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 - DFKabuto

#1
Would be more effective if you also put a bunch of rock chunks in there to slow them down as they approach the turret, allowing more to enter the room before the turret is eventually destroyed.
#2
We already get mad animal notifications. No reason not to get notifications for being hunted.
#3
Ideas / Trigger events for crafting bills
June 03, 2016, 01:36:51 PM
Right now, crafting bills automate based on numbers. "Make X" or "Make until you have X," etc. What about triggers? For example, if you have an arctic colony and some moron joins up naked, it would be nice to have an event that makes a parka with the trigger "colonist joins." The colonist joins, the crafter makes a parka, done deal.

Other ideas:

  • Colonist's corresponding item breaks
    --- A pants bill with this trigger would activate when a colonist's pants reach 0% durability
  • Colonist skill X increases to Y
    --- Like making a particular gun once a colonist gets enough Shooting skill to be effective with it
  • Etc.
#4
Ideas / Re: Train what shouldn't be hunted
April 18, 2016, 02:53:53 PM
Honestly, lower health animals should know that trying to hunt a boomrat or boomalope is a terrible idea. It's okay for bears and wargs to attempt it, because they can survive the blast, but, at an instinctual level, smaller things shouldn't be hunting bombs at all.
#5
Ideas / Re: ranged attack animals
April 18, 2016, 02:52:13 PM
Vote "No" on Thrumbodragons
#6
If the cave where they spawned is composed of narrow corridors (like with strip mining), a single person with molotovs can kill all of them (provided there's ventilation so your person doesn't fry). The bugs panic when they're on fire, just like anyone else.

Alternative idea: one way to deal with Zzzt incidents is to line a fireproof room with tooooons of conduits, so that when the incident eventually comes, it's far more likely to blow a conduit in that room. If that room is inside of an overhead mountain cave, particularly a laaaarge section of overhead mountain cave, it increases the likelihood of hive spawns there. Since that room is for fire containment anyway, you can either wait for a Zzzt or just throw a molotov at the door to ignite the conduits, cooking everything inside.
#7
Ideas / "Flee" Improvements
April 18, 2016, 02:38:47 PM
At the moment, the "flee" behavior seems to just tell the pawn to get distance between itself and the enemy. This is fine in the short term, but that's all it seems to do. For example, if a hunter triggers revenge and fails to kill the animal before it reaches them, they'll run. Often, the animal will have wounded legs, so gaining distance isn't hard. However, the hunter then doesn't attempt more shots after it's gained distance. They just run-cower-run-cower-run-cower.

That also wouldn't be so bad if the pawn would run-cower-run-cower-run-cower back to base, but they'll often run straight past the base and corner themselves somewhere if you don't micro them. It's not that microing them is difficult; it's that they should behave a bit smarter than they currently do.
#8
Quote from: keylocke on April 15, 2016, 12:32:24 PM
a lot of people suggested adding hygiene to the game before.. but the people who doesn't want to add water into the game or are against adding more "unnecessary" tasks keep blocking the idea or something..
Adding every confounding factor that someone comes up with is exactly how to take this game from interesting and challenging to just annoying.
#10
I think I may have just gotten stupider for having read that.
#11
Ideas / Re: Friendly fire is killing this game.
April 12, 2016, 04:34:02 PM
The only friendly fire protection I'm particularly concerned about is during hunting. Hunting accidents happen, sure, but a hauler going to grab some steel by running back and forth between a turtle and an assault rifle isn't great. It adds an unnecessary - albeit small - extra bit of micro to the game that can have tremendous consequences if the wrong body part is hit.
#12
You should update the topic title to say A13. A lot of people (me) probably search this forum by topic title.
#13
Ideas / Re: "Gay" as a trait
April 12, 2016, 03:59:36 PM
At this point, I think the best course of action would be to leave "gay" in the game (trait or stat or whatever fits), and then just drop the issue from future development and leave it to the modding community. In the social system, I'm assuming that the "gay" trait just switches one flag on the given pawn that changes their objects of attraction.

This is an issue that will always leave people vocally dissatisfied and outwardly belligerent, when it comes from the game's official creators. So, leave it in the hands of modders who can dedicate their development time to the features that they want to see without impacting the overall development of the base game.
#14
Ideas / Re: Forced Sedation
April 12, 2016, 04:45:02 AM
I just dislike that berserk rages can last for nearly an entire day. The person should beat the shit out of one guy and that should cool them off.

It sucks that the only way to really end it is to beat the shit out of them, possibly causing permanent damage.
#15
Ideas / Re: Your Cheapest Ideas
April 12, 2016, 01:31:12 AM
The TV should emit light.