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Messages - The-MathMog

#181
I've probably forgotten a few very good moments, but I got a few though ;)

My Ally's Enemy is my Ally?

So, I had this nicely established colony in a rainforest. It was wealthy and I had made allies with previous enemies.
I had pirate and tribal groups visiting all the time.
One day I get a message that friendly pirate visitors was arriving. Not long after that, I get another message that a group of tribe warriors was also visiting. I don't put more into it and move along with my work.
Suddenly I hear an explosion, and without any message popping up, I'm thinking "What the hell was that". Searching the map, I find a downed pirate, and another pirate who is being hunted down by a tribe warrior.
Checking his wounds, the two groups apparantly met around a corner, and out of panic one of the pirates threw a grenade, as they were enemies. Unfortunately for his pirate friend, who was brawling the tribe-warrior, he was a bad thrower, and instead blew up his partner. Then went "Aww sh*t, im out of here", and was then hunted of the map by the warrior, who was completely untouched :D



The Mercilessness Of Pirates

A new colony, a new set of challenges. Or lack of them.

A tribe arrives at the edge wanting to raid my colony. They decide to prepare first. It's all good, as my defenses were already prepared. A few ingame hours later, a pirate group emerges from the mountains, to set up a siege camp. At first they aren't even close to me, nor the tribals.
But the place that they decide to make the camp, is on the other side of the mountain, which puts them straight next to the tribe warriors who spot them, and begin to attack them instead.
The pirates seem outnumbered by the tribals and try their best to fight them off.
One of the pirates gets incapacitated right in front of another pirate. But instead of saving the injured, the other pirate instead chooses to cover up behind and use him as a sandbag, making the wounded take all the shots instead.
The wounded probably stole the other pirates sandwich or something the day before, to get this treatment from an ally! :D



The Poor Fate Of Rego The Naked

In the same colony as in the scenario before this, just alot later.

The colony had endured a lot of attacks from pirates, mechs and tribals, and have ramped the colonist number up to 12+.
So after another raid from a tribe, I decide to capture the injured survivors, so I can heal them, and then release them again for goodwill.
It all goes well, and I release 4 of them. Im waiting for the last tribal to recover so I can release him, as I don't want him in my colony.
As I am about to release him I notice his injury. He has recieved a shot to the brain, reducing his ability to walk to 30%, and he even got an infection in it. Allright, I don't want to waste time on him, so I release him.
He gets carried outside. Walks slower than an incapacitated snail. Get's 20 meters away and doesn't even get outside of the colony before he falls to the ground of starvation... A colonist then runs over and carries him inside again, and feeds him.
A couble hours later after recovering, he get's carried outside and starts over again, just to fall down again, at almost the exact same place...
So now I have the option of letting him starve to death or euthanize him :s



#182
Ideas / My Ideas After Some Experience
December 28, 2014, 11:55:34 AM
Pre:
After playing this game for a while and reaching endgame with several colonies, I thought I would throw my suggestions out there! :)

Faction Interaction/Random Events:

1: Some more interaction with the other factions would be nice too. Actually trading with them would be nice. Weither it would be, them actually coming to your location with goods (would require some form of transport for the loot, which might be hard), or that it would just happen like the trading ships. Would love to see the possibility to sell laser weapons to tribesmen, and then call them for assistance!

2: In the same category as that, giving gifts to visiting factions, or having factions with high goodwill help you with building, growing or something, would be interesting.

3: Something I mentioned another place on the forum here, is being able to save wounded people from allied factions who are just lying there incapacitated. On several ocations I've tried to save them, but the faction just becomes hostile with you, because you can only "capture" them. And even after releasing them, the goodwill is still alot lower than before the rescue.

4: After an experience I had, where I had called for backup from both the tribesmen, and the Assasins of godlesness (I think), they began attacking each other instead, because I diden't realise they were enemies.
It gave me the idea of a random event where two factions who are hostile with each other, fight a battle on your terrain. Like they spawn on two different parts of the map, and then either go and fight in the middle, or bomb each other with mortars.
Another idea for that could be, that helping one of the factions fight, would provide goodwill and negative for the other.

5: Being able to assign where you need backup, when calling ally colonies. Right now they either seem to go for the middle of the map, or somewhere near the tradecom, I don't know at all. But actually being able to tell them to attack a siege camp, or that their A.I would tell them to find any hostiles on the map, would be SO helpful.

I just had a raid, where I decided to call for help, the raiders came north of my wall, while my allies came from the south. They never even interacted/attacked them, because they were a completely different place.

6: A meteorite falling from the sky. It could work the same way as the escape cluster crash event, but with a stone actually landing, and causing a minor impact damage, and then either being mineable or haulable like normal resources.

Misc:

1: Weapons that require that a person wear the power armor, or that the power armor increases aiming time/accuracy, for heavier weapons, Minigun, Heavy LMG, Triple Missle Launcher, Etc.

2: Power armors, or even something similar, could tie together with being able to do work, either more efficiently or being able to, for example, hauling higher amounts of materials, as spending a whole day running to one end of the map to carry 75 "something" is quite frustrating.

3: More events with animals, like the alphabeaver event, is something I would like to see. Even seing some bigger animals.
One idea, since we're in the future and humans landed on the planets a long time ago, is adding an event where a herd of say, Mammoths or similar big animals, travel across the map, in arctic biomes. It could be a rare event, but an opportunity to gather a good amount of meat.
Maybe even taking several colonists to bring down one beast.

4: In the same topic, actual carnivorous animals, that excibit a danger to your colonists if they either get too close, or that they actually hunt your guys for food.

5: Being able to research and build at least some simple firearms would be a nice addition. I've had a few plays where several of my people diden't have weapons under an attack, because there either haven't been enough tradeships or that the previous attackers diden't have any suitable weapons.

6: More bionic body parts, like organs could be fun. Some that maybe increase/decrease you metabolism, increase bloodflow/filtration, or increase hearing.
Bloodflow and metabolism could tie together with, needing more food more often, but working faster and more efficiently.
Increased hearing could be, gaining/giving a bigger boost to social interactions.
And one "weird" thing, could be a bionic nose (As I've have several colonists whose noses were bitten off by scarabs), adding a happyness boost from flowers, and adding a negative boost if near corpses.

7: More variables to trading ships, like different wealth. When all, let's say exotic traders have around 8000-10000 it get's kinda plain. It would be interesting to see more wealthy/poor traders coming by, to add just a big of variation.

8: Setting a forced target for several mortars/turrets at a time. It's really frustrating to have to go back and forth, setting targets, when you have say 16 mortars.

9: Being able to define what types of appearal to burn for example. Like assigning a ticket to burn pants, but only cloth pants. It's alot of micromanagement to forbid every pair of pants of anything better than cloth, when they are the only you wan't to burn. Might be a way around this, I haven't discovered yet.

10: Zones for idle people to hang out. Everytime my Noble, Assassin colonist goes idle, it would be nice, if I could set a location for him to go/hang out. As he is good at social skills he could stay at a busy site, and talk to people, instead of standing in a freezer.

11: Related to the previous. A feature to call people home to base. It could work with the "home-zone". When there is an attack, it would be a great option to have people only stay/work in the homezone, or even a whole other zone. Safe-zone maybe?

12: Maybe the ability to re-apply bandages. Sometimes a medical duty have been done by an inexperienced doctor in a critical situation. Maybe having a better doctor re-apply better bandages later, for a potential better treatment. It temporarely make them start bleeding again, or something in a similar fashion, but in the end the wound would heal better.
This would obviously not make sence for more serious injouries/surgeries. Not sure about this one though.

13: Cremating dessicated animal corpses.

14: Fog decreasing the chance for fire to spread outdoors, as there is more moisture in the air.

15: Blood disappearing/decomposing when outdoors. It makes sence, and would improve the look of the map. After some years, there is blood all over the map, and I don't want to set it all as a homezone just to get my colonists to clean it.

16: Maybe layer dirt lower than snow, so it isn't visable when there is snow on the ground. Looks bad.

Endgame/Game Structure:

As the end of the game is still quite empty and open for ideas and ways to progress, looking into how the game can evolve and progress from the beginning is an interesting topic.

1: One idea could be, a kind of "Carrer mode" and a more of a "Sandbox" mode. With the carrer mode I mean, that maybe you start one game, you get to start one colony on a random planet, then when you reach the point where you can launch colonists into space, THEN you can make more colonies, by say, launching 3 new colonists down to the planet, instead of them actually crashing down. And then maybe even after even more progress, you could go to other planets, with maybe, just maybe, other kinds of biomes.

2: Maybe this idea could also transfer into raiding other factions. You send "x" number colonists into space, and then make them drop down onto their lands, like the raiders do.
The normal way could be sending them of the edge of the map, with some food. The traveltime could take days, and then you would get a notification when they've reached the other faction square. Where you then would be able to jump over and fight. That would be an interesting scenario.

3: Also, those mechanoids must come from somewhere, so either encountering them in their "natural" happitat, where ever that might be, could be a challenging aspect.

4: The idea of a "carrer" mode, or whatever it should be called, shouldn't ofcourse be too limiting, and ruin the "open-world/random" aspect of the game, but just shape a structure of how the game evolves in a scenario that makes more sence.

A sandbox mode in this idea, would just be a more open way of approaching the game.

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This is ofcourse ideas, that would be way out in the future, but it's just that. Ideas, of how the game could progress and evolve, and maybe make other people get other ideas.
And I will add more to this, if I come up with more  :D
#183
Quote from: squeak25 on December 20, 2014, 06:06:39 AM
Happened to me the other day aswell. Was about to suggest the same thing.

Yeah, though I tend to not use any mods for games like this. For some reason it ruins the experience for me :)
Right now I just tend to let my allies die of bloodloss, as that has no effects, until they might change it :)
#184
I just noticed that when I tried to save one of my allied visitors, who was wounded in battle, I was only able to "Capture" him, which made the faction become hostile with me. Even releasing him afterwards, diden't bring it relationship high enough to make them allies again.
That was kind of weird I think.

So it would be nice, if you could "rescue" a wounded ally from another faction, and maybe even recieve a bonus to the relation.
No matter was it should not go the oposite way :)