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Messages - TrashMan

#451
Ideas / Re: The many-guns problem
April 07, 2014, 07:06:40 AM
- yes to ammo. Colonists would always try to stock up on a specific amount (I'd say 4-5 clips/magazines worth). Why define that by magazine size and not a single number? Because different weapons have different RoF and ammo consumption. So 60 bullets might be fine for  someone with a pistol, but it would be little for someone with an AR.

- guns can be disassembled and you get weapon parts (more specifically pistol parts, rifle parts, gunpowder, etc..)

- you can use those to repair existing guns, upgrade them or try and create new ones.
#452
if you want to look at it logicly, stone is durable and requires no maintainance. A stone building can remain standing for thousands of years.

Steel is far more "durable" (short-term), but rust, electrical wireing and similar require maintainance.
#453
Ideas / Re: Your Cheapest Ideas
February 18, 2014, 07:35:56 AM
1x1 tables. Would come in handy.

A personal locker where colonists could store some items.
Also random items that may increase colonists happiness - things like mementos, clothing and similar. But these would be on an individual basis (specific colonists like specific things).
#454
Ideas / Re: Your Cheapest Ideas
February 13, 2014, 06:41:22 AM
As raiders come, you stockpile gun and they tend to take far too much space. A weapon rack the size of the bed can only hold 2 handguns???

Change to weapon racks - they hold up to 4-6 weapons of a single type.
A single rack only stores one type of weapon. Maybe it's just 1x1 size too.



#455
Ideas / Re: Proximity Mine
February 13, 2014, 06:27:57 AM
Simple. Remember how you can set up home area,s depots and such?
It should be easy to add "danger zones" or areas the colonists should avoid (would be considered impassable by them)
#456
Ideas / Re: Gather flag/object
February 13, 2014, 04:06:22 AM
Quote from: Rikkada on February 12, 2014, 07:13:59 PM
Colonist being "Idle" is a problem, that should not be an acceptable state of your workers, if it happens often you should consider redistributing work loads in the overview.

I don't see it as a problem.
Overworked people are grumpy people.

A room to hang out and relax, let off some steam and socialize...that sounds good.
Normally that could be the dining room, but colonists don't gather.

Maybe having something as "break time" defined, during which all colonists that don't have critical work go to the dining room.
#457
Ideas / Re: Prisoners, people, etc
February 12, 2014, 06:46:32 AM
What I would like to see is that beating a prisoner up having different effect on people depending on circumstances.

The more colonists the raiders killed and the more damage they did, the more supportive the colonists become of a "prisoner, meet fist" strategy.

Of course, ti would also depend on the personality of a specific colonist.
#458
Ideas / A couple of suggestions
February 12, 2014, 06:11:11 AM
1. Power managment.
In other words, the ability to control and easily turn on/off power to all objects of a type or in a specific area.
Something as a simple as a Power Control Station (that must be tied to the power grid), where you can for example instantly turn off all interior lights, set sun lamps to only turn on during darkness, auto-lock all doors AND set specific doors/lights into groups so you can turn them on/off separately from others.
That way you can easily cut power of a hab block, or turrets, without affecting the rest of colony.

2. INCINERATOR - for all the corpses and useless stuff

3. Ability to move larger debris pieces (would require 2 colonists to work together)

4. More various items and resources. Making carpets out of METAL is silly. Harvesting berry bushes without getting berries is also silly.
So many different things you can collect to build many different things.

5. More various types of alien creatures.

6. A general shooting skill + a specific skill for each weapon Prevents mastery of all weapons.