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Messages - Mathenaut

#106
Ideas / Re: Faction impacts history
April 23, 2016, 09:46:45 PM
This would actually be interesting.

Faction rep doesn't really do much at the moment, but this would be good to have for the future.
#107
My colonists are engineers, they know how to build stuff.

Your colonists aren't? Okay. You're free to stay low on the research tree in your game, entirely within your control. I find the idea of arbitrarily crippling other gameplay to be distasteful, which is why I do not like suggestions like this.

That said, revisions to the tech tree would need a larger tech tree to begin with. Preferably, more than just trivial things (like colored lights).
#108
Ideas / Re: Add Fertilizer Pumps Back
April 23, 2016, 06:54:24 PM
Solutions shouldn't defeat the point implementing them.

Removing fertilizer pumps was about exploiting rich soil (if I remember right). The problem with removing them is that it also removed non-hydroponic options for food. That is not a good thing.
#109
Ideas / Re: Remove "wanderer joins" or revamp.
April 23, 2016, 02:21:42 PM
Quote from: Silvador on April 23, 2016, 12:19:04 PM
Lack of realism? If you want to argue that point, allow me to list the numerous aspects of this game that "lack realism"

I think 'realism' is just code for 'agency'. Because there are so many useless stats and debilitating random attributes in the pool, it's more frequent than not that the random colonists that want to join are usually worthless. The worst thing is that you can't really see what you are getting, and you kinda can't do anything about it once you have them.

Best thing you can do is socially isolate them, then give them a knife to charge at the next raiders who drop in.
#110
General Discussion / Questions for Tynan
April 23, 2016, 02:14:43 PM
I think that some of the forum/irc discussions could use some guidance that only Tynan can really address regarding decisions in design and the way forward. This isn't to take Tynan to task for anything people may or may not disagree with (There are other threads for that), this is to get an idea of the behaviors he is trying to guide players toward and determine the roles he has in mind for other things in game.

So if you're willing to humor it, here's 2 from me:

1.) What do you see as the role of prisoners in game? Is is mostly just recruitment? What would you like to ideally see done if a player happens to have quite a few survivors from a raid?

2.) What about turrets? You seem to have a sort of love/hate relationship with them at the moment. Where do you see the ideal role for them, and what are the things you really don't like seeing done with them?
#111
Ideas / Re: Set prisoner's meal!
April 23, 2016, 01:42:05 PM
Quote from: Vaporisor on April 22, 2016, 01:43:42 PM
It would be nice to auto set what the prisoners eat, what Mathenaut said.  Need to set a zone or have a nutrient paste dispenser feed in.  I hate em eating all my lavish meals.

The zone one isn't really optimal either.  Fortunately food stacks are small.  The part I dislike is that if I set priority, need 10 to just sit rotting in a prison.  Less than optimal if I only have one person in there.  So is all or none with nutrient paste.

This could also be resolved by allowing nutrient paste to actually produce meals, instead of only when colonists are actually eating.
#112
Quote from: keylocke on April 22, 2016, 01:03:12 PM
1) not everyone is an engineer. if you play things randomly some are medieval nobles or some tribal or whatever. NOT everyone knows how to research a geothermal power plant from scratch. heck, even in our current world an average person probably don't even know how to assemble their own smartphones or laptops even though they use it everyday.

Here is where you find the biggest issue for suggestions like this. It trades immersion in one circumstance in exchange for killing it in others.

Quote
2) assigning some random dude to sit in a corner to unlock everything. it's too linear. there's no joy in collecting and discovering new things.

This is a consequence of a small research tree. Components and gold were just recently added as arbitrary gateways to extend the path of research. Adding even more rng dependence is really the last thing this game needs.

Quote3) blueprints, seeds, and recipes opens up new possibilities for future development. ie : currently things are too "abstract" and "simplified". but wouldn't it be more fun if instead of a luxurious meal, people actually learn how to cook a lobster thermidor or some other exotic meals, which can give people moods like : "ate my favourite meal"?

Not really. I've enough to micromanage as is. You're wanting to add a wealth of complexity to the system in exchange for very niche things. I think there are mods for this anyways.

basically this gives you variations to unlock for weapons, armor, meals, buildings, etc.. so it's not just an additional "research wall/gate". it's more of an expanded feature for research. it allows the players to fully customize, discover, collect, and unlock a lot of things.
#113
This would be pretty great, actually. Would be great to see what a 'normal quality' output of an item is, for people who don't multi-tab with the wiki (which shouldn't be a requirement to learn the game)
#114
I think there is enough trivial stuff to micromanage as-is. I understand that some people are into that, and there are mods for it, but I've yet to see the case for what this actually contributes to the game.
#115
Quote from: praguepride on April 23, 2016, 07:51:01 AM
The easiest example to show the difference is infections from wounds. If left untreated even someone in a medical bed with improved immunity gain will probably die before reaching 100% immunity. If treated without medicine in a hospital bed with improved immunity gain then it is a close call (if I use a good doctor but no medicine then they usually get immunity right around the time it turns Severe). If used medicine, even herbal meds, they develop immunity around Major infection.

BIIIG difference in how fast infections progress between untreated/treated/treated with meds.

This is true for most of the diseases in general. With some of the new diseases, this isn't the case. Gut Worms, for instance, will not pass regardless of treatment quality. Only when they have been treated 8 times.

I've done some more testing. It seems that the treatment quality determines the length of time between treatments (the 'Trendquality' line in debug). I believe that it also affects just how severely other attributes are impaired by the disease, but that may be biases on my part.

I'd encourage others to crack open the devmode on infected colonists to see for themselves.
#116
General Discussion / Re: Indoor tundra farm
April 23, 2016, 01:23:48 PM
Quote from: Mkok on April 23, 2016, 09:37:01 AM
Yep, you doing it wrong. You need to build sunlamp for 100% brightness, and you can plant only in dirt or hydroponics. Crops cant grow on rock or ice.

Tundra presents two risks to crop growth outside of spring/summer.

1.) Temperature
2.) Light

2 is a consequence of 1, as the only way to keep a stable temperature is to keep the farm indoors with a heater or two. Sunlamps are 1600W. This means you can run two of them PER geothermal generator, with a slight excess to manage other things. If you only have 1 geotherm, make sure you supplement with a good array of batteries (like 3 or 4 will do), and a few panels or windmills (I prefer panels).
#117
General Discussion / Re: How does combat work?
April 23, 2016, 01:20:46 PM
Quote from: mumblemumble on April 23, 2016, 01:02:32 PM
Use cover,  give people the right weapons,  and play it safe. Also use numbers,  form a militia,  don't rely on 2 guys.

Also rocks,  trees and other objects provide cover ,  keep that in mind

There is some nuance to this. In principle, two skilled shooters with solid rifles and good cover can hold off a raid. RNG shenanigans makes this a little save-scummy to pull off, though.

Essentially, because of the heavy rng involved in combat, you essentially have to meta the system and orchestrate scenarios that are either no-risk (killboxes) or minimal-risk (defensive positions flanking turrets, under a roof, behind a pillar surrounded by sandbags).
#118
Quote from: b0rsuk on April 23, 2016, 01:53:31 AM
I don't believe it. My two people who have muscle parasites have just been treated with treatment quality 200% (clean bed outside hospital) and 216% (sterile 0.6 hospital bed with vitals monitor). Kevin the doctor has 13 Medicine. The patients still have Movement/Manipulation displayed as 70% after treatment. Glitterworld medicine was used. They still move visibly slower than healthy colonists, and no leg injuries / fast walker / slowpoke / jogger are involved.

That likely means you've possibly hit the cap on however much the penalties can be reduced. Won't stop them from being sick.
If you don't want to burn medicine, then you don't need to. So long as they are treated.
#119
I think diseases just need to have some kind of consistency to them, because this rng trolling stuff is kinda bonkers.
#120
It only ignites your generator and other valuable things you don't want to burn. Come on, guys.