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Messages - ApexPredator

Pages: 1 ... 5 6 [7] 8
Ideas / Re: Reduce or eliminate 'maximum range' from a lot of guns?
« on: February 01, 2014, 10:06:47 PM »


Can we have really long range and slow reload snipers? These long range snipers would be completely inaccurate against moving targets, but can incapacitate(or even instantly kill) a colonist. These long range snipers would reload so slow that it will be completely vulnerable for a while after it shoots something.

Or we can have no snipers. Just long range rifles.

People using the M24 already move and shoot pretty slow and I think their current +/- are fair. I think we are all using the generic term "sniper" for a col/raider using a long range rifle. Its not like there are any trained col/raiders that get a bonus to accuracy or get a cover bonus even in the open (however, that would be cool) like a "sniper" class.

General Discussion / Re: Motar Teams
« on: February 01, 2014, 09:32:22 PM »
I like the idea even though I think it will make the game quite a bit harder. I am interested in seeing what direction Tynan is going to take with this. The plus side to mortars, range, being able to fire over wall/bags, AOE/splash damage. Some negatives I would like to see are slow setup/breakdown of the mortar to reduce their mobility and reduced accuracy. Will the mortars do heavy soft damage or a mix of both soft and hard?

Ideas / Re: Your Cheapest Ideas
« on: February 01, 2014, 06:50:01 PM »
I don't know if this has been brought up but I was thinking that the sleeping spot needs to have the enjoyment reduced. An outline on the ground gets a 8/10 while a bed is 10/10. I would think some ground outline would be more like a 2 or 4. Maybe have outdoor sleeping spot be a 2 while an indoor is a 5 and a bed is a 10.

Ideas / Re: Reduce or eliminate 'maximum range' from a lot of guns?
« on: February 01, 2014, 05:13:58 PM »
That's fine. The only problem I really have with it currently is that the long range weapons end up dominating completely. Even the R-4 energy rifle is useless compared to M-24's. Range is currently the dominant mechanic, and its difficult to create situations where one could imagine employing even an advanced combat shotgun profitably.

I use both short range and M24s in my current story. I have created an open field with no cover, this means that raiders with short range must rush through the desert to get to my cover and when 15 show up they make it almost every invasion (against many turrets/LMG/and snipers). The prize the raiders get for making it to cover are close range shotgun blasts courtesy of a sick smiling farmer. I think there is a decent balance in weapons currently. I think it would be cool if you could change the fire of the M-16 from burst (3 rounds, current range) to single (increased range, slower fire, one bullet).

Ideas / Re: Reduce or eliminate 'maximum range' from a lot of guns?
« on: February 01, 2014, 04:59:07 PM »

Right now a lot of defensive arrangements are trivialized by the fact that some guns (esp snipers) have a much longer max range, and can safely fire without any fear of return fire. In real gun situations, this is rarely the case - most people can't effectively see or aim anywhere near as far as a bullet will actually travel. It's simply that their chances of hitting anything diminish much more rapidly than weapons designed for long range fire - and the impact of the bullet itself gradually diminishes.

This is not true of real life situations. A mildly trained sniper with optics can easily hit a human size target at a range much farther than that target can see. If you have iron sights and are looking for a sniper you’re a dead man. That is why the military trains their troops to get into a hardened structure/cover if a sniper is thought to be in the area. A sniper is a force multiplier that changes the battlefield dynamic greatly if properly utilized and I am glad they are in the game (even if they are the greatest challenge so far). Snipers do have weaknesses that you need to learn to exploit. Either have your own counter snipers assigned or have a small team that can flank and close in to overwhelm them up close as snipers rate of fire is very slow. I hate to bring up this idea as it would make defense a bitch but if mortars were added that could greatly change how to defend a base and also be an anti-sniper weapon.

Ideas / Re: Post your Community Challanges
« on: February 01, 2014, 04:09:25 PM »
didn't even know you could fear people into joining you. what do you do, put gibbet cages in your prison room?
Every time I've recruited people its been by friendly chat, which seems to work just fine if.

There are options of how to treat the prisoner. You can leave them alone with no contact, talk to them friendly, lightly beat them, heavily beat them and another option. I have only use friendly talk because I never thought that beating someone would help them join. 

Ideas / Re: Your Cheapest Ideas
« on: January 31, 2014, 11:34:10 PM »
Have cooks make premade meals and store them in a stockpile. This would allow your colonists to eat meals when there is a solar flare, an eclipse, your nutrient paste dispenser exploded (electric shortcircuit), or the dispenser has no power. This causes your colonists to use up less food during these instances and avoid the larger debuff from eating raw potatoes.

You could set it up so that the cooks will only make premade meals IF and ONLY IF there is storage space available for cooked meals. So they won't make any meals if all stockpiles are listed as "not accepting" meals. And as colonists will default to eating meals now, colonists will go to the stockpile for their food when the hoppers run out.
+1 good idea. I did notice the stockpiles have an option for meals when I drafted someone who was holding a meal, they dropped it and someone hauled it to a stockpile.

Ideas / Re: Post your Community Challanges
« on: January 31, 2014, 09:53:19 PM »
-Recruit without fear tactics

That a challenge? I always do that :P

Same, I have yet to do that. There has only been one person that took a reallllly long time to recruit and they were the only colonist that went crazy on me that I knocked out and put in jail.

I have a similar problem but with my colony. Very very slow movements, just ticking a long.

Ideas / Re: Your Cheapest Ideas
« on: January 31, 2014, 06:49:49 PM »
A vault building that stores silver/currency and can be linked to the launch pad. I have amassed a huge amount of silver in around 120 days and the stockpile I have set just for silver is about 1/4 the size of my colony. It looks like I am creating the rimworld version of ducktales.

Also on the same note maybe research in inventory management that will allow you to make larger stacks. Maybe research into wheelbarrow or some space version of that so people are not moving one rock at a time like cavemen that can also fly spaceships.

General Discussion / Re: Cooking?
« on: January 31, 2014, 06:38:55 PM »
I use two hoppers and have removed the cooking skill from all but two people (also my indoor farmers). When everyone had the skill they would waste so much time hauling potatoes. Would like to see something added where they only haul when they reach a certain level (maybe a slider bar).

General Discussion / Re: Best way to level up shooting?
« on: January 31, 2014, 06:36:18 PM »
If energy weapons were added I could see capacitors for a charging station. Or some type of building that produced fuel cells with uranium. 

General Discussion / Re: Defence tactics
« on: January 31, 2014, 06:32:07 PM »
In my longest play though I have used a WWI style defense. Two lines of rocks/sandbags with turrets on each. On the first defense line I have colonists with M-16s and the rear line 4 or 5 outfitted with M24s. There is a small mountain range just past my M24 reach and just desert between the mountain and my base. I removed all rocks and cacti effectively making a no mans land. The scum bag raiders that want to attack and have cover make a run through sand to get to my sandbags under a hail of bullets. Those that have long range weapons are in the open for my snipers. My desert runs red and in another 100 days ill need a higher sandbag wall to keep the river of blood from ruining my nice carpets.

General Discussion / Re: OMG look who I recruited!
« on: January 31, 2014, 06:19:46 PM »
Clearly I need to make myself spawn more rarely! It should be the same as any other player backstory. Maybe it is; maybe I need to make me rarer :D.

You are probably the only name that any of us would recognize in the game.

Ideas / Soldier/Veteran Skill/Successful Defense Bonus
« on: January 31, 2014, 06:53:34 AM »
So far I like the fear mechanic but I would like to see some skill or modifier that would reduce it. Some characters are combat veterans or marshals that would not be as effected or more used to seeing or creating dead bodies. Treat it like any other skill, the more you fight and kill the more desensitized you become to seeing death.

For a marooned space colony I would think there should be a happiness bonus for a successful defense of your colony from raiders. Maybe only to those that took part (drafted) in the fight, while non-drafted members have reduced happiness/increased fear during the fight.

I also would like to see more ways to remove bodies. I have a cemetery that is almost as big as my colony after 100 days. Some ideas:
mass graves - reduced happiness if you put colonists in them, maybe cost materials to make, maybe add ability to burn bodies in mass grave to make room.
Furnace - Smaller than MG but burns bodies completely in an hour or so.

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