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Messages - Pandy

#1
Creative Rewards / Re: Gold Star
December 12, 2013, 08:01:44 PM
You could always give the nickname of Gold then the last name of Star. Just have to come up with a first name.

EDIT: Oh crap, I dug up a dead thread.
#2
Ideas / Re: Deployments
November 09, 2013, 10:20:40 AM
Quote from: Kender on November 08, 2013, 09:58:00 PM
QuoteDeployments. With one button, you can have all the select characters (within the Overview, "Deployment") run to the Deployment area. So, all your unarmed/non violent characters stay away from the front line. The characters upon reaching the Deployment area are automatically recruited for military service.

I would like to see that in this game someday.
    Add to this idea, is it possible to adopt two sets of 'AI'/'priority settings' to colonists? One for during civil time, focus on daily duties; one for war time, prioritizing on defense maintenance, healing, capturing, etc.
    The reason I bring this up is that, unless I draft all of my colonists, some of my colonists will always trying to go into the hot-zone do their daily duties (repair wall, sandbag, clean up blood, put out fire, etc,), ignoring there is a gun fight going on. It is nice to put some of my men on base maintenance, but not do it in the war zone during war time.

The priority settings to the AI might be useful, but do you really want more bodies in the middle of the action while a hail of bullets are flying around. Might be useful if your using a large number of turrets in your defense.

Quote from: Kender on November 08, 2013, 09:58:00 PM
QuoteYou could set up a shift system where there is someone always there on "guard."...

Yep, this would be also useful, if we implement 'fog-of-war' later on. So, we can have a head start in the fight against danger.
   Right now, we can see everything on the map, and we have 2 warnings before the raiders attack. So player is acting as the role of 'guard'.

This would be most useful in fog-of-war, I agree.  Is there an topic that talks about adding fog of war to the game? I would like to post my support for that subject.

Quote from: Nocebo on November 09, 2013, 12:29:51 AM
This would be an amazing idea to implement!
This could be hooked into many of the existing systems. Could be researched. I believe it might even be a console that has to be build somewhere with a giant red button on it that someone will have to push to initiate deployment.

Unless i am misinterpreting this idea and you actually mean it as create sort of an armory that colonists enter to pickup their gear and then get given "deployment" to where they have to be. That would be very nice too!

Being a researched trait is a great idea! Maybe make the requirement for such research to be from one of your Marine/Assassin Characters being a requirement since they have the most military experience. Or even, just having one part of the colony (for balance.)
#3
Ideas / Deployments
November 08, 2013, 06:58:26 PM
I had the idea while I was writing up my first post, but it's not really related to the subject. I got the idea really from Prison Architect with Deployments.

Just like the Home Area could and can be set anywhere on the map. You should have an another area you can set: Deployments. With one button, you can have all the select characters (within the Overview, "Deployment") run to the Deployment area. So, all your unarmed/non violent characters stay away from the front line. The characters upon reaching the Deployment area are automatically recruited for military service.

Along with this: You could set up a shift system where there is someone always there on "guard."  Like, out of a 20 person colony, you have 10 selected as Deployment Ready. Each one, for 1/10 a day, stands watch out there ready to go out and arrest any travelers.

Maybe? Idk.
#4
I'm starting this topic out because I saw a post by Tynan in regards to removing turrets from the game. I want to throw some weapons ideas out there to help expand the game further. Hopefully some of my ideas make it in, but we'll see.  I'm going to keep the weapon titles easy and simple since that's what RW is going for.  Also, I might suggest an intimidation ability to all weapons.  I'll expand on this later.

We're kinda limited to the types and numbers of small arms currently in the game.  It's obvious that theres a ton of different firearms and possible futuristic weapons that could be introduced to the game.  I would like to make some suggestions to expand on the weapons I would like to see in the game.

Expand Pistols into three tiers.  Pistols, Automatic Pistols and Heavy Pistols.
Pistols: Simply what is in the game. The most basic of firearm found, and should be the most commonly found on raiders and visitors. I recommend no changes to this firearm. (Example: Beretta M9.)
Automatic Pistols: Basically the same as the Pistol, but in automatic mode. Fire three shots per burst, and little more common then say the regular Pistol. (Example: Glock 18.)
Heavy Pistol: It's a larger, large caliber pistol. It should do more damage, but fires a lot like the Pistol itself. (M1911/Colt 45.)

Shotguns are the same as Pistols, expand it into three tiers. Breech-Loaded Shotgun, Pump Shotgun and Automatic Shotguns.
All shotgun damage should remain the same. The only thing different between any of them is rate of fire. Breech-Loaded Shotgun a lot like the Bolt-Action rifle, Pump Shotgun being a little faster (ingame) and Automatic Shotgun is the fastest.  This would be a rather interesting mix since (I'm sure everyone has experienced this) having Raiders enter your base, and urban fighting burns red hot. I always keep a shotty on the equipment rack for that very reason and... well, it's a FREAKING SHOTGUN!

Rifles: No changes... just add more. The rifles as far as I can tell are balanced and well rounded for the game. I would simply add more rifles with slight differents. If I had a scale damage/range/rate of fire/accuracy with the M-16 being 5/5/5/5, add weapons like the AK-47 7/4/2/4 or FAL 7/5/4/6. 

Machine Guns: Man portable machine guns could and would make the different in any battle. It should have the same damage as the rifles; but at a much higher rate of fire. Instead of a 3 round burst from the Rifles, lets do 6 to 10 rounds depending on the machine gun.  There should be a overall intimidation factor with machine guns. Raiders/Pirates are less likely to run into a hell of bullets, and might force a siege.  These weapons should be the most rare since they're the most valuable.

Energy Weapons (Pistols, Rifles and Machine guns.): Just like the Charge Rifle in game, there should be many more of these weapons out there since we're working with the future/space ships. They're range should be limited compared to the other weapons, but they should have an accuracy bonus since theres no recoil. Since the base M-16 is 5/5/5/5, then R-4 Charge Rifle should be 4/3/7/7, or a Laser Rifle bring 3/3/8/10.

Since I've covered Small Arms; the things I really really want is indirect weapons and systems.

I've seen Tynan mention Pirates with artillery and such. I wouldn't suggest full brown artillery pieces for groups of pirates since they would be hard to move. Mortars might be a better tool for Pirates and colony protection.  This gives the pirates the ability to siege the base, and gives the colony a counter to mortar fire.  I was thinking three different types of mortars can be used in the game:

Light Mortar: 60mm Mortar is normally reversed for Company level weapons squads.  This should be broken down into two parts, the bipod and tube itself. When used; two members of the colony or pirates should man it. Should have the damage similar to a grenade, or maybe slightly stronger.

Medium Mortar: 81mm Mortar is normally reserved for Battalion level weapons platoons. Again, it should break down into two parts, bipod and tube. When used in game, two members of the colony or pirates should man it for max effect. It should have whole map ranged out, with damage around 2x-3x of a grenade. This is the siege weapon of choice for anyone involved in the fight for the colony.

Heavy Mortar: I'll get to it in turrets.

Turrets is something that can or has turned RW into a tower defence game. I never really used them all that much since they're pretty overall weak.  Tynan has mentioned removing them, but my idea is to restructure them.

Currently: Theres only one machine gun style turret. Instead of completely removing them, I would suggest making them manned turrets. Give them like an armor shield and allow them to be manned. If not manned, well, they don't shoot.  The counter to these are always grenades and such since they're in a fixed position.

Along with the machine gun, add a Heavy Mortar Turret that is fixed and manned by two people. Basically the same as the Medium Mortar, but 5x the damage area for a grenade.

When it comes to turrets, up the price, and force them to be manned. These should serve as an anchor to any defensive plan.  Theres other ideas about cannons and such, but I'm not really sure if a full-blown artillery piece would serve well in such a small environment/map.

Lets talk about the Intimidation Ability.  All weapons should come across with some sort of intimidation to them. This can be combined in many pistols in front of you, or even a mortar exploding near you. It's either going to scare you, or force you to act in a way that is not desired by the player/pirates.  I'm not 100% sure how this would work, but this could make the differents in having Raiders besiege your colony, flee, or coming back.  Simply killing all but 1 should not just be it in regards to Intimidation.

To end my first post, I want to say I enjoy the game very much and hopefully find many more hours of enjoyment in the near future.

Uh; after reading the post again; it's most likely an epic failure. But, let me know what ya think.