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Messages - mumblemumble

#1621
Ideas / Re: less suicidal AI
October 15, 2013, 03:59:42 AM
Also, would be kind of nice if colonist AI could drop what they were doing to fight to some extent. Yeah, I know commanding them is the way to go, but having someone trying to harvest food while being shot is a little aggravating anyway. Would be nice if they could simply get to cover and shoot when a hostile is in range, perhaps having this behavior as a "job" like everything else, to be turned on and off, independent of drafting.
#1622
Ideas / Re: Got an idea for a Storyteller incident?
October 15, 2013, 02:14:52 AM
A colonist getting addicted to drugs on his time off, making him more prone to breaks, less health, as well as draining money from buying them on the side. Could arrest them to stop them, or hope they kick the habit. Untreated drug abuse could have irreversible effects if they abuse it too much / too long.
#1623
Ideas / Re: Your Cheapest Ideas
October 14, 2013, 05:55:01 PM
*Hardened conduit : Harder to blow up, and is insulated enough that the current works even in solar flares. Much more expensive though.

*Industrial grinder : Grind up stones for a small return of scrap, or bodies for food. Grinding up humans for food is doable, but has a huge effect on loyalty, happiness, and fear.
#1624
Ideas / Re: The Module Poll, Which do you want most?
October 14, 2013, 06:04:50 AM
Modability for SURE. As amazing as any developer is, one cannot ignore the plethora of content having modding enables.

Relationships I think would be amazing to, and while less popular, an advanced health system would be GREAT fun I think.

Endgame (though I didn't vote for this) would be ok, but I personally wouldn't care for it. Honestly though, if this is added it should be 100% optional (in other-words, let the game be endless if the person doesn't want to have the game end)
Quote from: Tynan on October 12, 2013, 01:49:21 PM
Bear in mind that if I added moddability early, every release thereafter would likely break every mod that anyone had made because the fundamentals of the game are still in flux.
I think anyone with any maturity understands, and accepts this. I would happily have mods, even with this fact.

Multiple "level" mining operations would be fun I think as well. A little harder to program maybe, but would be great to have maybe a surface level, an underground level, and then a DEEPER underground level...with physics connecting the areas together (a cave in underground might mean a sinkhole on the surface). And, if this could also mean multiple story buildings, this would be even better.
#1625
Ideas / Re: Punji traps.
October 14, 2013, 05:23:53 AM
I got that, and that's part of the beauty of it. I would think that the path-finding could be altered to TRY to avoid such traps, and you could try to engineer pathways away from them... But there's still a risk someone might forget it was there, or walk into one while on a mental break...stuff like that.

I do know with the current games programming its perhaps not ideal to suit this kind of idea, but remember its in pre-alpha. I just think having traps which are self endangering, but cheap would be a wonderful game-play option. There's also the idea that you would set them up a bit away from your base, so that the risk would be lower. Alternatively, perhaps rain / storms could eventually fill in such punji traps with mud, making them disabled?

Just remember, this game is nowhere near finished, and this is only a suggestion...Its plenty possible trap avoiding, and memory could be part of the AI somehow, even if its as simple as a dice roll every-time someone nears it if they will remember it or not.
#1626
Ideas / Punji traps.
October 14, 2013, 04:49:55 AM
Traps which have relatively low cost, but can accidentally kill your own colonists if they are careless. I could see these being used as cheap, but HIGHLY risky weapons, for players on a metal budget. Very cheap to make, but with poor planning one could easily get their own colony injured or even killed.

A few examples are pits covered with cloth / brush, which if someone / something steps on, they will get pierced by spikes, and injured. This of course effects anyone however, so you could easily injure / kill your own party if they step on the tiles, and not around them. Alternatively, a door trap of a metal "swing" lined with spikes which releases when a door is opened, swinging into the person opening the door and stabbing them. Could be used to brace for raiders breaking in, so the first one through a door would be gored by the blow, making it easier to fend off breaking in raiders.

Both of these could be very cheap to make, but a 1 time usage, so ideal for entry level because of the high risk, and ineffectiveness later on for big numbers. Also, perhaps make raiders more paranoid to check for them and move slow if someone falls victim to them, so someone cannot spam punjis and win.

To anyone who doesn't know what I'm talking about, here are a few videos to show what these are. Very NASTY traps they are.

Punji traps : http://www.youtube.com/watch?v=jo7XBaG_-SE
Door trap : http://www.youtube.com/watch?v=_BrCSyONCBU
#1627
Ideas / Re: Air support
October 14, 2013, 04:12:31 AM
I don't really like the idea of having orbital strikes being the method of deploying various types of artillery (as said above, you are stranded, and trades are only for a brief window for transactions over the radio)

However, I can see the effect still done, via a manual, slow firing single shot(very slow reload) mortar gun that takes X amount of metal to fire, and has only so much range (50% more than normal turret?). This way its still inside the base, but you can still fire shots over walls WITHIN the limited range of the placement. I just think straight up air strikes could be a little game breaking considering the current state...could be wrong, but right now current combat is very cover / flank based, and this would not compliment it very well if you could blow up anywhere on the map from the click of a button.

As for fires, I think perhaps having fire bombs you could setup manually would make more sense.
#1628
Ideas / Re: Got an idea for a Storyteller incident?
October 11, 2013, 05:38:32 PM
A contaminated food dispenser, requiring tearing down and building a new one. Wont find out until someone gets sick. Perhaps a small chance of food born viruses having helpful effects? If left UN-touched though, the molding food could grow sentient after enough time.
#1629
Ideas / Re: Got an idea for a Storyteller incident?
October 10, 2013, 03:38:47 AM
If someone abandons the camp, later there is a chance they could return with friends, saying he (and his friends) want back in because life was too hard outside the base. This could also come with bonuses from their return, like weapons / items they brought with, connections with low level traders, or even able to call in "favors" from a raider band the person was with for a while.
#1630
Ideas / Re: Re: Your Cheapest Ideas
October 10, 2013, 03:18:05 AM
Behaviors:
*Squeamish: people cant stand the sight of blood or bodies, faint at the sight of them, or perform significantly worse with them around.
*Short temper: People are more likely to have a mental break.
*Cannibalism: An option anyone can take if hungry enough, but besides a very select few people (dark minded people) it will drastically effect the sanity of them
*Crushes: A very small chance for someone to develop a crush on someone, and having effects ranging from wanting to be around them more, working less efficiently near them, or moods being better / worse when near / away their crush. the person crushed on can also have several reactions, from irritability, not caring, or even going into dating them
*Heart condition: Being around stressful situations (death, combat, base being on fire) has a risk to cause a heart attack, and incapacitate the victim.

Items:
*Blast doors: Large metal doors which are resistant to attacks (like walls) and can be manually opened / closed. (basically toggling a few blocks to be existent / non-existent
*Catapult: Throws debris, or corpses for combat or manual usage (inaccurate and slow). Using bodies will have a fear effect on those hit / near the strike.
*Corpse sandbags: use bodies as cover. Slightly less effective than sandbags, but free to use provided you have the bodies. sanity penalty to anyone involved in shooting / using cover, and strikes fear into bandits seeing it.
#1631
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 10:37:55 AM
Colonist behavior :
*Sadism / "dark minded" : People with this stat are not bothered by dead bodies, or watching people die, and can in fact gain happiness from it. Could also make them more prone to mental breaks of a violent nature, or frightening people around them.
*Animal person: Can have limited control over some animals (yaks, boom squirrels) Not guaranteed, but could for instance convince yaks to haul supplies, or even convince boom squirrels to help in combat on rare occasion. Down side could be wasting food on animals.
*Pyro : Enjoys the sight of fire and flames, seeing them will brighten the persons mood, and perhaps has a combat bonus with fire weapons. may try to play with fire on occasion if on a mental break though. (lighting fires at random)
*Night owl : person prefers being up at night over daytime, has chance of having their mood better for being up late.


Items :
*Fire bombs : similar to demolition charges, but can start fires.
*Fire extinguishers: carry-able items which give a bonus to putting out fires.
*Tranquilizer gun : A weapon with a high chance to take someone alive. Low damage and lower range, but good for capturing alive.
*"hardened" wiring : A much more expensive wiring setup, but is immune to solar flares, and perhaps resistant to explosions / fire.
*Towers / elevated platforms : Provides combat bonus of better aim from high vantage point, as well as being harder to hit. If the tower is destroyed while someone / a turret is inside it, the person / turret dies, or is injured horribly from the fall.