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Messages - linkxsc

#46
Quote from: Merry76 on November 19, 2013, 09:37:06 AM

That sounds smart (gonna try it) - but maybe the AI learns to cope with it in the future :)

Dont hold me to it though, and make sure to have a backup save. I really only do that once my colony reaches 6-7 people and I have a good supply of R4s or M16s.

QuoteEverything with "Balance", "Nerf" or "Buff" in it's topic can be summarized with:

A lot of things will change in next versions. Discussing balance now means you are balancing out things that will be obsolete when the next version rolls out. If it ain't no gamebreaker - leave it be, see what directions it goes to, if it gets worse or doesn't get better while being addressed - then it's the time to cry balance.

As it is now, without cardboard walls it's gg, bb for raiders. It's needed. Will it be like that in future versions? I wouldn't bet my salary on it.

As far as the "Dont talk about balance because they're balancing it." If you're gonna change something, of-course it should be talked about. That way the players and the devs cancome to a consensus on how they would like the change to go. We aint in politics here. We don't need to pass a bill to find out whats in it, after it blows up in our face. Its just a wall.

Problem is, if its not talked about, and Tynan changes it in some way that players dont quite like. Then we'll be right back here talking again. Only it'll be at a later period of time then right now. Me, i like to get shit out of the way early so I have more time to enjoy my voojeou gaems.
#47
Ideas / Re: Sun Lamps unlocked with Hydroponics
November 19, 2013, 09:34:07 AM
Really in truly, I found a good use for sunlamps now.

Actually its for hydroponics tables too. Seeing as a large room can keep your colonists busy a lot, but often you want to shut it off so they'll go and do other work. Just use sunlamps. Shut off all the other lights in your base nice with a doubleclick, and run your potatoburners
#48
Yeah, grenades do way too much to structures and walls. They should really be subbed out in this role by an RPG or LAAW or something. Also, installable sprinkler systems for your walls. It seems to me, that if theres 1 dude with a molotov and he throws it into your wall during combat, the whole thing bursts into flames, and your stuck after the fight, putting out fires for a day and a half.

Personally as advice for merry. On my bases, I'll build "studded" walls. Just every other tile.
Its really time consuming to do, and raiders will walk right past them. But it provides cover for your colonists, and they can shoot. And your turrets can also shoot past them while having slightly more protection from fire. Often I find that enemies will stop spamming nades and molotovs everywhere when I do this, and though my crew will take more damage themselves, I can pull them back and they'll heal in a day or 2 rather then having to replace the wall.
#49
Ideas / Re: Power Smarts / Light switches
November 19, 2013, 09:18:21 AM
I've got one.

A couple things that might help out with this situation

1. a build able wall with no wiring in it (seriously, sometimes my people spend more time mending faulty wiring in the walls then doing their jobs)

2. A "switch" component. Probably a furniture type, but when installed in a power conduit and triggered it "breaks" the conduit, cutting power to everything down the line.

     Might sound a bit useless, but they're common in most games. And you could easily make it so that your living wing is wired at 1 place, so all the power can be cut at once. Also it would be nice to have to charge up "emergency" battery banks, and then cut them off from the circuit. That way, if theres a short in the main circuit. The disengaged batteries won't be damaged/drained, and can be activated to pick up some slack while repairs are happening.

3. Motion detector. Pretty standard. senses if there's a person within so much distance, and acts like a switch and either turns on power, or shuts it off. Obviously useful for shutting lights off when people aren't in rooms. But infinitely useful for traps later in the game. However a drawback is that it pulls a measly 5W or something all the time to keep the detector running.

4. controllable small wire. You all know what I mean, the small wires the run from all your gear to nearby walls and conduit. Make it so that you can choose to reline these. Perhaps you want your lights running off a particular conduit that's controlled with the above switch or motion detector.

5. "Wall", versions of the above. Conduit takes up a lot of space sometimes, so powered walls are useful. but in the existing game, cutting power to a wall means cutting down a wall. So a similar set of switching units that can be built into walls.


OFC most of these have hopefully been suggested before though, and I don't feel it should stop there.
Light sensors. Pressure plates. Temperature sensors (tell if theres fire in a room). Water systems to make sprinklers to help protect you from fires, and irrigate outdoor fields to make them more effective. (more fun can happen if a fire starts in your battery room, sprinklers run, and short out your battery bank. The lulz) More weapons then just bombs and turrets. Stuff like that I'd like to see.
#50
Ideas / Re: Sun Lamps unlocked with Hydroponics
November 18, 2013, 06:51:38 PM
I dunno. I did an experiment back in 8th grade with growing some plants indoors under normal lights and they grew, however nowhere near as good as the outdoors,windowsill, and the "sunlight"(forget what it was actually called)

And as for the happiness kick. Though most of your people should be asleep at night, I often end up having 1 person awake doing whatever (fixing walls, repairing conduits and such, which deteriorate WAY too fast IMO). Even more annoying is the fact that they get a happiness penalty for eating raw food. But then they get another for eating food paste, when those are our only 2 options at the time.

Really though, I often find that a nice big room with 6-8 tables producing food and 2 lamps is more than enough for the existing game food needs. Usually it'll hit a point where I have literally, thousands of food. And can almost buyout passing ships.
#51
Ideas / Sun Lamps unlocked with Hydroponics
November 18, 2013, 10:22:45 AM
Looked for something similar in search, couldn't find one so here it is.

So here I is, watching some lets-plays. And I've noticed a terrible problem with people at this game. Everyone always uses sunlamps for all their lightsources. Then they complain about their extreme power drain which they don't understand why its happening. It's not really a bad thing and all. They all learn eventually. But how about a little thing to help them out.

Sunlamps aren't available to build until Hydroponics. They're really kinda worthless until you have your indoor potatoes. Also the "you finished researching" notice, would have a quick explanation of their use, and a notifier for their extreme power drain.

Also ninjaing what many others have said. Make it so lights when being places show their "lit" area, much like turrets currently show their targetting range. Its a quick simple thing to add that jsut makes life easier for the player.
#52
General Discussion / Re: Maybe android version?
November 17, 2013, 11:36:40 PM
Sadly this game will probably fall into the same pitfall that its predecessors (namely DF) fall to, in that as the devs try to make the game better content wise, after a point it just becomes dramatically draining on the players machine to run. Not saying it isn't/won't be a great game, but when it comes to indepth simulations, they are always quite hardware intensive.

(though i severely hope not and wish well upon the devs for conquering the beast of complexity, and retroactive the DF guys learn from it too. Love this style game, and IMO there should be more of them out there)


edit. after reading more about the game.

Well theres no Zlevels like there are in DF, so that fractures the complexity of it down a lot. SO a phone version shouldn't actually be unreasonable. Also the low maximum number of units you're able to have and limited playspace. (15 dudes is a lot less demanding then cities housing hundreds)