Quote from: mrofa on July 17, 2014, 10:40:50 AMThanks for testing! Was there any mood penalty in particular that finally triggered the mental breakdown?
Tested mortars with food and it dont help much, thers to much -mood, my colonist lasted whole 2 mins longer
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#46
Ideas / Re: Portable Emergency Rations
July 17, 2014, 11:40:29 AM #47
Ideas / Re: Your Cheapest Ideas
July 17, 2014, 03:10:38 AMQuote from: Captain Sho on July 16, 2014, 08:04:54 PMNever noticed animals eat crops.Quote from: bjo0rn on July 16, 2014, 07:56:04 PMAnimals already eat your crops and other foods if they can get to them. Don't think they eat the raspberry bushes and agave though.
- Melee weapon
- "Soaked" penalty from rain when not under roof
- Animals eat wild and grown crops
- Rotten meat from decomposing carcass
- Fluctuating trade prices
- Silver minable
- Throne
- Gas reserves catch fire/explode
- Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
And are you suggesting gas reserves or do you mean the steam vents?
I assumed it was narural gas and not steam.
My bad, thanks for the feedback! What about the rest?
#48
Ideas / Re: Your Cheapest Ideas
July 16, 2014, 07:56:04 PM- Melee weapon
- "Soaked" penalty from rain when not under roof
Animals eat wild and grown crops- Rotten meat from decomposing carcass
- Fluctuating trade prices
- Silver minable
- Throne
Gas reserves catch fire/explode- Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
#50
Ideas / Allow manual assignation of beds
July 16, 2014, 07:11:34 PM
Problem: Having control over who sleeps where is useful. Currently I need to assign an occupied bed to prisoners and make sure the colonist have only one alternative.
Solution: Allow player to manually assign beds.
Solution: Allow player to manually assign beds.
#51
Ideas / Re: (Co2)Oxygen
July 16, 2014, 06:52:04 PM
Interesting idea. Oxgen reserves could make power shortages less lethal. I don't ser why lack of oxygen would be a problem to animals. They could breath a different gas. The survival of the various factions that visit and raid is more problematic.
#52
Ideas / Re: Portable Emergency Rations
July 16, 2014, 06:28:25 PMQuote from: mrofa on July 16, 2014, 06:20:18 PM
Keep in mind that there are also other effects that are working on your colonist mood so having only food rations will make your colonist last only a bit longer, and taking your point on large maps it wont help much if at all, especially if he will move slower.
As far as I know, only two effects are time dependent (hunger, sleepiness). Curing one of them would provide valuable extra time. You have a very valid point about the movement speed penalty though, I obviously didn't think it through haha. However, high crafting cost and mood penalty for eating it could be enough to make it balanced.
#53
Ideas / Disposal of excess items using crematory
July 16, 2014, 06:21:31 PM
Problem: Accumulation of excess non-consumable items that can't be sold.
Solution: Make it possible to dispose of items of choice in crematory.
Discussion: This is of course of no use if all non-consumables can be sold, which probably is the plan. To expand on the idea, the crematory could instead be a combustion power plant that relies on a continuous stock of combustible items. Could be an interesting alternative or complement to solar power. Maybe this could put vegetation (cactuses, grass, flowers) to better use than propagating wildfires.
Solution: Make it possible to dispose of items of choice in crematory.
Discussion: This is of course of no use if all non-consumables can be sold, which probably is the plan. To expand on the idea, the crematory could instead be a combustion power plant that relies on a continuous stock of combustible items. Could be an interesting alternative or complement to solar power. Maybe this could put vegetation (cactuses, grass, flowers) to better use than propagating wildfires.
#54
Ideas / Re: A new task of Maintenance and changes to Reasearch!
July 16, 2014, 05:48:44 PM
I agree with OP but as BetaSpectre pointed out, it would be more interesting if it was luck based. An increasing probability of failure as service is increasingly overdue. Type of failure could be random with various levels of severity, e.g. a metal door could either lose automatic opening function, jam, or short circuit.
#55
Ideas / Re: Raid types
July 16, 2014, 05:27:36 PM
I like all your ideas. There is currently no motivation for raids, they just want to kill and damage buildings. Adding background and objectives to the raid would open up both for new ways to build the story line and a new raid dynamics.
A bit off topic, but I agree. New ways to interact with visitors are very welcome.
Quote from: PsychoticLime on July 16, 2014, 03:50:13 PM
I though about this just today, but I focused more on friendly visitors: currently there's just the "visitors from x are visiting the colony" event, and it involves a (usually) gigantic group of people that come, talk to each other for a while and then leave. I understand that the intent of this event is to give help if there are enemies around, but why don't take it further?
Example, let's say you just had a fire and quite a lot of your structures is damaged: in this case, with a chance proportional to the goodwill you have with the faction visiting, you could have a window popping out and saying something like "The visitors from [visiting faction] notice the bad shape of your colony. They offer to help you repair some of your structures." and you could either accept or deny.
Another time, maybe, the message could be "The visitors from [visiting colony] look pretty worn down. They tell you about the famine in their lands and ask if you have any food to spare with them". In this case, accepting would increase the goodwill with the faction.
And so on: there is really an endless list of sub-events like these, if you think about it.
A bit off topic, but I agree. New ways to interact with visitors are very welcome.
#56
Ideas / Re: Leaders & No Emotion
July 16, 2014, 05:02:07 PM
As far as I know, characters are static apart from the ability to advance skills. The idea of having plastic personalities that are permanently shaped by the hardship they go through (a continuation of their background story) is indeed intriguing, but I can see how it would cause problems gameplay-wise.
Taking a diverse group of individuals from different backgrounds that doesn't get along and try to make it work is fundamental to the game. Once they've crash landed and start working together, they will go through most hardship together, as a group, meaning if this shapes their personality, they will become more similar over time.
Taking a diverse group of individuals from different backgrounds that doesn't get along and try to make it work is fundamental to the game. Once they've crash landed and start working together, they will go through most hardship together, as a group, meaning if this shapes their personality, they will become more similar over time.
#57
Ideas / Portable Emergency Rations
July 16, 2014, 04:34:33 PM
Problem: The new siege feature requires colonists to walk across the map to fight the enemy and then walk back. I find that for larger maps (e.g. 300x300) hunger and exhaustion kicks in before I've had a fair chance of taking down the enemy.
Solution: An extra inventory slot (i.e. a backpack) for a portable emergency food ration (etc.).
Discussion: A portable emergency food ration solution can also come handy in other situations, such as in food crises or when colonists are working on the other side of the map. Yes, I know what you're thinking, it kinda takes away the thrill not having to worry about food crises. For the sake of gameplay and balance, measures should of course be taken to ensure it really is the last resort. It could for example be a high crafting cost,a movement speed penalty for carrying it, or a mood penalty for eating it (that is lower than hunger but higher than the worst food (raw?)).
Let me know what you think!
Solution: An extra inventory slot (i.e. a backpack) for a portable emergency food ration (etc.).
Discussion: A portable emergency food ration solution can also come handy in other situations, such as in food crises or when colonists are working on the other side of the map. Yes, I know what you're thinking, it kinda takes away the thrill not having to worry about food crises. For the sake of gameplay and balance, measures should of course be taken to ensure it really is the last resort. It could for example be a high crafting cost,
Let me know what you think!