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Messages - Mathenaut

The article was trash, but it made people like me and many others appreciate what we have with Tynan and his work; and what we stand to lose if we stop supporting him.
Ideas / Re: Can we at least ransom prisoners?
July 18, 2016, 07:52:03 AM
So if you raise faction with pirates, does that mean you get pirate traders instead of pirate raids?
Quote from: b0rsuk on July 14, 2016, 07:21:59 AM
How about this:
Legendary 100-90% HP
Masterwork 90-80% HP
Excellent 80-70% HP
Superior 70-60% HP
Good 60-50% HP
Normal 50-40% HP
Poor 40-30% HP
Shoddy 30-20%% HP
Awful 20% HP and less

This is a good base concept I think. I would rate 'good' at 100% and tier everything above to legendary as as above 100% quality. I think that this reflects the concept of their being exceptional.

With this, I would also introduce repair. Though, I'd cap repair at crafting level. If a pawn doesn't know how to make a legendary item, they don't know how to restore one.

At a glance, an item will read 'Quality: Normal (Superior)'
From this you will know that you have a superior item in degraded condition. It operates like any normal item of it's type, but someone with high enough crafting can restore it to superior.

For 'muh realizm' sticklers, you can even have it read: Normal (???) until it passes line-of-sight with someone that has high enough crafting to identify it's potential (if it has any).
Ideas / Re: bandage Bruises?
July 16, 2016, 11:33:44 AM
Depending on how bad it is, you usually want to keep it under pressure or possibly lance the swelling if it gets bad enough.
Ideas / Re: Can we at least ransom prisoners?
July 16, 2016, 11:30:39 AM
Quote from: Mathenaut on April 09, 2016, 05:10:26 PM
Now you get Hitler. Let's see a mood penalty for that.

QuoteYou can no longer avoid the 'executed prisoner' mood impact by just shooting or starving the prisoner; pawns will get a "prisoner died innocent" thought. A similar solution applies to the deaths of colonists.

I was joking, Tynan.  :(

Now they're just dogfood and the only reason I even have a 'prison' now is for colonists who mood crash. You don't have to give us as much as slavers would, but a viable alternative to dogfood would be nice.
Ideas / Can we add Counseling?
July 16, 2016, 11:22:32 AM
As more is assed to the mood/needs system, I get the sense of things becoming a bit.. I don't want to say convoluted, but definitely overly complex. I understand that balancing this sort of matrix can involve alot of spinning wheels, so I'd like to suggest a buffer of sort.

The current structure of the mood system seems to lean toward allowing players some agency in moderating and improving colonist mood. However, just as a consequence of how many factors there now are, it is possible to have a perfect storm of mood crashes that can drop someone's mood with very little to be said or done about it.

Have the Warden task include trying to 'talk down' colonists or prisoners that are close to a mental break (when someone is under that much stress, it's evident). The Warden will approach anyone within a certain range of their break threshold and apply the same 'talked with warden buff' that the prisoners get.

Have prisoners close to breaking prioritize an activity that will stabilize their mood. Like drinking or herbal meds.

Other alternative:
Give Doctors a 'sedate' option for broken colonists. They should be taken to a medical bed to recover instead of a prison.
Quote from: Grizzlyadamz on May 01, 2016, 04:34:01 PM
The bugs are more sensitive to heat.
But the hives are more sensitive to cold.
If you can get the temp down to -20 or so, the hives should actually self-destruct. And in the current version, hive-less bugs go neutral & can be mopped up easily.
Might've been -40 before they self-destruct. -17 and they won't spawn any more though, so if you can lower the temp in there and start slowly destroying the hives they won't respawn.

Essentially, this. Might take a bit of work to do, but if you can shut off respawning, then you can toss your colonists in some parkas and start blasting away.
If you have all of your dogs assigned to a caretaker, then just don't draft the caretaker into combat? Have them herd the animals to shelter?
I'm not sure what you're building that requires so many solars. You need to put up a geotherm or something if you're going to have a bunch of powered benches running all day.
There isn't really alot of recourse when it comes to defense in extreme-late game with Cassie. Even if you keep your wealth low, the raids will eventually overwhelm you.

You don't play long games with Cassie. She isn't there to moderate your colony forever, she's there to push you off the planet.
You should just have a few battery rooms (like an isolated room with 2-3 batteries) connected to the grid by a switch. When they are full, disconnect.

Don't use batteries until you actually have to use them, and maybe install a popper in each room. That should mostly eliminate the issue.
You need to unassign animals, or assign them to someone not charging into combat.
Quote from: AllenWL on April 29, 2016, 07:39:13 AM
Even if it was just menial jobs and small labor, every little bit counts, and you'd be surprised at how much those little things can be worth.

You know someone lucked out with RNG when they come out on top in melee with no damage AND don't have any disabled labor backgrounds in their group.
Ideas / Re: More granularity in outfit settings
April 30, 2016, 05:32:18 PM
All of this could be fixed if we could just repair our equipment, though.
General Discussion / Re: animal starvation?
April 30, 2016, 05:25:57 PM
One big issue is that there are no warnings or anything else when animals are low on food. Which sucks because it's entirely binary when a pregnancy fails because of it.