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Messages - keylocke

#1306
Ideas / Re: Proximity Mine
February 26, 2014, 12:30:00 PM
if you force attack using a drafted troop with a frag grenade to attack an area, they will keep doing that. i usually use two of them in sequence, aimed near a choke point to minimize the explosion delay. i find it cheaper than using the blasting charge anyways, since repairs to the outer wall usually costs less than a single blast charge (unless your troops have horrible aim or if you aim too close to the wall). most times it costs nothing and your ammo is infinite.

what would be nice is to have traps that slows the mobility of opponents or helps to prevent them from escaping. something that you can reset and repair when damaged... (like bear traps or something)
#1307
Ideas / Re: Mental breakdown
February 26, 2014, 12:19:51 PM
Quote from: Nukeman0 on February 15, 2014, 10:06:31 AM
To be honest, i would have wanted to see an opposite solution: That colonists gets "used" to certain things.

An alternative to this would be to include certain mental abilities into colonists personalities. My point being: It's a little bit boring when your miners gets negative effects from the environment being ugly and darkness when mining (darkness is maybe realistic, though, but you get my point :) )

Maybe we could make a compromise: That colonists might go through mental periods (without making it too complex, that is).

yea, some people aren't afraid of the dark or don't care about cramped spaces. some people aren't affected by killing their enemies either. some people are slobs who don't care about their base getting dirty. and vice versa. i get the feeling that the "traits" system hasn't yet been fully integrated into affecting their mental states at the moment. maybe in a future update?
#1308
Ideas / Re: Security system
February 26, 2014, 12:00:10 PM
i agree with this thread. awesome.

although i would just like to suggest another alarm type (maybe not an alarm at all) :
-basically i want something that is designed for guard duty.
-anyone tagged for guard duty will head to the defense zones (*more on this later). just like stated in the general alarm. however, this guard alarm type allows the troops that needs a break to do their stuff and then return back to the defense zones when they're done with their business.

-as for defense zones : just like dump zones and stock piles, defense zones could also have priorities (ie: you can set a defense zone to prioritize troops with long range, mid range, short range, thrown, or melee weapons. some zones could also have higher priorities than others so that troops will prioritize defending them over others). this way, the arrangement of your troops will always remain optimal without having to micromanage each troop.
#1309
Ideas / Re: Here are some of mine...
February 26, 2014, 11:43:58 AM
-i agree with the extinguishers and sprinkler systems, as well as metal objects having higher resistance to flame.

-scheduled breaks : i was gonna suggest being able to assign work shifts. (like day shift and night shift) so that not everyone sleeps and leaves your base unguarded at night nearly all at the same time.

-i agree with z-levels. even gnomoria has one. i think rimworld can pull it off as well. (maybe even do better, if Tynan is up to the challenge)

-agree with the fog of war as well. (i think it's been suggested enough)

-agree with the contagious diseases as well. i'm starting to think that most people playing this game think alike. lol.
#1310
i also like traps. (evil genius ftw!) but i also think it might clash with the tactical battle system (especially evil genius -type traps).

i think the current 'blasting charge' device should already suffice (it's like a remote-controlled mine, which i think is way better than a proximity mine, since you can choose not to activate it unless you need to). but i also like the bear trap suggestion to deal with the zerg-rush of oncoming raiders trying to brute force their way through your defense lines into melee range and forcing your troops into a friendly fire scenario.

i also think i want a trap that can deal with those fleeing enemies. like a trap door that you can activate after they pass through a wall and prevents them from escaping.. mwahahaha..
#1311
Ideas / Re: inverse the logic of launchpads
February 26, 2014, 11:11:01 AM
i think i agree with the suggestion of adding crates and barrels to store larger amounts of items. this should also prevent food stored outside from being eaten by vermin. plus it looks more organized rather than something that looks like a dump site. lol.
#1312
Ideas / Re: Morgue Ship
February 26, 2014, 11:05:53 AM
agreed with the soylent green reference.

nutrient paste. yum.  ;D

asides that, how about body decomposition and disease? most times colonists die of explosions, burns, and gun wounds. i also want them to have a higher chance of contracting diseases after eating food made from corpses or just by simply handling dead bodies or living in bloodied surroundings.
#1313
Ideas / Re: Relationships
February 26, 2014, 10:45:31 AM
Quote from: colonistPally on February 24, 2014, 03:17:12 PM
We have another thread around here somewhere, I linked it at the bottom. It reached a semi-consensus that it'd be vat-related and when a combination of 2 colonists loved each other very very much, they'd go there and get hooked up and it'd produce a youngling that'd get growthed up to 16 years old, or something along those lines.

So maybe it'd take a week to grow, in the vat or something, then viola they go pick it up provided you have a room for it.

Then if it ever died or whatnot, the parents would be distraught. It'd be a hybrid of the two parent's stats. It'd be delayed or cancelled completely if the "storklab" ran out of power... things like that. The two parents would get a special "storkbed" and whatnot. It was kind of tongue in cheek, but serious both at the same time.

I forgot why we stopped talking about it. I think we'd discussed everything there was to..?

Here you go for your convenience. Check it out and see what you think?!

http://ludeon.com/forums/index.php?topic=1979.0

thanks for the link. i was just about to suggest the same thing and like wow. nice. i like the consensus reached. awesome.
#1314
Ideas / Re: Initial character creation during game setup
February 26, 2014, 10:40:34 AM
Quote from: Hieronymous Alloy on February 26, 2014, 08:56:01 AM
If you remove the randomize button at start people will simply randomize at world creation, and those people will just be even more annoyed by the process because they'll have to generate a whole new world each time they don't like their starting colonist batch.

Different people play the game different ways -- it's awesome that some people like to start with a random colonist selection but not everyone wants to.

agreed.

how about this : during the start of the game : there should be options for randomizing character values (ie: tick boxes to choose between random gender, age, backgrounds) rather than randomizing all of the values all at the same time.

this way, values can be as random or as custom as players want, without adding an entire new system for character creation.
#1315
Ideas / Re: Your Cheapest Ideas
February 26, 2014, 10:16:55 AM
-there should be an option to change the storyteller AI in mid game so people don't have to start a new game when things start to get dull or if things start to get too hectic.

-during the start of the game : there should be options for randomizing character values (ie: tick boxes to choose between random gender, age, job, etc) rather than randomizing all of the values all at the same time.

-convert scraps to metal : (maybe researchers can do it, so they don't become useless in the end game)

------------------------

-when dropping stuff to complexly shaped dumping zones (ie: a singular dump zone surrounding the base perimeter), the haulers sometimes just drops the debris near the dump zone rather than inside of it. (might be better suited to bug report)

-demolishing mount everest : how high are those mountains? lol. i mined a mountain section twice a game day for several game months. i want it gone, but holy carp it's still there.. maddening.
maybe there should be indicators or something showing how high a mountain is or something, other than that misleading shadow. haha.

-anyways, that's it.