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Messages - TrashMan

#436
Ideas / Re: Your Cheapest Ideas
July 28, 2014, 07:04:12 AM
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)
#437
A designated visitor zone?
Place some beds, tables, chairs. Would keep the visitors outside of the more sensitive areas
#438
There's a lot of stuff that you cannot sell (like clothing) that piles up and takes up map space and system resources.

Really, we need to get rid of unwanted stuff.
Incinerate EVERYTHING.
#439
Quote from: BetaSpectre on July 25, 2014, 06:44:19 PM
Nobles really will rather starve to death then do any real work IRL hence why most are gone now.

This is sarcasm, right?

I wonder if any one of you guys has even been really hungry? I mean the pure hunger you experience when you haven't eaten anything for 2-3 days.
Trust me, you'd do ANYTHING then just to get something to eat. You'd eat the most horrific food, food you normally wouldn't even consider. You'd eat s***, bugs or whatever.

Dying from hanger is horribly slow and painful. Also, survival instinct.
#440
Quote from: Bog on July 25, 2014, 06:40:09 PM
23,000 people committed suicide when the stock markets crashed in 1929. Many more lived out their last days barely able to function or even in insane asylums. Some people value their money, possessions and status more than their lives.

Erm...no.
Extreeme depression and suicidal tendencies do not a good example make of people refusing to do simple work that will keep them alive.


Quote
Quote from: TrashMan on July 25, 2014, 05:46:56 PM
Speaking of which, pacifist being willing to risk their lives makes sense...BUT, as part of a colony, their refusal to fight risks OTHER peoples lives. And that other people wont' be pleased.

Come to think about it, inter-colonist friction...that might be a great gameplay element. Colonists that endanger the colony due to their incompetence, cowardice or refusal to follow orders and pull their weight, may find themselves hated by other colonists and exiled.

That's what we need. The ability to exile any colonist
You can. Just draft them and make them stand in a corner of the map very far from your base. They'll eventually die. :P

You can also just use them as cannon fodder. Empaths make great distractions so that your real troops don't die so quick in combat. ;)

Not the same as the other colonist kicking someone out.
You cannot replace an actual element of gemeplay mechanic with a work-around.
#441
Speaking of which, pacifist being willing to risk their lives makes sense...BUT, as part of a colony, their refusal to fight risks OTHER peoples lives. And that other people wont' be pleased.

Come to think about it, inter-colonist friction...that might be a great gameplay element. Colonists that endanger the colony due to their incompetence, cowardice or refusal to follow orders and pull their weight, may find themselves hated by other colonists and exiled.

That's what we need. The ability to exile any colonist
#442
Quote from: Bog on July 25, 2014, 04:42:14 PM
I think the other ones are tasks that people simply refuse to do. Someone who was raised as a lord on a medieval world simply refuses to do menial work. It's not that they can't haul (in fact they do, while hunting) it's that they think it's beneath them to haul rocks back in forth all day.

Then they can go die in a fire.
SOME make sense (like being deathly afraid of fire). Others don't.

"I'm starving, but I'm too much of a noble to lower myself to hunt or cut plants or cook!!!"

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Realistically, that is historically, forcing certain people to do tasks that they would otherwise refuse to do can lead to mental breakdowns. There are many examples in history of people that were born to rich or noble families that go crazy rather than "stoop" to doing menial labour when they lose their status.

Many examples? Such as?
Let them loose their minds then.


Quote
Likewise there have been many pacifists in history who have died rather than fight back against those threatening their lives.

That one also kinda makes sense. The rest don't.
#443
And having a skill just be fixed at a minimum also presents a organizational challenge, without it being stupid.


I MA using the CCM already, but that is beside the point.
#444
Seriously, having only 3 guns on offer is underwhelming. Especially after a long and lucrative buissness with me.
#445
Being unable to do jobs sucks...and frankly, makes no sense in 99% of cases.
Incapable of hauling? Picking up an object and carrying it is too impossible for someone to comprehend? Is that someone even human or is he just a inert blob of flesh?

I can understand getting a hefty penalty to growth (opposite of passion), a max limit, or even completely preventing skill increase - but being completely unable to do it? Even when your life is on the line?

That's just stupid. Not to mention it makes some professions more then useless.
#446
I am for gun racks being able to hold multiple (5-6) guns of the same type.
Guns ATM take up a lot of space.
#447
This really should be tweaked. At least in DF there is some limit, but here?

I'm being attacked by so many tribesman or pirates that my game slows down to a crawl. It's getting rediculous. Especially since the AI does NOT take into account your colony (number of colony, defenses).
So you can have a 4-man colony attacked by 60 pirates
#449
General Discussion / Re: MedKits
July 21, 2014, 05:10:47 AM
OR, using a medkit on a downed colonist stops bleeding, while using it on a recovering colonist (in bed) vastly boost regeneration speed?

May something like DF wounds?
#450
Honestly I think the default AI difficulty progression may be a bit too high. And it completely ignores the size of your colony.
I had a good colony going, but had bad luck with getting new people.

4-5 people have no chance of defending against 30+ raids. Even tribesman throwing rocks swarm you (I had 2 guys in power armor with minigun, 2 snipers and 2 M-16's + turrets).
Or getting attacked by 4 certripedes + support.

Speaking of turrets - they seem like a waste. They blow up way too easy during attacks. Maybe a research to buff their HP/armor?