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Topics - mumblemumble

#21
Currently melee and shooting are balanced ENTIRELY around hits and misses. While this make sense for shooting, mostly, melee this makes little sense, evident by the fact that high melee people ROUTINELY get their ass handed to them by low melee.

My idea? Grazes, nicks, glancing blows, weak hits, ect. Sure, that plasteel sword might be amazing, and sharp, but will it really be as effective in the arms of an old, and inexperienced geezer, compared to an assassin? I doubt it. Sure, he might get some hits, but maybe they dont hit right, graze someone, or it shifts in his hand and instead bludgeons them with the side of the blade with a twist of the wrist. Perhaps punches could graze someone, doing little / no damage, but slight pain, or stabs from shivs could just nick people leaving a small cut comparable to a bruise, with no real bleeding, and almost no risk for infection (scabs over in minutes)

Perhaps this could also give bows / old tech a more interesting niche, having them effected too, where a crappy spear toss by someone with no clue how to use it might not fly straight, and would instead of stabbing, would smack the victim. Same for arrows, except possibly not having the full power behind it.

Guns, I imagine would rarely have this issue, but melee especially I refuse to believe every hit would be equal in a thrashing, twisting, frantic melee. Some blows would miss, some would glance off, some lightly knock people, OTHERS, knocking people out cold. And some cuts with a sword would be mild, others INCREDIBLY intense

This could also address the long standing issue  of no way to reliably incap with little damage, with fists or mace melee, in very skilled hands letting someone be incapacitated without needing to bash them into a pulp.
#22
I know the names are procedurally made, but I busted out laughing when I saw this one.

i think the fact its an "exotic goods" trader is just the icing on the cake... because exotic lubricants generally only means one kind.



This joke might of been made before, sorry if it has, but its the first time I've seen it.

[attachment deleted by admin - too old]
#23
Bugs / Weapons do not show damage type
September 02, 2016, 04:56:52 AM
maybe more than an oversight, but weapon stats dont list damage type. Obviously maces, clubs are blunt, knives and guns are sharp, while a charge rifle is electricity, but it would be nice to formally show this.
#24
Ideas / Blood - Lasts forever?
September 01, 2016, 05:30:27 PM
So blood being all over the landscape is very common after a while. enough raids, enough hunting, or a thrombo you light up with a militias worth of lead before letting it bleed out. But something bothers me, even 3 seasons later, unless cleaned by hand or RAINED ON, it stays there. This means deserts, and tundras often have waaaay too much blood. I've had blood from 3 seasons still sitting around, and this got me thinking : should it even be there? Blood, like flesh, should expire in a few days right?  wouldn't walking on blood, when its on dirt push it into the dirt and get rid of it? wouldn't the sun bake it to a crisp and turn it to dust in a day or 2, maybe 3?

I think blood should have its own expiration date like flesh, or if that is too much, at least be slowly expired on dirt, or in sun, helping to clear landscapes. I realize a ticking bit for every blood object would be a bit performance hitting, but considering every grass bit does this too, isn't it acceptable?
#25
A bit of an annoying bug, up until they leave the map they are your burden, and blood is on your hands. i had a spacer tripping off luciferium withdrawal, kicked him out, and he immediately picked a fight with the wildlife and got hurt. i let him bleed, get infected, ect, but once he died I got a -7  mood debuff for barbaric treatment. Shouldn't he no longer be a prisoner if released? People were also trying to treat / rescue him, despite being out in the woods, and forbidding it didn't help.
#26
Ideas / Teetotaler tweak for impending drugs.
August 27, 2016, 05:22:40 PM
So the impending new drugs, and other stuff makes me think perhaps maybe teetotaler should be worked differently.

Perhaps instead of a full on personal ban, they refuse to use them on their own, but can be made to do so under orders, but face a lengthy, stacking mood debuff of each use (like say, -7 per dose, lasting 3 days)? This way a person can say, use some pain killers in an emergency, but will have qualms about it, and trying to get them on drugs regularly will make them break from their hatred of drugs. I think this would be good, considering the wide variety of them.
#27
I'm thinking, with drugs from raids, or production, we might need to more regularly arrest colonists for tweaking out, or taking drugs. Would be interesting to see as a balance issue for late game pain, since late game is too easy, besides immense raids.

Would be interesting getting folks for taking in someone high as a kite.

Though this also makes me think less than lethal options (bean bag rounds, mace, tazers, ect) might be needed just to prevent chaos.

Also... I could maybe see certain colonists steal silver to buy drugs when you aren't looking if they are under stress...but that is more of a suggestion
#28
Ideas / Shotgun weddings / arranged marrages
August 20, 2016, 10:08:00 PM
It would be interesting if relationships could be attempted to be arranged,encouraging 2 people to chat, get to know each other, or vice versa.  try to encourage fertility in the colony happiness, ect.

Course forcing it may have mixed results, but it would be funny to try, and see what happens from it
#29
Just keep in mind, an animal snorting drugs might be possible. Chickens eating up flake, dogs getting into and ingesting weed, thrombos consuming luciferium and dying....I imagine all these can happen.

Should be.....very interesting to see, especially if raiders can have amphetamines hyped up attack dogs.

Actually, I hope raiders occasionally have drugs for assaults, when I think or pirates and raiders, I think drug addict fuck heads =)

Has anyone tested to see if this is possible? I don't have means to test at the moment.
#30
General Discussion / Luciferium
August 20, 2016, 12:30:50 AM
Luciferium – Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.

I find this...very disturbing...mostly because I can see this in reality... And what the name means.

Anyone else see this, and feel a little sick? I might have to outright kill trade caravans that carry this, and straight execute anyone who uses it. Just looks awful.
#31
Ideas / "Curved" relationship / mood effects
May 28, 2016, 03:41:56 PM
Ok so perhaps I'm not saying it correctly, but this was an idea I had for particularly disfigured effect, but others. What if we made a curved effect for how much something has an influence?

A few examples...

Eating bad food would have a higher hit on a GOOD mood, than an already bad mood, the higher your mood is, the worse it effects you, the LOWER it is, the less it effects you. Logic being if you are already in a bad mood, "little" things wouldn't bother you as much as when you are in a great mood, and a little thing ruins your high.

Or for disfigured, having the relationship toll exponentially worse, depending on if the people are already in good terms. I imagine good friends, even lovers (lovers handle attraction separately, keep this in mind) Would really not give 2 shits about a disfigurement (again, besides attraction because it is its own mechanic), So I figure best friends would hardly register someone being disfigured, it having, instead of a 15% hit, having a 2%, or maybe 5%, but less than the standard.

However someone whom hates someone, or even dislikes them, might take a heavier impact from the disfigurement, alienating them more, taking a 20% toll on relationships because they didn't have a bond to begin with, so superficial effects are more noticed.

I don't begin to imagine how to balance that mechanic out, BUT, I figure it could make things much more dynamic if the same effect, in different scenarios was completely different for people, or just more / less tolerable.

I also realize I'm perhaps butchering how to explain it, having exponential varied effects on stuff, but if it could be achieved, it would make them much more complex, which isn't a bad thing imo.
#32
Off-Topic / Transgender bathroom arguement.
May 09, 2016, 10:39:06 PM
TRIGGER WARNING : Don't read this if you aren't particularly thick skinned. I'm not liable if you get your jimmies rustled. You have been warned.























So LGBT people argue trans need rights and protections in order to be safe, and respected.

This of course, is causing massive backlash from many.

One of the arguments is that men or women could "claim" to be transgender to enter the other bathroom, and little could be done to prevent it. And really this is true, what verification can you make? ask them how they "feel" if they "feel" trans? Any man could just answer yes and be defended by LGBT rules.

Many say that "no trans people have been arrested", yet, this is a moot statement as "trans" as a defining factor can be removed just as easily as given. Say a "trans" man wears a dress and takes photos in a girls bathroom, gets arrested. Will he be declared trans in the statistic? Maybe, maybe not. That is a problem, the "statistics" are so incredibly flexible that people could claim to be trans to get in, yet when arrested, be called not trans and just "a pervert", despite claiming to be so. This is even more likely when you consider news RARELY gives trans people their preferred gender title, so its easier to hide this.

So, what do you think would help? There is obviously no "real" way to verify it, and the risks involved are huge. I personally think, that, given trans are generally adults and an extremely small minority, its better to give them the shaft than to risk openly tolerated perversion under the guise of tolerance. Its comparing risks to a few to many, many women and children.

And don't think there haven't been issues, there have.

http://www.dailywire.com/news/5190/5-times-transgender-men-abused-women-and-children-amanda-prestigiacomo

It seems all a guy needs to do to get into a bathroom, womens shelter, locker room, ect, is say "trans" and hes in. After all, arguing against is considered bigoted.

So what do you guys think?

I honestly think this shows the endless complications, headaches, problems, and issues that come with transgenderism. It isn't verifiable, keeping a neutral zone is harder ; mens and womens areas work wonderfully, minus the occasional violent gay / lesbian, but trans people are IMPOSSIBLE to put into a public area without drawing attention of some sort particularly if not 100% passable nude (99.9% of trans are not) and theres also risk of exposure to children, which is a massive headache / heart ache of having to possibly give sex ed to a 6 year old girl because she sees a transgenders penis in the locker room.

Not to mention most women are absolutely NOT ok with a trans "girl" entering their bathroom as seen here.

https://www.youtube.com/watch?v=CHt7EBCgJnI

But regardless, I want to hear what you guy think.
#33
Ideas / Social refinements
April 17, 2016, 11:13:24 PM
So social features are awesome,  as with most of alpha 13...this said,  here's many things i think that could help

Re-add social talk bonus / penalties.

They were removed,  I'm guessing,  because social slot takes it now.  Its fine to have it be social,  but i think chats and deep talks could subtly effect mood. I think having chats and deep talks should bolster mood just slightly,  as removing them seemed to make managing mood all the more harder.  Granted this should apply to insults too,  so an insult could be the straw that broke the camels back.

Second,  proximity to friends / enemies. We have friends / enemies,  yet besides marriage, and fights...  They... Really don't mean that much,  gameplay wise. Neat as hell,  don't get me wrong,  but social fights are really the only reason to pay attention to socializing objectively speaking :outsde that,  and breakups, its no issue. I think again,  a small mood bonus should be around for being around friends,  family,  and especially lovers.  I know just having them around puts me at ease,  being around good friends,  pepeop i consider family,  and a good girlfriend,  even if nothing else is great can really shape a mood. So maybe within the beauty scan range,  if pawns see a friend,  they get a mood boost during. Likewise for enemies,  seeing enemies,  exes,  might tense people up. I know if i thoroughly dislike someone,  my mood worsens just seeing them  i get bitter,  angry, and more pent up.

I think if these were added,  socializing wouldn't just be an odd social fight,  or relationship, but could be even more interesting to manage for good effects,  partnering friends in combat,  assigning areas so bitter exes don't piss each other off,  or just let it be,  and see what happens.

Also,  if its not already done,  i think social stat should raise the rate of deep talk / insults,  making them work as consolers of sorts,  talking to tense people to calm them.
#34
General Discussion / Social chat mood bonus gone?
April 17, 2016, 02:07:18 PM
Is removal of "had social chat"  noticed / balanced for?  All chats now effect relationships,  but the old idea of how chats would very slightly increase mood is no longer a factor.  Kinda a pain since its one less EASY mood booster,  and i would of loved a deep talk / insult effects to mood,  even if only very small increments,  and with a low cap.  While relationships are great,  this particular aspect makes things seem...  A bit off with how they used to be.

Am i alone on this? Is it unreasonable to miss it?
#35
I have a problem with loss of eyes / scars. In reality if an eye is lost, all you really lose is depth perception from being able to tell how far away something is. If you have only 1 eye, but its 20 20, Its assumed you would have better vision than a lady with cokebottle glasses and 2 eyes...So why does losing 1 eye mean 50% sight? Really, depth perception isn't that big of a loss, you can still identify, work, measure things, ect, only very fine details are lost, effecting mostly eye hand coordination, not much else.

So, shouldn't losing 1 eye have a much lower penalty? Shouldn't a single bionic eye be better than 2 eyes, or as good? Maybe not, but I wouldn't say losing 1 eye would be as detrimental as say, losing an arm, or leg (1 armed colonists are really hurting to help out, but with 1 arm, that makes sense.
#36
So, alpha 13 is pretty damn cool, but big hives are... Well, they seem a bit much. Its one thing if you have power armor, miniguns, a few pet cougars, and a dozen man militia, but if you get them when all you have is pistols, shotguns and rifles, it won't go well. They are also territorial, but not aggressive too, which causes a real problem, you cant really wait for them to attack and be defensive, you have to be offensive, against creatures which shrug off bullets, come in hoards, and absolutely cannot be ignored.

I gathered everyone I could, with melee in front, guns in back, and they cut me down in seconds... Really want to know if its just me, them being way too overwhelming, or am I missing an incredibly obvious tactic

It doesn't help that they can spawn pretty much anywhere in a mountain, so even in the mines, it can be a bad place if right by a wall but with no long firing zones..
#38
Ideas / Research mishaps / research materials.
April 14, 2016, 08:22:54 PM
Would be interesting if research was more than just a pawn twiddling his thumbs for a few hours,  what if research took a very small amount of resources (steel,  components,  rocks,  ect)  and had a risk of mishaps at low skill  in particular?  Stone cutting could just be small cuts to the researcher,  firefoam poppers could coat the lab with firefoam while researched,  ieds could potentially explode while being researched,  ect ect... Would make research labs much more entertaining i think.
#39
So I start up a colony, 3 people, as usual.

Merc, the male herbalist, jack of pretty much all skilled tasks, but absolutely clueless about fighting, 0 shooting, 1 melee

Shaper, a female janitor who dislikes men, but who moves around quick to get stuff done, being one of my 2 good fighters...

And Mei, the ninja assassin, who was very abrasive, I'm guessing because she was pampered as a child. But she was skilled in everything so I figured I could deal with it.

We also had a big ol husky named murderous, shapers dog. Good bond between them.

Now I started out not thinking my team would be a problem, thinking things would be fine, and I could surely at least get to fall right? beginning, especially in a temperate forest is simple! So I start mining, building a home, giving people a bit of time for joy even and everyone seems in good spirits despite barely having shelter, and no private rooms.

Then one day, Mei is mining and shaper is hauling the steel behind her, and I suppose Mei said something along the lines of her being a dyke, or needing to get laid which is why she hated men... I didn't hear precisely, but it set shaper OFF, she immediately turned to deck Mei, and a melee began between them, shaper enraged at the comment. Mei of course , probably for being abrasive, and being trained as a ninja, beat the living shit out of shaper, breaking her ribs and quickly killing her after the multiple broken ribs stopped her breathing.

Now, murderous saw this, and snapped,  going into a frenzy and mauling the weakened Mei, ripping her throat out killing her very quickly. My Last guy, merc, wandered by to see what the commotion was about just in time to see murderous running at him, ripping him apart as he helplessly flailed to defend himself, which he didn't know how to do as he never fought in his life.

So yeah, entire colony killed, because some bitch wouldn't shut her mouth..... Didn't even get a multi person raid yet. Literally everyone dead because of an insult.

That escalated quickly...
#40
Bugs / Cannot arrest social fights
April 11, 2016, 08:54:04 AM
Seems like a bug to me, the whole point of breaking up a social fight is to prevent injury, and since its not a "full" fight, it seems possible arresting them without incapping might be possible, yet theres no opportunity to arrest anyone.

Real shame because I found this out right before a person died from a beating.... I would think pain should stop them long before being incapped.