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Messages - Workload

#46
Ideas / Re: Space Station?
November 16, 2013, 03:57:24 AM
Coolwhip I suggest changing the title so people stop bugging about it being a space station. Really cool to see, but I should be simple as possible.

Like they auto haul as normal but leave some rooms blocked with loot in them. That can be enter doing different tasks. As windruf suggested
The gun you should always get tho and be able to leave right away so they can skip it out spend a little time to get a better start.   


Quote from: windruf on November 16, 2013, 02:21:07 AM
like idea, only not a space  station but space liner, that is about to crash. you wake up in your room and there are sirens and red light everywhere. and a message: grab your belongings and run to the pods!

and now we have a nice place for a tutorial: "cool, a gun! grab it!", "wtf is this thing? shoot it!", "oh! a wounded person! save it", "darn! the way is blocked! mine it!" and so on...
This sound neat even can have a room blocked by fire for the place home zone part. Plus a door or something that needs to be turn off with the power menu button. To stop it from shocking your people.
#47
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 16, 2013, 03:32:07 AM
Name: Automatons / Robots
Type: Robot
Weapon(s): Range can melee also if has to
Speed: normal
Weapon type: Energy
Description and Special Abilities:  The Robots could really want energy and will come in small numbers. To take power out your batteries, from directly or even any power lines, walls. They will leave early sometimes when they had their fill.
Give them shields if possible that slowly refills when only taking power, can also make then stun or turn off things linked to that power source while taking power. Could also make things short circuit to start fires in your base. Only one Bot can drain from a power link/line.
Give them 80 to 100 HP and 100 Shields - Bullets do less damage to shields or just get slowed down so they do less damage. Fire could be bad for them if no shields also
Ok range gun about 40 for their rifle     25 ish damage per hit    Normal fire rate.                                                        Can do other gun types and their weapons can’t be taken from them.
On the other hand you can scrap them for metals somehow.
A Solar Flare can be really bad for them shutting them down but they could be advance and still be able to work.
Story: Not sure where they came from could say a Alien race made them and they took over and killed there master and are on the loose in the universe now.




Name: Natives
Type:  Humanoid
Weapon(s): Clubs and what not maybe range too, spears to toss or even give them crappy guns.
Damage: Depends
Range:  Short
Speed: normal
Weapon type: Blunt/Sharp/Ballistics
Description: Natives of the planet that are not that advance.
Special Abilities: The leader can do a call and boost nearby allies to give them a speed bonus.
Also if it can be done maybe they ride on the Muffalo to attack you or can even call other Maffalos to join them and if Tynan adds a place to raise Muffalo they can turn them on you.
The natives kinda seems silly tho

Like to see more ideas
#48
Ideas / Re: Perks / Aptitudes (skills extension)
November 15, 2013, 03:57:53 PM
Awesome post like the detail. But maybe have some drawbacks like majesty said.

Also will raiders have these as well?
#49
Ideas / Deeper interaction with traders
November 15, 2013, 02:51:08 AM

They land on a landing pad after you make the trade. Then loaders/haulers that work on the trade ship bring the stuff just outside of the ship on the landing pad. Depending what faction they are affects what kind and amount of armed guards come with them.  If under attack by raiders they shouldn’t land i guess cause people might abuse them to help fight. Can just have them peace soon as there is danger to close. Maybe make it a law that all turrets must be powered down near the landing pads or they will not land and if you power them up with a trade ship on the ground  they well warn you to power them down..... if fail to do so. They well take off and if you shoot the traders they well open fire, maybe the trade ship could have 2 good turrets shooting while they power up the engines and the loaders get back on-board.
You could try and rob them by blowing up there ship or killing the loaders/haulers before they can get back to the ship. doing this can really make a faction mad and they will send very strong soldiers/mercenaries and also they will not make a trade with you till they forgive you. They will forgive slowly over time.

I saw some other people’s ideas that could work with this.

One was they could poison/virus the food they give you.

The other was they could sends guys in pods to ambush your people.  Same thing here just they come out of the ship. It would be safe to turn the turrets on to fight them due to they attacked first.

Can't say this is not western

I’m probably going to be hated for this post so bring on the hate....... if not let me know if you got more ideas
#50
Ideas / Re: Complete Enemy Overhaul
November 15, 2013, 02:43:02 AM
Really liking the idea of thieves and raids, would be nice to have your cash/food/etc. stolen.
#51
Ideas / Re: Local jail needs help
November 15, 2013, 02:39:02 AM
Glad a lot of people and Tynan like this and want to see this didn't think it get that notice. Also I like the other stories around this.

Oh a different Event its kinda been mention around the forum I think.

Travelers seeking help

Travelers are in need of food and repairs and a place to sleep. Asking you if they can land by you to refuel /repair. After a set time they will leave and pay for the help or they might turn on you and try take your stuff and leave or attack your people. You can toss some sleeping rolls outside or give them nice guest’s rooms. Also have to feed them and sometimes help repair and connect a power cable to the ship to give it power.  The travelers names should be different color then yours maybe green. So you know what guys are yours and there's.
#52
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 14, 2013, 09:06:36 PM
A small meteor crash lands on your planet setting fire to nearby flameable objects. You have no idea what it is. After a few days it cools down and breaks open and release tons little aliens that can only melee and maybe a leap attack if you want to go crazy. When free of the rock/egg they will go about and kill and eat everything they can get there claws on.

Story of the meteor/egg   It is send by there master, they fill or lay eggs in this thing and toss it into space hoping of taking over new planets.
The babies that are born on different planets don't even know where they came from Or what they are they just kill then eat and then spread.
#53
Ideas / Re: New Needs Boredom
November 14, 2013, 08:54:53 PM
haha guess it does kinda over lap happiness. Didn't think of that. Well its just your people will work till tried or hungry but that's it. If boredom was added it tells them when to a break. If not added there will not be able to have entertainment items cause they will only be able to use them when there is nothing to do.

Water need should be added to but that's Tynan choice. Don't have to talk about it in here der to the other posts on water already.

Quote from: Calistyn on November 14, 2013, 08:21:39 PM
I dunno if there's plans to include other needs/wants, but I've thought about this a couple of times myself, though I think it'd make more sense to occur after a some time spent building up the colony rather than immediately, since survival is generally more important. Maybe the 'New Colony Optimism' would cover entertainment in the beginning?

For things that would be entertaining I like to think of little things they could do.

-  Dice
-  Cards
-  Chess/checkers (boardgames in general)
-  Sketchbook

The nice thing about the above is that your workers could be carrying them, and when they need a break from working just sit where they are and play, so you wouldn't be losing time as they walk across the entire dang map.
These are some good ones keep em coming and the New Colony Optimsim is very good too :)
#54
Ideas / Boredom/Entertainment Need Bar
November 14, 2013, 08:10:30 PM
Boredom:

Was thinking about this makes sense to need entertainment objects. Make it go down slower then sleep and food. Things like chatting/fighting/crafting/Art craft/cooking maybe research could slow this rate a little. Mining/hauling/etc would raise this. If the bored need is to low they will get a    â€"unhappy stat. Some debuffs to work speed. Other buffs like winning or losing a game. Beat personal record, it wouldn't keep track but just be a rare buff that happens. 
But for this to work there would need to be entertainment items made.

-  TV        just where would these channels coming from though.  <-- This one is not possible I think.
-  Ping Pong table 
-  Taking a walk and checking out the surroundings
-  Holo deck       For  this would take a floor tile called holo tile and 1 holo console anywhere in the room, bigger the room bigger the effect
-  Could chat with someone else needing less Boredom too
-  Game console
-  Pinball Machine 
-  Beating up prisoners  / This probable would give them fear but still entertainment 

Added from others

-  Dice
-  Cards
-  Chess/checkers (boardgames in general)
-  Sketchbook

If no entertainment bar is made, when will your colonists know to use these, other then if there idle.
Can't mix it into happiness, because if there unhappy they would go use a entertainment item and be happy again. Making it so you can never lose them.       

I can’t think of anything else atm Please let me know if you have any ideas

Think about it if he adds water there will be a water need for your people.
#55
General Discussion / Re: Dead Bodies Everywhere!
November 14, 2013, 07:35:47 PM
They should rot and make people very upset to be near the smell.
#56
Ideas / Re: Planetary Anomalies
November 14, 2013, 07:27:43 PM
This would be a nice feature.

1 planet to add
A hot planet: Not good with names. Just a place close to a sun. 
Effect: Fires are faster and it almost never rains. There's heat waves that make shooting harder to aim and turrets have less range or can't see targets at all if out side. Plus side of the planet is more steam holes.
#57
Ideas / Re: Peaceful Equipment
November 14, 2013, 02:57:05 PM
This can work very well Tynan has crafting in the game and I think he plans on equipment being added in the jan ver. Not 100% sure just guessing
Could make tools a bigger part maybe starting with some when you land and when you have none your guys work somewhat slower plus side to this you could add better gear that helps them mine faster like when you done researching Pneumatic picks you can craft them after.
#58
Ideas / Re: The many-guns problem
November 14, 2013, 02:48:43 PM
I'm not a fan of over time maybe done like BoxofDoom posted or could add some little worms that eat metal and other things that are dead but only on dirt/sand. For the guns when you get them it makes sense that they can be damage cause the raiders could have used them before and during the fight vs you. Raiders have stories too

As for how much metals you gets back it should be less then selling it but good thing about it don't have to wait around for a trader and sometime you need fast metals.
Or make gun parts a different class off item     like food/metals/gun parts     
Already has crafting in the skills or repair could work but could mess up the priority. Gunsmith table could be made. Just don't know how to go about it. 1 idea I got is there's 4 or more slots on a GMtable kinda like equipment rack. Or instead could just pile up and go into a list, displayed by left clicking the table. Then a person set to repair/crafting or maybe a new one gunsmith.... I rather not tho. Anyways can repair them if placed on the table but there could also be a auto repair button that tells your people it's ok to haul guns if there gun is low hp. If off you just tell that person to haul it there like a equipment rack. I don't know about taking them apart, maybe a different item would be used for that or right click on a gun and pick scrap when on ground/racks/equipped and they bring it to the table.
Haha this sound like a lot of work tho
#59
Bugs / Re: [W l0.0.254b] some raiders Stop attacking
November 14, 2013, 04:45:18 AM
Yeah he's right they were cons my bad. 3 out of 4 raiders were cons artists. Thanks though for the help guys
#60
Bugs / [W l0.0.254b] some raiders Stop attacking
November 14, 2013, 12:43:42 AM
Bug: Some raiders well take cover and stop attacking.
Description: Think this is very rare bug, I notice when the raiders take cover by the minerals they just stop attacking even if I run up to them. Even reloading doesn't fix them and if I load and old save they still run up and get stuck. Here's a picture showing the placement of everyone.
Also if a save is needed let me know and i'll try to get one just don't know how to.

So in this picture I can run up to them with all my guys and they will do nothing sometimes they will go attack a door. Take note that both raiders have m16s and they other 2 raiders died before I took the picture.