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Messages - TimMartland

#16
Outdated / Re: [MOD] (Alpha 3) Glassworks I
April 21, 2014, 03:01:33 PM
It would be good if it negated or at least reduced the cramped modifier. Rooms seem a lot less stressing when they have a window.
#17
Ideas / Re: Visitors with a mission
April 14, 2014, 03:32:38 PM
Maybe late-game raiders could map your outermost gun turrets with scouts and orbit-strike them (Big explosion that sets things on fire and damages your buildings) before sending in the assault teams.
#18
Ideas / Re: Visitors with a mission
April 14, 2014, 02:29:39 PM
I think it would be kinda cool if some raiders tried to stealthily sneak in and run off with your silver. A slave raid would be kinda cool too, because the raiders would be trying to capture not kill your colonists and might just drag away your incapped defender before you can rescue them.
Scouting seems kinda pointless, but would be good for immersion I guess. Maybe it could be a symptom of a really big raid or artillery strike?
#19
Ideas / Re: alternate idea to domestic animal.
April 14, 2014, 02:26:24 PM
Sounds cool! I like the idea of muffalo congregating around a certain plant type. You could plant huge bramble/thorn fields to slow down attackers and dissuade animals, and even genetically engineer toxic thorns and poisoned berries.
#20
I don't think the storyteller is actually a person sitting in a spaceship toying with your colony. Its more of a difficulty, the portraits just give an idea of that difficulty's 'personality'.
#21
Usually it just burns up. Once, before I knew what they did, I sent some people to rescue it and see if I could get any loot from it. That ended....badly.
#22
Outdated / Re: [Mod] (Alpha 3) Railgun Superweapon
April 14, 2014, 10:14:19 AM
You could make it 4x4 sized to balance it out. A big cannon volley would look so awesome.
#23
Ideas / Re: Lists of Idea
April 14, 2014, 07:28:15 AM
A DayZ-like status effect system would work quite well I thing. A wolf pack assault would be pretty awesome too :D
#24
The wire is both really overpowered and really underpowered. How? Well, when you set them up the idiot AI stands in the wire as it builds it sometimes. The wire does such insane damage it outright kills the colonist 70% of the time. Once its set up though all the enemies just path around it, making it kinda useless.

Its alright for putting distance between your embrasures and the swarms of rock-throwers though. Also, BoomRats seem magically drawn to them, resulting in some 'explosive' incidents.

#25
Lang = Yuno Gasai

Cool idea with the logs, can't wait to see what you do with this one.
#26
Being able to alter peoples nickname in game would be really good. They are starting their new life in your sci-fi paradise/slave labour camp, so choosing a new name would be kinda appropriate.
#27
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 12, 2014, 11:54:10 AM
You should upload a gallery of all the new stuff this mod adds!
#28
General Discussion / Re: Fertilizer pump?
April 12, 2014, 11:46:45 AM
Aww. I really wanted to use these.
#29
General Discussion / Re: The Big Patch Notes Topic
April 07, 2014, 07:35:29 AM
If only Tynan had taken the KSP approach in that 'Sometime in April' meant April 1st.
#30
Ideas / Re: Starting Equipment
April 07, 2014, 07:33:34 AM
Boomrat repellent? :D
I think starting equipment like this would be much better than the 'Big heap of metal and potatoes' approach. It would feel much more...survivory?
You could include prefab: a material that lets you build weak walls, doors and tables. They would take damage in storms and generally be flimsy, but would be good for the initial shelter.