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Messages - Mathenaut

#136
Quote from: Tynan on April 20, 2016, 09:21:12 PM
FYI melee is significantly more effective than guns at close range.

Or, melee line with gun shooters behind, at least.

Everyone still seems focused on guns, but this is how the game is balanced. It just seems like the community hasn't realize it yet.

The problem is that the current ranged mechanics have your colonists as bigger threat/liability than whatever your melee guys are engaging. At present, it simply is not viable to mix the two without some really gimmicky work involved (or powerful shielding).

Also, I don't think the problem is the delay with the bugs, but the delay in when the message pops. By the time the alert pops up, it's about 1/4th into the deployment time.

Compared with raiders, the alert pops up before the pods drop. Maybe have the alert say 'bugs are tunneling through!' or something before the actual hive is spawned?
#137
Quote from: Tynan on April 21, 2016, 02:39:25 PM
Turrets have always had the equivalent of very high shooting skills - though I should probably change that.

If you really don't want us using turrets that bad, you can just remove them you know :P
#138
This could potentially be amazing.
#139
Quote from: NoImageAvailable on April 19, 2016, 03:10:59 PM
I'm not particularly keen on micromanaging ammo on every colonist either, which is why the loadout manager will be designed to minimize the need for that as much as possible.

Is this about wanting 'realism', or is the idea to balance the different weapon types? Is there a generic 'ammo' that is general use, or will we need to manage different types for every different weapon?
#140
Ideas / Re: We need multistacking storage
April 21, 2016, 06:45:18 PM
I'd be happy if colonists could just organize storage better, as opposed to wasting space by leaving 1/2 stacks of things laying around.
#141
Research isn't about inventing or discovery. It's about design and engineering.

You aren't discovering the existence of charge rifles or generators, you are learning how to build one of your own, with your own limited resources.
#142
Ideas / Re: Disturbed Sleep
April 21, 2016, 06:41:41 PM
Quote from: cultist on April 21, 2016, 11:09:26 AM
Quote from: Mathenaut on April 20, 2016, 02:54:08 PM
Quote from: Tynan on April 20, 2016, 01:29:41 PM
It's based on sound, so yeah. It's room connectivity, not LOS.

Any chance you'd consider scaling back the range? 5 squares is quite a bit for an indoors-mechanic that fires 360 and through walls. Unless this is the intent and you just don't want us using barracks?

The penalty only stacks to 4, which is -6 IIRC. You can eliminate most of that with a very impressive barracks. I've tried various setups, such as only giving private rooms to fragile (depressive, too smart, pessimist etc.) colonists but it's not really worth it. Private rooms for everyone should be a priority as soon as time and resources allow it.

That is actually a little disappointing. Especially with how long that debuff lasts. I guess that's just how we have to do it, then.
#143
Ideas / Re: too easy
April 21, 2016, 06:38:17 PM
Temperate Forest with hills is about the least stressful environment there is. Try a jungle/desert/tundra biome and see how it goes.
#144
Ideas / Re: Milk Boomalope for explosives
April 21, 2016, 06:37:06 PM
Quote from: Kegereneku on April 21, 2016, 03:55:11 PM
Quote from: Mathenaut on April 20, 2016, 03:40:16 PM

Why not just yield X boomjuice with butchering?

Two word : Bomb Defusing
The idea is that the explosive is wasted if it died exploding. Hence taming, defusing, then slaughtering.

I'm trying to look at this from a practical/mechanics/minimalist perspective. Small changes that can make big differences and don't require implementing sweeping changes for things of minimal use. Much of the 'realism' talk quickly descends into 'hyper-gimmicky unrealistic rng nonsense', which I think there is enough of as is.

That said, If there is enough of he boomalope left for meat/leather, then there is enough to extract some it's chemicals, even if it's not as much. With this route, I'd recommend increasing the yield for taming. This will allow a difference between low-end casual use and making an industry of it.

Always err on the side of more options, less bottlenecking.
#145
Ideas / Re: too easy
April 21, 2016, 06:27:06 PM
That isn't saying much without details on storyteller, environment, or really anything else.
#146
General Discussion / Re: I made Tynan <3
April 21, 2016, 04:40:57 AM
"Rim King"

Whoa buddy. Tynan got a new nickname.
#147
Ideas / Re: Better Sieges.
April 20, 2016, 04:20:31 PM
I think a good compromise is just to grant an accuracy/damage bonus against sleeping targets.
#148
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 03:40:16 PM
Quote from: Z0MBIE2 on April 20, 2016, 03:29:30 PM
Quote from: Kegereneku on April 20, 2016, 01:27:36 PM
I support the idea, but rather than it being milk... it could be something you Harvest-medically. That way it would avoid being an Automated Production AND you wouldn't need to make a long duration farm, only tame it, harvest, slaughter.

(Yes I'm defending not mass-producing explosive)

That's what my unfinished mod does, uses surgery to remove the "chemical sac". Chemical sac would be the new bodypart added and when taken out is the boomjuice.

Why not just yield X boomjuice with butchering?
#149
Uhh.. How about this:

Set a number of attributes to scale with the skill of the colonist an animal is assigned to.
Reduced filth, increased wool/milk yield, maybe reduced chance to scar from injuries. This gives handlers a dedicated caretaking role. Even with just small bonuses, this makes shepherding a viable and potentially valuable option.

If you REALLY want to amp it up: Set animals to flee from hunting predators (toward the handler) and have handlers actively retrieve food for pregnant pets before they starve.

Efficiency + Less micromanagement = Get a good handler if you want to run a farm.
#150
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 03:14:00 PM
Quote from: Vaperius on April 20, 2016, 08:36:26 AM
No not artillery shells;  "make-shift" artillery shells. You'd still need to scavenge or buy new manufactured ones; what I am suggesting are relatively cheap ones you can load into your mortars to bombard large raids from a distance and make explosive traps with. Artillery shells themselves simply wouldn't carry the risk of blowing up in your face. Also it be nice if we go a turret that can shoot straight forward in a long range with shells like a tank-gun emplacement but costs shells to use.

Artillery shells are already at a low access point, though. I'm not sure what this would really add, I guess.

Quote from: skullywag on April 20, 2016, 09:53:58 AM
Fuel, the generator uses a liquid icon for "out of fuel", so why not.

This was essentially my initial thought. This would be prime if boomalope were more frequent on arid biomes to boot.

Quote from: JimmyAgnt007 on April 20, 2016, 09:51:31 AM
Weapon uses are a sometimes thing.  We need uses outside of combat if its going to be a new resource.  I suggest we turn it into absinthe or some kind of special ultra booze.   Or use it to make medical supplies.  Not glitter-world of course but the good stuff.  Call it Bio-Chem or whatever, boomjuice works I guess. 

Not so sure about medicine, but using caustic substances to distill alcohol is a classic rustic pastime. Brewing table needs love anyways.
Since it's hard alcohol, it could give a higher mood boost and pain reduction, with a consciousness/manip penalty?
Something like:

'Hitting the bottle' - [+mood/-pain/-conciousness/-manipulation] x [stacks]

Don't even need to code a special event for it. If a colonist binges, they'll eventually just pass out (but hey, at least their mood will be stable).

Edit:
For you 'realism' folks, could always have it start fires for people with low cooking skill.