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Messages - bobucles

#151
Bugs / Re: [M|0.6.532] "Gets medicine" not working
August 18, 2014, 06:07:40 PM
I too am having an issue where doctors recklessly throw medicine at undeserving patients. It's a horrible waste of medicine.

Medicine itself feels super rare and expensive. This is because each treatment costs a full medkit no matter how severe, and a patient can have over a dozen individual wounds.
#152
I saw this in Alpha 5 when dicking around with a modded weapon merchant. If an area is SO cluttered that drop pods can't spawn properly, the game just throws their contents randomly around the map. It's probably doing the same with raiders.

Oh. And if you have a SINGLE hole in your ceiling, every single raider can slip into your base.
#153
General Discussion / Re: Colony guidance
August 17, 2014, 09:34:36 PM
I can not tolerate maps without a big fat mountain to park my base. It has to be the safest option out there, because not only do you get a free impenetrable wall, but because thick mountain is your only real defense against enemy mortars.
#154
It wouldn't hurt to have helmets provide more serious damage reduction for the head. The current % system would be like giving more HP to the entire head region, but a flat DR system could also work. Using a flat DR system would provide serious head protection from small guns, while not crippling the head shot potential of larger weapons.

XCOM Apocalypse had a nice armor system where full health armor could reliably absorb the damage of a few standard strikes. As the armor wore down it became increasingly brittle with compromised protection. It is IMO the best kind of flat DR system because it provides more reliable protection from petty attacks, yet any armor be overwhelmed by numbers sooner or later.

Until the defense system is worked out, we just have to wait for the ability to harvest organs. Enemy raids suddenly turn into an organ looting supermarket!
#155
The difference between low and high damage weapons is MUCH more distinct now.

A high powered rifle can easily 1-shot the 40'ish HP required to torso a colonist. However, the 7 damage pewpew of a lighter gun can hit multiple areas, each of them taking minor damage until you have a colonist filled up with a dozen rounds or so. It also means high powered weapons more frequently KILL or MAIM, while lighter weapons are more useful to capture with less permanent damage. It takes some getting used to, but is overall pretty sweet and well above my expectations for a damage system at least.

My only complaint is that light gun damage ANNIHILATES your medicine supply. A guy with 8 bullets? Well that's 8 frickin' medkits. Charge lance to the chest? One band aid. Please have a cheaper bandage kit to handle the frequent light injuries.
#156
Indeed! The Artillery cannon is so ridiculously good, it almost HAS to use shells in order to fire. It's just not fair otherwise. ;)
#157
Ideas / Re: AA guns
August 12, 2014, 07:52:26 PM
You want the CRAM from the shield mod. The author is also working on counter batteries for just this purpose, but that will probably take a while.
#158
Ideas / Re: Meal eat order
August 12, 2014, 03:34:36 PM
If you don't eat them, the local wildlife will!

The best option you have is to keep the food safely in storage and have it forbidden until there's an emergency.
#159
Outdated / Re: [MOD] (Alpha 5) Synthmeat
August 12, 2014, 07:10:38 AM
QuoteWould you rather have your GM meat made by a qualified medical officer or a medical school flunk?
Game mechanics already take care of that. Low skill guys take longer to produce less, high skill guys take less time to produce more. The station is literally used only for the one task, so all any flunkie has to do is follow the directions on the tin.

The current system of "it's cooking, but for a doctor" makes the station super awkward to use. You can't keep the cooks off the synthmeat station, and you can't keep the doctors off the stove.
#160
Ideas / Re: Better pneumatic picks
August 11, 2014, 07:47:50 AM
Is it not disturbing enough that there are fewer rocks inside a frickin' mountain than you can find sitting on the grass?
#161
Well I'm not one to brag, but I haven't worked a paid job in over a dozen years. There must be SOMETHING noble about it!
#162
Ideas / Re: Explosion size for electrical fault event
August 11, 2014, 07:01:13 AM
Holy crap! Have these guys never heard of fuse boxes?
#163
The biggest factors for every day morale come from food and lodging. You want to make sure colonists are eating cooked meals at a table all the time, and that they sleep in their own bed in their own bedroom.

Any indoors location should be cleaned regularly with the cleaning job. The biggest dirt makers come from managing crops and not building floors indoors. Snow maps are nice because the default snow terrain does not make dirt tracks.

Dead bodies should be cleaned up and battles kept as far away from your key colonists as possible.
Also, don't play huge maps! The distances are simply too far for your guys to do anything useful. A bad hauling task from the edge of the map can send your guys loco as they make a 20 hour expedition for a single thing.
#164
Ideas / Re: World Progression
August 09, 2014, 06:28:34 PM
It would be cool to have a bones file with remnants of your old colony.

But one day after it dies? Nah. Go for a hundred years. Just have the memory of the colony left behind, after it's been looted and pillaged and burnt to the ground.
#165
General Discussion / Re: Deconstruct mortars ?
August 09, 2014, 04:12:10 PM
Quote from: Tynan on August 08, 2014, 04:36:07 PM
Once you claim something, it is exactly as though you'd built it yourself. This helps integrate enemy mortars or sandbags or found ruins into your base.
Neat! I'll be sure to claim the turrets before the enemy even fires them. That'll put a quick end to the siege. ;)