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Messages - kingtyris

#16
Ideas / Re: SUPER IDEAS
August 24, 2015, 02:17:51 AM
Idk about your other ideas, but I like the idea of a radio. It could have a radius like a lightbulb, and pawns within the radius have a small continuous Joy gain(that tapers off after time passes). This would be a good way to keep colonists happy when they're laid up in the hospital.
#17
Ideas / Re: Workplace injury
August 24, 2015, 02:13:25 AM
Thats not a bad idea actually. Would take a while to code in but it would be a simple yet robust way to add flavor to the game.
#18
General Discussion / Re: Suggestions
August 22, 2015, 04:41:08 PM
https://ludeon.com/forums/index.php?board=6.0

There is a forum for suggestions.
#19
Ideas / Re: Your Cheapest Ideas
August 22, 2015, 12:32:04 AM
Hay doesn't need to be refrigerated. I grew up on a farm, we bailed our own hay and stored it in a barn. All you need is to dry the grass and then keep it that way. Refrigerating hay just seems silly.
#20
Ideas / Re: Coffee?
August 22, 2015, 12:30:54 AM
I'd LOVE to have coffee in game. Don't need a new workstation, stove or distillery would suffice, but coffee would be a good addition. Maybe it MARGINALLY reduces the need for sleep, and going too long without it results in a mood debuff?
#21
I like it. It would make a good event and wouldn't be difficult to implement. Should only trigger if you have X amount of prisoners, and individual prisoners should have a less than 100% chance of joining the revolt(after all, some of them wouldn't be keen to get clubbed by the wardens.)
#22
Ideas / Re: Better Industrial Processes
August 14, 2015, 12:08:43 PM
1. Plot.
2. Plot.
3. Plot.

I'm all for adding a few new resources to the game but we can't micro-analyze every facet of the game world. Steel is already there. Accept it. Maybe future societies found a way to treat steel chemically so that it never rusted or corroded?
#23
Ideas / Re: Raid Types
August 14, 2015, 12:06:07 PM
This has been suggested a lot. That being said, they are worth repeating. +All the numbers.

It wouldn't even be difficult to implement. Do you have prisoners of a given faction? Then that faction should send raids with the intent of tunneling into your prison and making a path to freedom. Do you have a large stockpile of precious metal laying around? They should want it.

Also, I'd like to see more raids with options like the fleeing refugee. Where you get a message that prompts you to make a choice, and whether a raid occurs is dependent on that point. So say a local village sends you a desperate message requesting X amount of your food so they don't starve. The dilemma is simple and obvious, but meaningful; You can give them the food they need at the risk of your own starvation, or you can risk a raid where they come to take your food supplies.
#24
Ideas / Re: Better Industrial Processes
August 13, 2015, 11:56:54 PM
I agree that the game could benefit from fleshing out the production chain and adding a FEW new resources. I don't think adding another step in the process to making steel would help anything, but I could dig adding copper for electronics and keeping steel for structural works. Also, sand is a must. I play Superior Crafting and whenever I do play vanilla, the absence is unbearable.

Speaking of SC, vanilla could benefit from taking a few of its ideas. Like the early game stone made smelter and unpowered saw table, as well as crafted resources like smelted metal and cut lumber.

Its a tricky thing, though, to keep the balance between 'Enough that it actually feels like we are surviving and its a challenge' and 'Dear god why are there so many arbitrary resources to deal with'
#25
Ideas / Re: Smoke - Asphyxiation
August 02, 2015, 07:07:17 PM
+1 Smoke inhalation is the big killer in fires, not heat. Zoning the area as No Roof is one exploit to get around this, but that zone can be nerfed.
#26
Ideas / Re: More raider agenda
July 30, 2015, 07:41:25 PM
I really like the 'deconstruct items for resources' idea. Tynan has said he wants a way to make constructions like geo thermals outside the colony walls more vulnerable, and I think that would be a good way.
#27
Come to think, some furniture like beds and cloth seats should degrade in the open like other items. A pawn sleeping in a bed that has been outside and rained on should get a mood debuff similar to wearing tattered clothes. And I'd still like to see a trait for pawns who would rather sleep outdoors under the stars...
#28
Ideas / Re: Suggestions wanted: Animals!
July 25, 2015, 11:12:02 PM
Quote from: mokonasakura on July 23, 2015, 04:54:48 PM
Well whatever you decide I don't think you should choose generic animals. This is a sci-fi game and as such we shouldn't be seeing animals that can be found on earth.

Meh, I disagree somewhat. I think using real Earth animals helps with the more grounded hard-ish scifi setting of the game. Although it would help to use less generic Earth animals, and more exotic and rare animals like the capybara, which is a species of rodent that can be bigger than a large dog, or any other unique Earth animal that would stand out enough to be noteworthy but realistic enough that it didn't take away from the atmosphere of the game.
#29
The only other mechanoid role I can think of would be an exploder for sapping. Lets call it a 'Boomech'. It gets in close and explodes on contact with its target, be it a wall or turret. Other than that, we already have the skirmisher and the tank. Maybe separate Scythers into dedicated melee and sniper roles?
#30
Ideas / Re: worg improvments
July 18, 2015, 11:42:09 PM
Thats... Kind of the point. Worgs should be about area denial, the claustrophobic experience of having your colonists huddle inside the base in fear of the roaming pack of maneaters outside their door. I would also like to see worgs attack, kill and eat animals on the map(a more realistic wolf-like behavior), which would also increase the worg threat as they would be depriving the colony of game until the next migration.