole
#14
Ideas / Re: More indepth healing system
October 06, 2014, 10:53:30 PM
Quote from: Kagemusha on October 06, 2014, 10:31:03 PM
+a million to different tiers of medical treatment materials.
Really annoying feel the need to micromanage my medical supplies so that I don't waste a whole unit on some tiny wound.

Plasters, bandages, first aid kits, medical supplies. A tier system would be nice.

An elegant solution might be giving the medical supplies a hitpoint value that is expended on use. A skilled doctor would waste less supplies and a bruise would cost 1 of the 100 HP whilst a pierced lung might require more than 100.

Ok that's fine to
#15
Ideas / Re: More indepth healing system
October 06, 2014, 09:16:55 PM
Quote from: Mikhail Reign on October 06, 2014, 08:30:09 PM
A medical bag that was held in a weapon slot would be awesome. Being able to have a dedicated medic, who could perform battlefield triage would be a step in the right direction. Maybe not able to perform surgery, but defiantly something in the vein of stopping the bleeding on major damage so my colonist could get back into the fight.

Would mean that I would be able to worry a little less about my colonists in combat, and utilize them more.
You all ready can do that.
-place a sleeping spot (in cover) and make it for medical
-drag hurt colonist there (the AI will pick the closest spot)
-Heal them and not get shot
Im not sure if there is a way to put stuff in you colonists inventory because i was thinking you could just but a med pack in there