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Messages - MajorFordson

#91
Ideas / Re: Deadly squirrels?
August 24, 2014, 10:22:34 PM
I can only assume that eventually colonists standing 10m away from an enemy will actually be able to hit them with a projectile weapon %90 of the time, instead of the current system.

The only real defence against animal swarms at the moment is having a handful of gun turrets.
#92
Ideas / Re: Food Overhaul Suggestions
August 24, 2014, 10:20:18 PM
Would certainly need refrigeration for that, but I agree that raw food should rot.

Since Tynan is't sure about getting "chests" into the game, why not simply have a powered item, like fridge coils, to put in a small room which then preserves/cools items in the same room? Then the food can sit on the floor, as normal.

I do think the paste dispenser needs more good sides (doesn't count as cannibalism when human meat is put in) and regular meals also need to be improved, such as making colonists happy by meeting certain dietary requirements. (vegetarian)
#93
Ideas / Re: Electric Fence
August 24, 2014, 10:16:52 PM
Oh okay, whilst we're on it -

Mine fields. And not just minefields, but smart mines you can turn on or off. (from a sci-fi colonist novel, one of the best sci-fi alien books I've read, Legacy of Heorot)
#94
General Discussion / Re: Randy Random=Phoebe Friendly?
August 24, 2014, 07:28:50 AM
To me it SEEMS that Randy is still weighted like Cassie. As in, when your colony is small you will never be attacked by an overwhelmingly large number of pirates. But maybe they will attack twice in short succession.

This is good balance IMO, because having a wave of 8 pirates attack you one week in would just not be fun or challenging at all.
#95
General Discussion / Re: Usefullness of Hydroponics
August 24, 2014, 03:34:47 AM
I hope we get some in-game descriptions about the plants. I recall a sci-fi short story where ships had genetically tailored seeds in their emergency supplies that could grow in almost any condition, and provide food and water within 48 hours of planting.
#96
Ideas / Re: Assign colonists to stay in an area.
August 24, 2014, 01:23:14 AM
Perhaps a new type of Zone to assign colonists to? Or an item where you set the radius that a certain colonist can move within?
#97
Ideas / Re: Your Cheapest Ideas
August 24, 2014, 01:22:23 AM
Nutrient paste dispenser should not suffer from "canibalism". There is no way colonists should be upset that they loaded human meat into a machine that completely breaks down foodstuff into a nutrient gruel. Would make it more useful.
#98
Ideas / Re: Electric Fence
August 24, 2014, 01:20:48 AM
I think this would be more useful if it were possible for normal walls to be climbed over. It would be slow, and only specific entities could do it, but it'd make sense.
#99
Ideas / Re: Suggest A Personality Trait!
August 23, 2014, 09:47:09 PM
Hooray :D

Early Bird - Colonist goes to be early but gets up early. Night Owl is the opposite.

Mentor - When idle, colonist will go and chat to others who are working which will assist them
#100
General Discussion / Re: Usefullness of Hydroponics
August 23, 2014, 06:47:31 AM
Maybe he is yet to add in certain factors, such as rainfall and temperature? I don't see why plants should thrive outdoors in desert or tundra biomes.

Hopefully animals eating your plants will also be an issue, to make indoors growing the safest way.
#101
Ideas / Re: Alternate metal sources
August 23, 2014, 01:02:27 AM
Hopefully drilling/mining will be in the game eventually, even if it's just a structure that does it since the game doesn't have full three dimensions.
#102
Ideas / Suggest A Personality Trait!
August 23, 2014, 12:58:21 AM
Just a thread for people to dump ideas for personality traits to give colonists an even broader diversity!

A few to start off -

Bloodthirsty - Enjoys killing or causing pain to other creatures or colonists

Caveworld origin colonists don't get negative emotions from dark or cramped environments, and in fact favour being indoors or underground.

Vegetarian colonists who either don't want to eat meat or are biologically incapable.
#103
Ideas / Re: New Power Source
August 23, 2014, 12:53:05 AM
Quote from: Somz on August 22, 2014, 09:05:31 AM
Quote from: MajorFordson on 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.

In case you're thinking about our little planet, no, it makes no sense. But that does not mean it is a rule on every planet. It is plausible.
Waterfalls would probably require a third dimension, which will not happen as far as I know but rivers might do the trick, wind turbines, lightning towers (orwut) and nuclear reactors already exist in the mod called "betterpower+" which I would recommend using.
Also it contains a coal burner which can eat up the new resource (coal generator thing can be built on the steam geysers, don't ask, no idea), but can also run on wood, which makes planting trees reasonable.

Tyn might fuse a few things from mods like this or make his own, but there's an order of priority I guess, and these two (+ mods) are enough.

I'm not only talking from a geological, but also a gameplay perspective for geysers. They simply make power too easy to obtain in large amounts.

Waterfalls could simply be an element that flows down off of a cliff if/when rivers are in game.

Just because a game-in-creation has excellent mod support already doesn't mean the developer will, or should, leave out content from the vanilla game simply because a mod gets made that covers it.
#104
Ideas / Re: New Method for Conducting Research
August 22, 2014, 01:19:10 AM
Howso? Surely it could be an option in the prisoner menu, Interrogate, with the social skill being the deciding factor and chance to draw a random technology from the faction the prisoner belongs to as a result.

The prisoner would also affect this outcome, if you captured the pirate factions cook he wouldn't know anything about trap or turret construction!

Heh, the idea comes from the game Evil Genius, one of the best base builder/manager games ever created!
#105
Holy YES to this mod!

Would be really great to see this evolve as its own game mode, instead of simply slotting it on as an element encountered in normal games. Though I guess the combat mechanics have to evolve a bit in the main game a bit more.