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Messages - Mathenaut

#151
Ideas / Re: Disturbed Sleep
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?
#152
Quote from: Boston on April 20, 2016, 02:18:27 AM
Yeah diseases were, and often still are, the #1 killer of humanity, for as long as we have been humans.

Imagine that?

Disease is about the least likely thing to kill you when you have ready access to medicine. So yeah, ancient colonies and the 3rd world still have these problems. You also don't see the Amish killing over in droves every flu season either.

Penicillin alone completely craters the attrition rate of diseases, so no. Diseases are deadly when they cannot be treated, not just arbitrarily lethal because reasons. Again, realism makes this easier, not harder.
#153
I think that the metric for shooting needs to be recalibrated.

There needs to be a baseline for a trained shooter firing at optimal range, then modifiers should scale from there. This present bottom-up approach is a little too random and inconsistent, I think.
#154
Quote from: Shabazza on April 20, 2016, 12:18:37 PM
Question: Does ill peoples mood actually benefit from a tv in the room? Can they use it in their beds?

It's more than just a mood boost. If the bed is facing the TV (like in my setup), then the colonists use the TV while they are in bed. They'll max out on joy, which has indirect benefits for recovery.
#155
General Discussion / Re: Components shortage
April 20, 2016, 02:27:25 PM
Quote from: Boston on April 20, 2016, 09:38:19 AM
Hell, maybe that should be part of the components mechanic. The higher the Craft skill of the person building the machine, the less likely a repair is necessary, and the fewer components it takes to repair.

Hmm. Perhaps not explicitly by that means, though. The simple route would be to apply the quality mechanic to workbenches and have breakdown rates base off of those. However, the last thing I want is to implement even more rng dependence.

I think it would be better to contract many of the workbench types into tiers. Consider the tailor bench for instance.
Use components to upgrade it to a powered bench. Then, if it breaks down or you lose power, you don't lose the bench, it just operates at 40% as normal until you can fix it. We should be able to operate these things just fine without the bells and whistles.

I'd much prefer this with hydroponics as well. A broken hydroponics table is just a very expensive pot of rich soil until you can get it running again (and seriously, Tynan, just lock devilstrand out of hydroponics growth if it really concerns you that much - the present model isn't challenging, just irritating).

With this sort of approach, components act as a currency to accelerate growth, instead of a timebomb that counts down to being abruptly locked out of everything. Lack of components becomes an inconvenience, not a death sentence.
#156
I'm not sure if I see the conflict here.
#157
Vents allow the free flow of heat, normally restricted by doorways and walls.

The actual temperature is a function of heat and volume. So larger spaces need more heat.
#158
General Discussion / Re: Components shortage
April 20, 2016, 08:47:26 AM
Quote from: mumblemumble on April 20, 2016, 03:06:58 AM
No,  assuming you don't have an extreme biome,  animals make it very possible.  Armies of them to fight raiders,  long bow and short bow,  maybe pila for mechs.... It is doable.

Hard,  but doable.  Also without building anything electric,  wealth is much less,  so game difficulty scales much lower.  You also have ability to focus on much more.

If you grew long life crops like rice, you could survive the winter with no fridge at all,  though it would be rough.

So,  focusing primary on animals,  making good leather outfits for armor ... I could see it work.  Wouldn't be my style though.

Not really my style either. Tynan would need to add a bit more low-tech utility if people want to go all tribal, though.

I don't think people pushing the 'reality' bit  understand just how far a group of engineers can go with a set of good tools and plenty of resources. I can understand people not wanting to do that, but that's a matter of how they play the game, now how they want me to play mine.
#159
Here's what I mentioned before. Simple arctic setup. This one doesn't have the stasis yet, but I always keep at least one when I can get it.

#160
Ideas / Re: Milk Boomalope for explosives
April 20, 2016, 08:32:37 AM
I don't think artillery shells see enough use to push them behind another resource gate.

That said, I'd prefer this to be something of practical use, not some one-off gimmick.
#161
Ideas / Why don't the dogs eat bones?
April 20, 2016, 06:19:48 AM
Wouldn't that be like... the one thing for dogs to be able to do? Would help with the cleanup in some places too.
#162
Quote from: astronoth on April 20, 2016, 12:53:14 AM
So if you can all quit harking on it like i did you mom

lel
#163
There needs to be some kind of rhyme and reason behind diseases, not just 'lolrng'.

They should be consequences of environmental factors. Some of the new diseases seriously need some scaling back. Going years with no end in sight isn't more immersive. Mostly just kills it.
#164
It depends on whether the 50% is actually 1/2 of the end value, or something more crippling.
#165
Without trigger happy, would that make the shot 6% or 53%?