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Topics - Grey_Mako

#1
Ideas / Auto fire and Auto Hunt
April 27, 2015, 07:58:23 AM
Two things that the game really needs, to end a bit of annoying micromanagement:

1. An option in campfires to "Keep Maintained" so that when it burns out, someone helpfully rekindles it automatically.

2. Hunter mechanics changes:
i) Create a hunting zone
ii) Allocate a pawn as a hunter
iii) Just like gatherers, whenever an animal wonders into your hunting zone(s) a hunter is dispatched automatically to hunt
iv) Bait, to put in your hunting zone to increase the chance of animals wandering into it
#2
General Discussion / Auto Clothes
April 18, 2015, 03:01:59 PM
How do you get your peeps to look after their own clothing requirements in this release? :)
#3
Ideas / Intelligent choices
December 29, 2014, 06:31:44 AM
I'd like to see a proper fix to the following behaviors:

P.S I stand by the points below, but for humour's sake have provided a juicy portion of sarcasm with each situation to highlight the ridiculous nature of the problems.

1. My doctor is starving to death, he runs to the kitchen grabs a meal... and proceeds to feed it to a patient. Then he goes insane. (Current workaround requires me to micromanage him to take him off all other duties so he goes to eat)

2. My colony's only warden gets a mild infection, runs to a hospital bed where he proceeds to starve to death because no one will feed him, and he refuses to haul his ass to the kitchen (current workaround relies on me removing the hospital bed, or micromanaging the colonist so he can't be a patient)

3. Beth has been working in the fields all morning, she's now starving. Instead of running to the kitchen a few meters away to get a simple meal, she elects to run to the other side of the map where there's a pile off food awaiting collection from a recently defeated besiege attempt. On route, she goes insane. (Current fix is to deselect all other food as collectable)

4. There's a massive fire! Dave runs to put out the fire, but just as he completes this task, the fire spreads to another tile. Dave walks off. Fire spreads again, burns down colony (Dave afterwards: "Not my problem bro, that fire had been reserved by Mandy, who just happened to be on the other side of the map...")

5. Boris needs to perform an operation on Derek. He needs medicine. I have herbal medicine, but no. No that's not good enough for Boris, he won't dirty his hands with that s**t. Derek can just bloody well lie there with his missing legs until we get some nicely packaged meds...

6. Oh look, my friends from the neighboring colony have popped over for a visit. Oh no! one of them is incapacitated and bleeding out. I go to rescue them and heal them, and apparently that's not cool, they now hate me. (I know releasing the prisoner gives you a relationship buff, but my stance is that the original debuff shouldn't occur until the prisoner joins your colony, that way you don't have that awkward period whilst they hate you for fixing her up with a new leg, before you can release her).

7. Dave is a hunter, he has a pistol. He's been hot on the trail of a Boomrat for the last few hours, upon finding it he decides to spend the next four hours constructively... by trying to trick shot the Boomrat from several football pitches worth of distance away. Misses every time, gets hungry, Refuses to give up, goes insane.

Love the game, looking forward to the fixes :)
#4
Ideas / How to make children work in game
October 08, 2014, 10:34:47 AM
Howdy,

(First Post!)

I've posted a much simplified version of this over on reddit to mixed response.

Essentially, its a workable way of bringing children and procreation into the game without breaking it.

Check out the flow chart at the bottom of the post:

Potential Issues and my response:


I) Whats the point? (Game enrichment perspective)
R) Adds a new layer of RPG to it, also adds new challenges, and alternative means to the same ends (population growth). Also adds the prospect of family trees, which I think would be cool.

I) Children would take to long to grow up, would make it pointless
R) I think at the start of the game you'd try to avoid having them, until you'd researched the maturity vat to speed up their growth

I) Children would upset the balance of the game, too many colonists breaks it
R) Whether a colonist gets pregnant of not is dependent on a number of conditions, not least that the Story Teller thinks it would work (same logic for deciding when a slave trader swings by). Also pregnancies can fail (sad times)

I) Children (potentially) dying is unethical
R) And genocide, harvesting organs, slavery isn't?

I) Pregnancy takes 270+ days, by time a baby was born, the game would be over
R) 270 days IRL sure, but in real life potatoes and berries don't grow in a few days either - the game day/night cycle is out of sink with the passage of time. I believe that in game pregnancy would be closer to 10-15 days

Tell me what you think :)