I actually quite like the idea of expanding the sarcophagi rooms into small bases built into the side of mountains, it'd make them much more interesting and could possibly provide refuge if you fend off whatever is inside.
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#2
General Discussion / Re: A fix for grass growth?
January 31, 2018, 02:46:39 AM
If I remember correctly Tynan said something about this issue, more specifically that grass only grows back from the edges of the map, so expect some changes to the way grass (And I guess plants in general) in the 1.0 update.
#3
General Discussion / Re: Dealing With Blight is Dumb
January 11, 2018, 07:19:15 AM
To be honest I feel like the new blight mechanic adds to the game more than anything else. Farming is very much a "fire and forget" area because you don't have actively look over anything while they are growing, the only time you pay attention is when its in peril or you want to change whatever plant is growing. The blight mechanic forces you to pay attention to the issue at the risk of losing your crops, the thing I will complain about is the colour of the blight itself, it should be changed to make it more visible.
#4
Ideas / Re: Insects in winter seal up entrances to protect the hive
December 12, 2017, 08:31:17 AM
This is a really cool idea and can actually be expanded upon to make insects more interesting.
Insects behave as normal through out the summer and spring but during autumn they'll actively seek out food to stockpile in their caves then in winter they will produce more jelly that can be used to create walls to seal off their caves. From then on the insects go into a dormant state and only awake to eat from the food they stockpiled or if the cave is entered by other life forms.
Insects behave as normal through out the summer and spring but during autumn they'll actively seek out food to stockpile in their caves then in winter they will produce more jelly that can be used to create walls to seal off their caves. From then on the insects go into a dormant state and only awake to eat from the food they stockpiled or if the cave is entered by other life forms.
#5
General Discussion / Re: Population Limit
November 22, 2017, 09:32:06 AM
There is a colonist limit but I can't remember what defines the number all I remember is that the higher your colonist count the lower the chances of events that give you colonists (Refugee, escape pod etc) and increases the chance of wounds being fatal, thus crippling your ability to take in prisoners.
#6
Ideas / Re: IT and computers
November 14, 2017, 06:28:04 AM
I think the addition of computers is a nice idea, I like the thought that automatic turrets would need some form mainframe to pull data from in order to identify targets. In fact I think this could pave way for a more interesting turret tree because at the moment we really only have the ability to make turrets shoot faster.
A rough tech tree like this would be interesting I think;
Manned Turrets: What it says on the tin really, basic machine gun of some kind that has to be manned by a pawn in order to be used.
Simple Auto Gun: Runs on electricity but has no identifying matrix and thus fires on anything within its sight range, makes the first few raids a bit more difficult by having to plan out where the turrets go and creating dead zones for colonists to avoid.
Standard Turrets: Are connected to a mainframe that allows targeting between enemies and friendlies, has to have a computer running in the background to function properly.
Modifiable Turrets: Now this is breaking into more mod territory I feel as it adds quite a lot of micromanaging of different parts but I like the idea of being able to make a turret but then switch out its standard barrel for a longer one, which in turn increases accuracy and range but makes it fire slower effectively turning it into a long range sniper turret. Or swapping out the standard ammo belt for a box magazine allowing for more shots in a burst before it has to reload. I feel by giving the player some agency on how they want to set up turret designs by making the player have to spend resources on little bits of machinery instead of just researching the upgrades and having them apply to all turrets it'll make defending against raids a lot more fun. The only issue is getting the AI to be able to counter these turrets as obviously you could probably cheese quite a lot of raids.
A rough tech tree like this would be interesting I think;
Manned Turrets: What it says on the tin really, basic machine gun of some kind that has to be manned by a pawn in order to be used.
Simple Auto Gun: Runs on electricity but has no identifying matrix and thus fires on anything within its sight range, makes the first few raids a bit more difficult by having to plan out where the turrets go and creating dead zones for colonists to avoid.
Standard Turrets: Are connected to a mainframe that allows targeting between enemies and friendlies, has to have a computer running in the background to function properly.
Modifiable Turrets: Now this is breaking into more mod territory I feel as it adds quite a lot of micromanaging of different parts but I like the idea of being able to make a turret but then switch out its standard barrel for a longer one, which in turn increases accuracy and range but makes it fire slower effectively turning it into a long range sniper turret. Or swapping out the standard ammo belt for a box magazine allowing for more shots in a burst before it has to reload. I feel by giving the player some agency on how they want to set up turret designs by making the player have to spend resources on little bits of machinery instead of just researching the upgrades and having them apply to all turrets it'll make defending against raids a lot more fun. The only issue is getting the AI to be able to counter these turrets as obviously you could probably cheese quite a lot of raids.
#7
Ideas / Re: Consider add "Alarm level" for the colony
November 14, 2017, 06:12:33 AM
To be honest I think just a set of sirens or lights that can be toggled on or off automatically when a raid comes in would be nice. They could provide a small movement buff to colonists who hear it to allow them to get to the front lines quicker.
#8
Ideas / Re: Make pawns go deaf if they get hit with an explosive weapon at close range.
November 14, 2017, 06:09:59 AM
Maybe not permanently but temporary deafness due to explosions would be quite nice, it could lead way to having mortar shells designed not to kill the enemy but to instead disorient them and make them perform worse in combat.
#9
General Discussion / Re: I Call Bullsh*t
November 08, 2017, 08:20:02 AMQuote from: CannibarRechter on November 08, 2017, 06:26:41 AMCan't say I'm surprised, Yoshida seems to have a superiority complex when it comes to this game, if you don't play by his standards you're a "Coward" or a "baby"
> It's you who is mentally blocked
Now it's passing from pissing contest, to shit show. This whole thread should be locked.
#10
General Discussion / Re: Your Favourite Self Appointed Rules/Challenges
September 15, 2017, 09:39:20 AM
I tend to use the trench warfare tactic as a challenge to fight off enemy raids, although this requires me recruiting every raider that gets downed and arming everyone as much as possible.
#11
Ideas / Re: Crop Diversity
September 12, 2017, 09:09:10 AM
Maybe instead of having mood debuffs we have increased protection against diseases? By having more variation in our diets we have more vitamins to help our body grow stronger thus making it harder to fall to disease.
#12
Ideas / Re: Join or Die
September 07, 2017, 06:06:26 AM
Sounds like a cool idea, maybe the 20% chance could be modified by certain aspects. This would go along with executions as well tbh. It sounds a bit too grimdark but a public execution option that can be be used to make the chance for other prisoners to join go higher for a certain amount of time. It could give a buff to joining the colony out of fear up to say, 3 times but if the prisoner witnesses any more executions they either suffer a mental break (Berserk) and attempt to escape or they become apathetic and the buff no longer affects them. It could also have the penalties of losing a potential colonist and each execution increases break out chance significantly as well as giving mood debuffs to non psychopathic colonists if the prisoner being executed is not still guilty of their crimes.
#13
General Discussion / Re: I pirated the game and now i want to buy it, will my saves be deleted?
August 18, 2017, 06:19:44 AM
Should be fine, worked for me when I did it back in Alpha 12.
#14
Quote from: Bozobub on July 11, 2017, 04:13:48 PMI don't see why not, what the game needs in its end game is more interesting and harder to kill enemies that can work alongside your typical raider. I can see some form of makeshift tank working pretty well, it'd require certain tactics or weaponry to stop it and it would pose a significant threat when backed up by supporting infantry.Quote from: hiepbg on July 11, 2017, 03:19:54 PMI am not a dev, but I can pretty confidently assure you that's never going to happen, outside of one or more mod(s).
Tank or any armored vehicle with big gun for raid is great idea to destroy every killboxes at the late game. Defense will be more harder. Like the modern warfare, both raiders and tanks will come together, provide protect for the other. There is Only big mortar/mine/ or anti-tank missile can stop them at the gate.
And we can have some tank battle, 1vs 1 or 1 vs2 when our colonists can "crafting" a tank, or take it from the raiders.
#15
General Discussion / Re: How effective are animals as combat units?
August 15, 2017, 07:30:18 AM
Bears are pretty fun to mess around with, they're big, tanky and hit hard.
Now if you play with EPOE + A Dog Said you open up a whole new can of cybernetically enhanced worms.
Now if you play with EPOE + A Dog Said you open up a whole new can of cybernetically enhanced worms.