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Messages - Armorat

#16
I've heard good things about rymdkapsel. Can't tell you first-hand, though, as I ain't got a smartphone.
#17
Ideas / Re: A Pure Colony
March 07, 2014, 12:43:25 AM
Visitors would be a great solution to one of the pet peeves people have about story tellers...that wanders suddenly stop showing up when you reach the colony's population limit.

Also, I love the idea of having an inn. Would be great if there was some kind of colony reputation variable: if you keep arresting every traveler that passes by, they start avoiding your colony...however, if visitors keep coming by and leaving happy, your wanderer traffic increases. Same thing could apply to wandering traders as well.
#18
Ideas / Re: Ideas for Devs from past games
March 05, 2014, 07:37:02 PM
I don't know what to glean from the old games you suggested, but your "work only in the home zone" suggestion is gold.
#19
Ideas / Re: Silver Mineral
March 03, 2014, 10:26:21 PM
Yeah, but I agree that you should be able to mine it...considering that's how we get it now. Don't know if it'd work better as metal veins having a small chance to drop silver instead, or maybe 1-3 silver veins per map (if you want to spend the energy hunting them down through the whole cliff).
#20
Quote from: Bodog999 on February 28, 2014, 04:39:21 PM
(the no-cliff I really want I Always go in them and set my base up in there. I need action like in a open world with here and ther some rocks little mountains and ore piles).

I know it's not really related to the topic at hand, but I second the request for a cliffless map. It's so hard not to gravitate towards the cliff when it's there.
#21
Ideas / Re: More Threats for the Colony
February 16, 2014, 06:59:36 PM
Quote from: Karakoran on February 15, 2014, 05:27:14 PM
Tribes - A small clan wandering the Rim World. They arrive with about as many men as a raiding party, but appear without warning and are armed with only basic tools like bows and possible some light arms. They are a sudden threat that forces people to be ready for an attack more. However, if they are ready they can handle it in almost all circumstances.
Have been thinking about something like this...raids without warning would be a great way to keep you on your toes. You'd have to be more careful about sending your colonists off to pick up those piles of metal that just dropped down across the map.
#22
Ideas / Re: Proximity Mine
February 16, 2014, 06:51:12 PM
Quote from: Evul on February 13, 2014, 03:50:31 PM
Yeah exactly my point :)
And if they have room to replace a mine without stepping on one they will do it else they let the area be.
Problem with that is the possibility of boxing themselves in with mines when they're autobuilding. Say X's are mines, in this configuration after a couple raiders blow themselves up:





XX.X
XX.X
XX.X
XX.X
XXXX
So, a minelayer colonist goes to spot C, places mine in spot 1, then turns around and places mine in spot 2. Now what do you do?






XX.X
XX2X
XXCX
XX1X
XXXX
#23
Ideas / Re: New Idea for Character Screen
November 11, 2013, 07:47:09 PM
You wouldn't necessarily need to create a bunch of unique portraits...you could have a library of cartoon eyes, mouths, hair, skintones, etc that get plopped on a cartoon head. If the art keeps its current low-res style and the portraits were mainly kept small I think it would work fine, and you'd have a wide variety of faces.

Heck, if time and resources allowed, the features could even change to match the colonist's current mental state...e.g. happy, neutral, mental breakdown, incapacitated.
#24
Ideas / Secondary equipment (non-weapon)
November 06, 2013, 08:36:16 PM
Have seen a couple mentions of radios, flashlights, etc that would replace a colonist's weapon. I think it'd be more interesting (and less micromanagetastic) if every colonist had a second slot for non-weapon items. For simplicity's sake, these could just provide passive stats bonuses instead of having active effects. Couple ideas are below.

  • Radio - Increases the range at which the colonist can have social interactions
  • Flashlight - Reduces the darkness fear effect (even if it doesn't show up graphically)
  • Backpack - Increases the colonist's hauling capacity
  • Jackhammer - Increases mining skill
  • Hoe - Increases growing skill
  • Brain chemicals - Increases research skill
  • Reflex amp - Increases hand-to-hand skill
  • Bipod - Increases the colonist's shooting skill
  • Scope - Increases the range on the colonist's weapon
  • Fire extinguisher - Increases fire suppression speed
  • Robot pants - Increases base movement speed

As of right now, these would have be dropped by raiders, equipped on wanderers, or bought from traders since we don't have a manufactory yet. This could lead to even more overstuffed equipment racks, but I'm hoping that the smelter/metal-recyclers that other people have suggested get implemented.

These could also spawn with different levels of effectiveness...e.g. jury-rigged, basic, improved, etc.

(Apologies if something like this has been suggested. Also thanks to those who have suggested some of these individually, but I can't track you all down.)