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Messages - jasiek0202

#1
Ideas / Re: Your Cheapest Ideas
January 10, 2019, 04:32:32 AM
Water should freeze to ice when it is below 0 celcius for a couple days
#2
Ideas / Books!
December 29, 2018, 05:18:33 PM
I would love to see books in the game - colonists could write novels (artistic) or educational books (artistic + other skills). This would be yet another opportunity for hilarious art descriptions (you know you'd get things like "A romantic horror novella, about an aunt that was inspired by boars. The book is written in a persuasive style". Novels could be read for recreation while educational books could be assigned to be read for another pawn to learn a little bit of the skill. Additionally, bookshelves would be a nice furniture item to have, to store books and for decoration.
Thoughts?
#3
Ideas / Re: Your Cheapest Ideas
August 31, 2018, 09:07:30 AM
Trash Can - a small, cheap item that reduces the rate at which a room becomes filthy with respect to things like trash, but not blood / vomit.
#4
Ideas / Re: Your Cheapest Ideas
August 29, 2018, 05:37:13 PM
Trip Switch - a slightly more expensive switch (maybe 2 components) that cuts off when there is a zzzzzt event
#5
Your naming suggestion is pretty interesting and it seems easy to implement. In terms of locking doors, you can do something similar with zones - an easy way to stop a colonist going into 1 room is to create a zone that is just that room and clicking "invert" and then restricting them to it.

In terms of caravans, check the "configure" tab when creating them: it is VERY important which direction they exit. IDK how the game decides which direction they exit but it is often the wrong one, causing them to essentially go around your colony before heading off the right direction - and that might be through a whole bunch of nasty 2 day long mountain tiles.
#6
Ideas / Re: Quest and events MEGATHREAD
May 16, 2018, 08:12:52 AM

  • Crashed Ship
[/size]
Type of Event: Quest
Ease of Implementation: Easy - Moderate
Summary:
You detected a space ship crashing on a tile not too far from your base. You don't know what you may find there, or if someone else will also be trying to loot it...
Rewards / Consequences

  • There will always be a lot of ship chunks in the area
  • There may be exotic loot such as an AI core, advanced components, glitterworld tech and so on
BUT

  • There may be a psychic / poison ship guarding it which will get triggered upon approach
  • There may be a whole bunch of mechanoids guarding the ship or pirates trying to loot it
#7
Ideas / Re: Killing killboxes.
May 14, 2018, 05:53:22 AM
I couldn't agree more - even though I love cowering behind my impenetrable killbox, it is a clutch that the game would be better off without. The mechanics sound solid and they could also be used to make different raiders act differently - for example tribal raids could pay less attention to heat as they charge in a battle frenzy, while those horrible nasty mechanoids avoid kill boxes and attack you where you are the weakest
#8
Ideas / Re: Your Cheapest Ideas
May 12, 2018, 10:43:32 AM
Glass eye - a cheap-ish simple prosthetic that provides no bonus to sight, but gets rid of disfigured eyes.
#9
Ideas / Re: Muskets and Blunderbusses?
May 12, 2018, 10:39:00 AM
Muskets and Blunderbusses would indeed be great! I feel like variety is the sauce of life, and the more weapons the better. I don't know much about programming, but I feel like adding new weapons is not very difficult compared to a lot of suggestions - it would be awesome if each new update carried a few new weapons with it, and those two are definitely top tier candidates. I would defo also like to see crossbows, and more energy based weapons akin to the charge rifle.
#10
Ideas / Re: Better Storage
May 12, 2018, 10:24:33 AM
Good idea - I often feel like shelves are only there for aesthetics, and I only bother putting weapons on them. If they increased stack size by say a factor of 2 or 3 it would be worth building them in a mid / late game colony. Also it would be nice if stacking weapons, clothes and small items was possible, although I do not know if that is made difficult by those items having different qualities and endurance...
#11
Ideas / Infintie Research
May 09, 2018, 09:34:14 AM
I am sure that everyone has had this situation: a brilliant research colonist reduced to cleaning duties after the last tech has been acquired. Simply adding more technologies will not solve this in the long run. My suggestion: technologies that can be researched in an iterative manner. At the end of each major "branch" there could be a tech that can be researched over and over again for diminishing returns.

For example, after geothermal power is researched, there is "Efficiency 1" for say 1000 points that increases the efficiency of geothermal stations by 10% (of base value). Once that is researched, "Efficiency 2" becomes available for 2000 points that increases the efficiency of geothermal stations by 5% (of base value). This would appear in the same physical space on the tech screen as "Efficiency 1" so that it does not actually grow in size. As each project is completed, the next one becomes available with their cost growing in a linear manner while the benefit they provide follows the sequence k/n where k is a constant while n is the number of the tech. This sequence is not converging - technically any increase could be achieved, but the time to reach insane bonuses would be huge.

This would mean that there is a point in researching late game as you can always get a bigger buff, but colonies would require a very long time to reach "over powered" stats. My other ideas include:

* Faster machining crafting at the end of the gun tech tree
* More HP for turrets at the end of the gun tech tree
* Higher capacity for batteries at the end of the refining and geothermal power tech trees
* Higher treatment quality after vitals monitor
* Higher yield from mining / faster mining speed after deep drilling

I just think it would be great to have something like this for the late game. On the topic of research I am also of the opinion that there should be a technology for crafting simple prosthetic, glass eyes (get rid of disfigured but provide no sight bonus) and maaaaybe even crafting bionics (would need advanced components and plasteel). But that is not relevant here. What do you guys think about having an infinite tech tree?