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Messages - Jasper

#1
Ideas / Re: Your Cheapest Ideas
November 07, 2013, 10:10:50 PM
Just thought of a few more. A research track for power with things like: batteries charge slightly faster, lights cost 10% less electricity, can place objects further away from power line (like turrets) or improved fire resistance.

Also a way to assign beds to anyone. Sometimes I build a mini base near mining a fair way away from my main base. Its much more efficient if people working there, eat and sleep there too, but beds are all assigned to individuals. I want 'free' beds that anyone can use if nearby.
#2
Ideas / Re: Your Cheapest Ideas
November 05, 2013, 08:54:54 AM
I have read the thread, but apologies if any repeats sneak in anyway. Plus 1 to many of the ideas so far such as lockers, wall lights and more food/growing options. Too many other things to mention.

New items

Solar powered outdoor lights, they charge during the day and provide flood lighting at night outside your base.
Powerful electrical turret that can zap several enemies at once, but uses tons of power.
Better quality beds (less time spent sleeping,  happier after use?)
Weapons traders sell armour. Not sure if this one is easy or not. Just reduces the amount of damage people take, no graphics are necessary. May require lockers for storage.
Choose to grow medicinal plants in a growing area and make your own medicine/kits.
Choose to grow luxury food - you grow less per area but colonists like it more.
Traders sell books/discs in limited quantities that help colonists level up in a skill. Book is consumed after use. Makes trade a bit more interesting after you have enough of the basics.

New Raids

Imposter - Raiders grab a colonist away from the others and steal their uniform/clothes so they can walk into base undetected. May confuse turrets into not working but will be spotted by other colonists up close. Goal is to start shooting inside and cause chaos so buddies can swoop in against little defence. More advanced - imposter could destroy power or hack system to let others in.

Thieves - Target stockpiles and metal lying around map, perhaps livestock once they're useful. Run away if really threatened.

Strikeforce - Organised squad drop right out of the sky (parachute?) onto outside part of your base rather than landing further away and preparing. Have body armour and high end weapons.

New events

Trader offers to pay colony to hide stolen goods for him till the heat is off. If you choose not to return goods when he returns, you get raided. Also possible you get raided by officials looking to reclaim property.
Two colonists get married which makes everyone happy for a while, but if something happens to one the other is badly affected.
Contaminated food causes hallucinations/odd behaviour (like ergot poisoning)
Find orphaned/injured animal and if you choose to help it, it becomes tame. Can be kept as a pet which creates happy thoughts for colonists when they are near it.