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Messages - MajorFordson

#106
Ideas / Re: New Method for Conducting Research
August 22, 2014, 12:56:11 AM
That's a great post.

What if the player could interrogate captured people? So you could force or bribe the stoneage people into divulging primitive traps, or ditto for pirates. Or you could hack into disabled mechanoids to learn things.
#107
General Discussion / Re: Bedroom sizes
August 22, 2014, 12:24:43 AM
Do "cave world" backstory colonists suffer from "cramped" and "dark"? Because they shouldn't!
#108
General Discussion / Re: My love for Alpha 6
August 22, 2014, 12:22:52 AM
+1 for progression.

If the player started out more primitive (instead of being able to immediately construct electric stoves, metal walls and powered doors, for example) then research would play a bigger part and the feeling of player progress would be more rewarding and last longer.

And it doesn't even have to be purely research based. The amount of time it takes a player to collect enough resources to build primitive tools to then build more advanced resources to build advanced tools is also a form of progress.

I'd love to see a stone forge required to turn metal into refined metal, for making electrical things for example.
#109
Ideas / Re: Mechanoid colonists
August 22, 2014, 12:18:24 AM
I think robots being slower and less effecient than colonists would be great. The tradeoff is that they work almost non stop, and only need charging for a short time daily.

They could also break down, requiring a colonist to haul them to a bench to repair.

Like me thoughts on creating a "barbaric" society, this could be a really neat way to provide an alternate game experience, where the player has a few brainy colonists who let robots do most of the work. (think of the alternate play styles offered in the game Faster Than Light)
#110
Ideas / Re: New Power Source
August 22, 2014, 12:17:33 AM
Hopefully geo-power will become MUCH rarer at some point. Doesn't make sense for every inch of the planet to be covered in geysers.

Waterfalls for waterwheels, wind turbines, fusion would all be great additions.
#111
Ideas / Re: Mental break soon / Psychologist
August 21, 2014, 10:31:29 PM
Would be great to have a "Restrain" command you could use. A character with low melee or doctor skills has the possibility of injuring/being injured by the target and failing to capture them.
#112
Bugs / Zombie Guest
August 21, 2014, 08:34:39 AM
So a band of visitors were at my colony, then left as a band of brigands showed up. Somehow they got into a fight, and the pirates left. Then the visitors left. But hang on, eventually one of the visitors was sitting at my dinner table continually eating. Her health said she was incapacitated and starving, but she just kept on eating my food. Eventually I decided to try to capture her, and she died.... only to become an invulnerable, super slow moving corpse that was unkillable.

This was very frightening.
#113
Ideas / Re: Prisoners to work
August 21, 2014, 05:32:52 AM
Oh no, simply have colonists with traits that make them HAPPY to cause and witness pain, and make them hate working. Then as a player you could try to attract these types of people, and have a barbaric, slave-keeping camp.
#114
Ideas / Re: Prisoners to work
August 21, 2014, 04:02:51 AM
Well you can already do those two things! I was just pointing out that with the possibility of slave labour comes the possibility of alternate play styles, such as mercilessly psychotic barbarian camp.
#115
Ideas / Re: Prisoners to work
August 21, 2014, 03:44:43 AM
Well the barbarians have to have slaves to do their bidding right? Why grow your own food when you can threaten captives with torture and death?
#116
I'd love to see colonists be able to drag themselves when injured in the right way. Or ignore wounds in the adrenaline of battle for a short time. Or be able to be immobilized (broken leg?) and still fight from sitting position.

And yeah, small creatures being able to kill colonists is just silly, small creatures should present different challenges en mass, compared to large creatures.
#117
Ideas / Re: Fixed Gun Emplacements
August 21, 2014, 02:35:15 AM
Hmmm, is there currently an aim bonus conferred by cover?

Obviously weapons like grenades and pistols are moot, but a colonist up against a wall or sandbags should certainly get an aim bonus because they can steady their weapon.

Having a set up/down for heavily, automatic weapons would be cool.
#118
Ideas / Re: Prisoners to work
August 21, 2014, 02:33:15 AM
I love the idea of getting colonists with psychological traits meaning you could have happy barbaric settlement. So they LIKE killing and cannibalism. So slaving and violence and blood sports would all be positive things.

Would make for a brilliant alternate game style, and of course if you wanted a normal colony having someone like that who would abuse prisoners or try to kill people of their own accord would be a problem the player had to face.
#119
Ideas / Re: [UI] Trade window overhaul.
August 21, 2014, 01:54:33 AM
I find it odd that a trading ship would carry so FEW items.

But then again it's just about balance. If the game made sense, then surely the colonists could hitch a ride with the first friendly trader that came along!
#120
Ideas / Re: Stone-Age Era Alternatives
August 21, 2014, 01:53:30 AM
Oh don't get me wrong, I want to see low tech stuff as the first steps for the player in the game too. I'm just chewing the fat about the sci-fi setting :)