Seems a bit convoluted. I would like to see, though, a 'wounding shot' option, which is less accurate and can still kill, but has a slightly increased chance of landing incapacitating shots on the target rather than killing them outright.
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#122
Ideas / Pawn mood bonus for free standing dwellings
February 01, 2015, 09:05:58 PM
I notice I tend to build my colonies as efficient single structure dwellings with a honey comb of rooms and utility areas, but wouldn't pawns be happier if they got not only their own room, but their own little cottage to themselves? A bed and maybe a table with a chair, unconnected to the rest of the colony except by power conduits. Would give incentive for a little architectural variety.
#123
Ideas / Re: Be happy with what you have done
January 31, 2015, 12:27:03 PM
I like it. Also, if an artwork turns out abysmal, the artist can get a mood debuff. I like the idea of angsty artists being moody all the time because their sculpture didn't turn out just right
#124
Ideas / Re: Moving Furniture like Art
January 31, 2015, 12:24:58 PM
I've made this suggestion before, its not game breaking but a little silly to have to deconstruct and reconstruct furniture to move it. +1
#125
Ideas / Re: Full-Map Screenshot Option
January 29, 2015, 06:34:16 PM
This would be amazing, actually. +10
#126
Ideas / Re: Your Cheapest Ideas
January 29, 2015, 06:28:03 PM
Jackets should allow pawns the same cold resistance as parkas. I shouldn't have to explain why.
#127
Ideas / Re: Corpses Covered With Snow
January 24, 2015, 12:41:05 AM
I never knew I wanted this... Now I need it.
#128
Ideas / Re: Late game tech: Colony AI
January 19, 2015, 08:46:33 PM
Yeah, with new additions to the game AI persona cores seem to have so much more potential. I could see an AI base manager being useful for defense, or making your power usage more efficient, maybe make your temperature control more efficient as well so that changes in outdoor temperature affect your climate control setup less.
#129
Ideas / Re: Attackers (and visitors) try to take their wounded with them when they flee
January 19, 2015, 08:42:57 PM
I like this and it would be easy to implement. It doesn't make sense that raiders would try to take your wounded but not take their own. Just have them attempt to claim any incapacitated pawn and try to leave with them.
#130
Ideas / Re: Too many much things!
January 19, 2015, 08:41:51 PM
I would really like to see hostile fauna added to the game. Like when you sent your villagers out exploring in Age of Empires, and they get attacked by wolves. And having them eat unclaimed food is a good idea. I especially like the idea of mechanoids who don't necessarily want to attack you, and just want to raid your map for ores or deconstrucable buildings. +1
#131
Ideas / Re: Hire Mercenaries
January 17, 2015, 01:12:01 PM
A simple way around this would be to disable the option to modify a mercs loadout. Being able to otherwise control them without being able to remove armor and weapons.
#132
Ideas / Re: Late Game Content Suggestions
January 15, 2015, 08:27:30 PMQuote from: Johnny Masters on January 15, 2015, 04:48:32 PM
As already discussed somewhere, fire&forget "missions" are good in that they are simple to introduce, but has the collateral disadvantage of having some potentially frustrating drawbacks, namely the loss of control and loss of pawns. I bet most people here reloads a game when someone or someone important dies, at least once. Having random stuff happens to your people would just further this, or make you feel cheated.
Thats a drawback, but if a mission took, say, 5 minutes to complete, and the outcome was decided by the storyteller from the jump, save-scumming would be less of a problem. There isn't really much to be done about feeling cheated by the death of a pawn, except maybe having the storyteller balanced to favor wounds over deaths.
#133
Ideas / Re: Hire Mercenaries
January 15, 2015, 11:18:22 AM
I like this idea. I would also like to see raider parties split between factions; some of the raiders are 'Killers of the Dead' or whatever faction name, while the rest are 'Charlies Archons for Hire' mercenary company. Also, higher quality mercs(power armor, better weapons and stats) would cost more.
#134
Ideas / Re: Your Cheapest Ideas
January 15, 2015, 11:15:35 AM
Add in a circuit breaker that can be toggled to allow or not allow electricity to flow through.
#135
Ideas / Re: Casualty Care, Combat Enhancements, Improved Inventory Systems, and Ammunition
January 15, 2015, 09:30:09 AM
I'd like to see medical implements added to the game, but instead of a slew of specialized instruments, I'd rather see more like a 'Medical Bag' that could be equipped like a weapon, only instead of using it for fighting it buffs the holders medical skill.
I'd also not be opposed to ammo, as long as the system were implemented right. Like, having a new 'Ammo' slot that pawns not in combat would automatically seek to keep full to eliminate the need for micromanaging.
I'd also not be opposed to ammo, as long as the system were implemented right. Like, having a new 'Ammo' slot that pawns not in combat would automatically seek to keep full to eliminate the need for micromanaging.