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Messages - GC13

#46
Ideas / Re: Few Ideas
October 29, 2013, 11:49:32 PM
I dunno Steve. A lot of this stuff looks very un-cheap to me...  ???
#47
General Discussion / Re: Defence tactics
October 29, 2013, 08:40:15 PM
Ah yes, the waffle. :)

Don't get me wrong, I think it's very neat to discover these quirks. I just am really glad to hear that they're not long for this world. Er... Not long for this build.
#48
Off-Topic / Re: Space Engineers
October 29, 2013, 05:58:33 PM
I suppose I'll have to wait for a while on Space Engineers then. For me, building something isn't very meaningful unless it matters how I build it. That's the problem with Minecraft: except for my own vanity, there's no reason not to keep my home base as forever a hole in the cliffside with a bed, a furnace or two, a workbench, and however many chests I need to store my cobblestoneâ€"I mean my stuff.
#49
Off-Topic / Re: Space Engineers
October 29, 2013, 11:42:15 AM
At the risk of going off-topic, what's the appeal of Space Engineers? It looks neat, and the idea of building your own ships and stations does sound neat in a way that building manors in Minecraft doesn't. But, speaking of Minecraft, the only construction project I've ever done in it was a spiral staircase down into a canyon since it opened into the cavern system (I decided to put glass in so I could look out while I walked down).
#50
Support / Re: RimWorld PC Requirements
October 28, 2013, 02:48:33 PM
Yeah, you're way past due for an upgrade anyway. $500 plus OS and accessories would get you an enormous upgrade in a new desktop.
#51
General Discussion / Re: Internal Version 243
October 28, 2013, 02:45:46 PM
Quote from: Tynan on October 28, 2013, 02:40:35 PMThe artist is still getting onboard and finishing up another project. It'll be a few months before you see any of that.
But when he gives you concept art you really like and tell him "yeah, gimme stuff kinda like this" you'll share it with us, right? :)
#52
Oh, so temperature modeling is something you do think you want to add? Air conditioning may very well be in our future? :)

Maybe a "Tynan's To-Do List" thread would be handy once the game is in players' hands. You could use it to let us know what to expect in the next few updates, and maybe help garner a few applicable ideas to slide in that synergize well with them.
#53
Support / Re: RimWorld PC Requirements
October 26, 2013, 10:04:38 PM
How much work is there for the graphics card to do in RimWorld, Tynan? Seems to me it's more of a CPU kind of game.
#54
Ideas / Re: Your Cheapest Ideas
October 26, 2013, 12:06:59 PM
I like the idea of a dedicated battery. I recommend that it be something that you must place directly adjacent to the object in question (in part to alleviate the need for a separate kind of conduit).

I do, however, think there should be an option on the battery to allow it to feed into the grid, such as if your batteries run low and you have to decide between your turrets and your food dispenser when there are no raiders in sight.
#55
Excellent haxploit. I look forward to its swift destruction. :)
#56
Ideas / Re: The many-guns problem
October 25, 2013, 01:28:23 PM
Gazz supports ammunition as a governor of how long you are able to fire before taking a break to "reload", not as a supply constraint where you have to worry about keeping enough ammunition on hand like you already worry about food. Tynan has only said he didn't think ammunition as a supply constraint was fun or worthwhile.
#57
Ideas / Re: Different gun ranges and mud-areas.
October 24, 2013, 05:00:16 PM
Well, for the most part in the real world everybody's going to try to kill the person closest to them: that person's the most dangerous, and probably the easiest to hit. Obviously there's wiggle room: the guy with the machine gun a hundred meters away still has a much higher threat profile than the guy with the pistol 50 meters away. And if a pair of enemy riflemen have excellent cover, you might leave them be even though they're quite a bit closer than the dude running to join them.

Why not have units perfectly understand their hit chances though? While you may not be able to calculate your hit probability on the fly, you're still going to be able to roughly categorize targets based on your chance to hit. After all, it's really easy to see how much of a target they're presenting and how much they're moving.

Hit chance X danger factor (base DPS of the weapon, skills not factored in) is what I'd say.
#58
Ideas / Re: Addition to raiders
October 23, 2013, 08:02:05 PM
I think the Death Waffle clearly falls into the category of silly behavior that needs to be quashed. "Oh hey, look at that difficult terrain by the one opening in their wall, with a blasting charge right by it. Gee, I wonder if I should blast a hole in the wall where it's probably safer? No, I'll just zip past the blasting charge and into the killing zone."
#59
It's like Tropico but with space ships. I love it!
#60
Aren't the traders being from the same system a step backwards? Seems to me that if they're that close to a interplanetary civilization, the whole point of making a colony seems to be "make ourselves comfortable while the transport comes".