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Messages - Roundsquare

Ideas / Re: More diverse default names.
September 17, 2014, 10:33:06 PM
How about some less common or 'forgotten" names like ancient greek, norse, mongol, persian, incan and so on ?

Ideas / Re: Suggestions, lore and potato poetry.
September 14, 2014, 07:16:13 PM
    I have been doing some research regarding the feasibility and required technology for both prenatal and postnatal growth acceleration; surprisingly it does not require any direct genetic adjustments of the “subject”.

    In the case of prenatal growth acceleration it seems to happen “naturally” in the case of diabetic mothers ,
    Additionally:  “Glucocorticoids have multiple effects on fetal development. An important example is their role in promoting maturation of the lung and production of the surfactant necessary for extrauterine lung function.” (In case the link does not work they are “a class of steroid hormones” so basically there is a chemical basis to build from)

   As for postnatal development I have come across an interesting patent titled Growth factor IGF-Il “he use of iGF-II or effective analogues thereof for the manufacture of a medicament for prevention or treatment of nutritional or gastrointestinal disorders and for promoting human or animal neonatal growth”

   This leads me to believe that once the point is reached where criptosllep pods are in production, similar technology could be used to significantly enhance the rate of development in humans both before and after birth without the need for genetic tampering and thus without side-effect of accelerated ageing.

What the colonists would need in order to achieve this would be:
-Repurposed sleep pod (with feeding system)
-Hormone Synthesis (can be considered a more complex form of protein synthesis)
-MM&M [Metabolic Monitoring &Maintenance] unit (to watch over the chemical balance of the accelerated metabolism)
-One SIN [Synesthetic Immersion Node] with sufficient programming to provide the required cognitive development and training (basically, a modified neurotrainer)

Quote from: Coenmcj on September 01, 2014, 07:35:02 PM
Somewhat similar to the Star wars clones for instance?

   I`ve been looking into that and … no, not like star-wars, those clones where modified to age faster not only so they could enter service faster but also because veterans tend to become a problem after the war is over as taking care of them can be quite expensive and ignoring them might make them feel abandoned/betrayed/discarded and nudge them towards revolutionary or underground factions, and in such cases a single ex-soldier is much more of a threat than a mob of civilians , having them age fast enough that they would die or be incapable of combat shortly after they where no longer needed is  a pragmatically sound decision (however objectionable the morality of this may be);

   In the context of an empire it made sense, in the context of a colony it does not, firstly because of the kind of precision equipment and specialized knowledge involved and secondly because it would lead to a breakdown in human relations as the children noticed they where aging much faster than the parents and feel resentful, and the parents seeing the children become old before they did, and having regrets for taking so much from them after bringing them into such a world in the first place.
Ideas / Suggestions, lore and potato poetry.
August 31, 2014, 01:42:34 PM
Apparently people seem to want kids and/or clones in the game, kids need too much time to grow up and are a liability for the entire duration and clones a potentially endless source of colonists making them difficult to balance in terms of cost and abilities.

I may have stumbled upon a solution: modified sleeping pods, basically by combining pod, cloning, and VR(or neurotrainer) technology infants could be placed in modified pods to undergo accelerated growth  in a relatively secure environment that also allows for some mental exercise.
This combines cloning and children into one mechanism that allows children to become useful colonists in a reasonable time-frame and limits the potential of large clone armies.
“Starting” skills would be largely dependent on available brain training technology with passions having a chance to be inherited and interests randomly forming (again certain tech/items might be able to influence this)
Body type would be decided by diet during hipergrowth stage (with hulks requiring both variety and quantity for example)
Due to accelerated growth food requirements would be proportionally increased providing a more interesting logistical challenge compared to simple power management (since you need to take variety into account there are more results than just success/fail)   

This also opens up the door to another potential endgame : the self-sustaining colony, achievable by remaining above a certain threshold for a set amount of time and/or building a certain set of items.
Most ship parts can be repurposed for this situation:
   Sleep pods become growth pods (by connecting to paste dispenser probably)
   Ship structural beam becomes bunker support beam (with corresponding “reinforced constructed wall” for the area around it}
   Ship AI becomes colony AI -this can range from a central power controller makes sure power is only delivered to items while in use and prevents surges- up to a digital avatar that keeps all colonists company and makes sure they do not go insane by reassigning tasks when required  (basically something that automates the more tedious parts of colony micro)
   Ship generator does not really ned to change ( although a static version could potentially yield more power or cost less due to easier cooling* and less room/G-force constraints)
   Ship engines can become orbital catapults that allow permanent trading access with other developed settlements on the planet (developed meaning those that already have one)
*Things are harder to keep cool in a vacuum than most people realize

Bonus material :
“After decades of study and trials Duckhand&Warza™ have managed to exceed what was long considered the theoretical limit of plant productivity in a zero-tech environment by means of the new TripleS™[Segmented Stage Specialization™]  genome technology that allows them to more than match the overall production and growth parameters of plants in an omnitemporaly bright environment  by completely switching metabolic functions between a “gather” state during which the entire plant focuses on resource accumulation, and a “growth” state during with focus is shifted on converting previously gathered materials into useful elements (such as leaves, stalks and fruit).
   The end result is 250% process efficiency during each phase (or 125% overall)  resulting in hugely improved yields in unassisted conditions (while remaining a top contender for assisted growth scenarios).
   While this in itself would be groundbreaking, TripleS™ genomes do all this while maintaining compatibility with industry standard technologies such as HD-M™ [Hiperionic Dermal Mosaic™] for 99.9% less time-related spoilage (compared to non HD-M genomes) as well as U-MADBRO™ [Ultra-Molecular Algorithmic Distribution Bio-Reaction Optimization™] that guarantees adaptability to all but the most inhospitable environments.
   Clearly a better candidate for the colonization of newly terraform planets has not yet been produced, if ever it will be.
(Documents of Early colonization-Database)

Why do plants not grow at night
When I give them plenty light?
Do they sleep and dream of leafs
Have they hopes and thoughts and griefs?
When I cut them do they cry?
Do they know if when they die?
Speak to me that I may hear
While peel you my dear.
      (“To Potato” by an empath chef, probably psychotic)

Ideas / Re: Deadly squirrels?
August 25, 2014, 02:55:48 PM
They may be small but they are far from harmless:

People are already getting organized:
Quote from: Tynan on August 22, 2014, 02:14:23 PM

You can't have more than one material in a single object (complexity overload, especially on the UI).

Will something like the current meal system be adaptable to make composite objects at specialized benches?

For example a piece of body armor could require both metal and leather.

Only “movable” items could be created this way (as far as I can tell)… and that may be a good thing.   
Ideas / Re: Regarding suggestions / proposals
August 22, 2014, 05:33:16 PM
As it is more of a list of questions rather than a suggestion in itself this seemed like the logical choice.

Actual suggestions will be placed there of course.   
Ideas / Re: I want to make Robocop
August 22, 2014, 05:05:59 PM
Quote from: Cyclops on August 22, 2014, 03:52:02 PM


Ah… I can see it now… red-ish beef-based KORNE FLAKES! Soaking in smooth and spicy chocolate and chili WARP MILK!

Protein-rich breakfast with the true taste of POWER!!!
Ideas / Re: Space refugees
August 21, 2014, 05:14:09 PM
It could be considered that in the case of crashed refugees (I assume this is what you are talking about) the warden is not really “recruiting” them, rather he is helping them get over the trauma of the crash

Going to sleep in a ship heading for a well-populated world and waking up injured in some cave in the middle of nowhere can be quite the shock,  some amount of emotional stabilization needs to happen before the individual can be trusted not to do anything… extreme.
Ideas / Re: Mental break soon / Psychologist
August 21, 2014, 03:24:37 PM
Quote from: Awesom1 on August 21, 2014, 03:14:06 PM
Good idea it would if new skill be added. Something like "mental warden" or something and mental doc. will warden colonist which threatens mental break.

Social seems to cover this quite well already, after all social interaction is mostly psychology anyway.
Ideas / Regarding suggestions / proposals
August 21, 2014, 03:11:48 PM
I would like to propose a research tree.

What format would be optimal?

While on the subject…

Is there a preferred format/template for suggestions in general?

I have a few more ideas that I am unsure how to present.

Are contributions to the lore desired?
Ideas / Re: Your Cheapest Ideas
August 06, 2014, 06:39:33 PM
Somehow missed that one, seems good.

Will keep searching for new ideas to propose.
Ideas / Re: Your Cheapest Ideas
August 06, 2014, 05:19:06 PM
I assume most of these can be done by tweaking the properties of already existing assets:

Traps and elements to build large traps out of such as:

Wood-bags: look and behave like sandbags except hey are filled with wood-chips and a little something making them really flammable.

Boom-bags: bags filled with crude plastic explosives, as flammable as wood-bags with an added explosiveness

Tar-floor: a wooden floor covered with tar (looks like rough stone floor), highly flammable

Remote Power-doors: open them to lure them in, close them to keep them there

Dumb-bomb: buried explosive or incendiary charge, set off remotely (if connected to grid?) or by fire/explosions

Snare: crafing/other skill used on empty square to place hidden (no art) snare that has a chance to immobilize small animals (and perhaps slow humans/ large animals) disappears after effect is applied, does not differentiate friend and foe, so careless colonists can be affected too, but since no damage is done, it should not present a problem.

Battery safety override: make a battery explode on purpose

Battery forced overload: force a battery to 150% charge for a more memorable blast

Electrified floor: metal/carpet floor tile that uses large amounts of power to damage over time with chance to stun (opens possibility to capture mechanoids for reprogramming but that might be more expensive.. although the stunned mechanoid could just remain offline while a colonist uses the research skill for reprogramming via the same mechanism the social skill is used for recruitment, or the same mechanism used for research, with the amount of tasks a mechanoid can be reprogrammed to do depending on research done in mechanoid reprogramming... but again this may  not be the cheapest idea)

Short walls:

Log wall-> mushroom rack - grows mushrooms in the dark, limited lifespan (mushrooms could be a vegetarian alternative to meat in lavish meals)

Wood wall-> cheap weak fence - to keep animals out of crops.

Metal wall-> conveyor belt (this one might not be cheap :(... )

Stone wall-> battlement (placeholder name) basically a low wall for shoting over with crenelations for extra cover, a kind of upgraded sandbag

Hollow wall-> wall that colonists can enter and wait in to ambush assailants at close range

Stinkweed, thorn bush- invasive plants for making besiegers less comfortable while sitting outside the colony (by lowering mood), at the cost of being invasive weeds.

Fruit tree: a tree that gives fruit, basically a combination of the tree model and the berry bush code (i think...)

Meat tree: researchable tree that grows meatfruit