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Messages - Drazhya

#1
Ideas / Melee and Armor Revision
March 18, 2017, 02:23:21 PM
For starters, I'd like to see this. For melee, reduced chance to be hit in melee based on skill, and a slight increase in attack speed - say, +2% per skill level. Accuracy bonuses here are largely irrelevant and damage bonuses could both get out and hand (one-shotting the torso with relatively bad weapons) and be irrelevant (wasted damage after destroying a limb). So, attack speed. Although if melee skill adds a defensive bonus then increased accuracy could be good. Still, I'd like attack speed as a reliable benefit.

For armor, increased hp and/or reduced armor damage taken per quality level of the armor. Preferably as a strong enough effect that legendary armor degrades slower than baseline armor in combat.
Also climate-controlled power armor and insulated/furred/something helmets, for better use in very hot or very cold climates.

There are probably better, more interesting ways of improving melee and armor, but these would be a good start I think.
#2
Mods / [Mod Request] Monogamy Mod
March 13, 2017, 08:27:15 PM
Real simple - married pawns will not accept romances. Can someone please do this?
#3
Ideas / Inventory Management
October 07, 2016, 06:04:27 PM
I keep getting ideas, so I'll keep posting them.

I've noticed that colonists sometimes carry meals, silver and drugs around in their inventories. However, I've noticed no pattern in when or why. Also, it would be reasonable, I think, if they could carry a knife in addition to a ranged weapon.

So I'd like to be able to tell them to carry around specific things. This could be a part of outfit/drug/etc management, and maybe cut into their hauling capacity if they're carrying too much gear.

Also, maybe more fitting for a bug report, but I got a colonist with 979 silver stuffed in their pockets. Methinks that's not intended (on that note, I'd like for them to be able to carry around more than one full stack if they have the strength for it. I've noticed that reduced manipulation stat means reduced carry capacity, but the reverse is not true).
#4
Ideas / Home-Base Computer Core
October 07, 2016, 04:26:59 PM
I'd like to be able to hook up AI persona cores to my base and get some benefit out of it, rather than having them as exclusively ship things. As for what bonus they'd give - maybe a multiplier on base power usage, reducing it by some percent (20% maybe). Or allowing manual targetting for turrets. Or preventing power surges. Or some combination, or more.
#5
Ideas / Re: Your Cheapest Ideas
October 03, 2016, 12:25:35 PM
Trait idea. Unobservant: learns slower, smaller area in which he reacts to danger, corpses etc
#6
Ideas / Different World Types
October 01, 2016, 03:24:09 PM
The current world generator is neat, but sometimes I want a very cold map, or a very hot map, and my options are to either grab one found by someone else or search through dozens or hundreds of seeds.

So I'd like a world-generation option to pick a particular type of world. Frozen worlds, scorching worlds, temperate worlds, or odder types like toxic/radiated worlds or acid worlds. Or extremely wet worlds where most of the world is water and it's constantly raining.
#7
It isn't any more work per tile from your colonists, just a very long time to grow. So plant huge amounts of it. I got hundreds of tiles of it and everyone is fully clothed with it.

Of course, this won't work on, say, ice sheets. Can't grow them in hydroponics, so you'd need gravel. There's not a lot of it, and you'd need to wall and heat each patch. But in temperate climates, just plant as much as you want to harvest.

Biggest problem with devilstrand is that it wears out very quickly in firefights. Even brand new clothing can become tattered after only a few hits.
#8
Haven't read the whole thread, but I had a similar issue. Five coolers at full blast were struggling massively to bring the temperature down. Some time later I did some renovations. Where before the freezer walls were made of a mix of steel, slate, granite, sandstone and wood, they were converted to full slate (inside walls) and granite (outside walls). No more cooling problems during heat waves, and in general it was staying cold much better.

Don't know what the problem was. First guess is that the steel walls - which were present on the map before I arrived - weren't insulating properly. Second guess is, I dunno, wood doesn't work well? Or some very obscure error, I guess.
#9
General Discussion / Re: Charge rifles are too common
September 30, 2016, 05:38:53 PM
My input:

I'd like to see weapon tiers like above: pre-gunpowder, then modern-ish guns, then one or two tiers above that. Each tier with upgrades over everything before it, but no direct upgrades. That is, no weapon (or ranged weapon at least) has literally every stat equal or better than any weapon one tier below it. So kinda like how it currently is (charge rifle is an overall better assault rifle, but with worse range and longer burst, for example).

After that, comparable variants (different modern assault rifles, for example) would be neat.
#10
Ideas / Re: Deep Drilling: Geothermal
September 26, 2016, 03:52:20 PM
Quote from: redindy on September 25, 2016, 03:55:42 PM
So like when you deep drill some ore their is a x% chance it spawns a steam gyser?

Shouldn't be related to ore I think. Either they're single-tile steam geysers that are opened up with a drill (and revealed by the scanner building) or they're separate from the drill and require their own, new research and building to unlock. Or something else I haven't thought of.
#11
Ideas / Biomes: Crash Site, Ruins
September 26, 2016, 03:38:25 PM
Got this idea looking at the opening screen. There's a crashed ship so large it's easily seen from orbit. Kinda makes me want to embark there.

And an 'urban ruins' biome would be interesting as well.
#12
Ideas / Deep Drilling: Geothermal
September 23, 2016, 04:17:52 AM
As it says, more or less. Use the drill to open up new sources of geothermal energy. Maybe with more limitations/resources/research required. Maybe less limitations - like, build anywhere, but with major costs.

Disclaimer: I'm not familiar with the particulars of real geothermal.