Make them like foil hats, you can't create them but you can buy them and get them from other factions. The mask could lose hit points as it is being used.
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#62
Ideas / Fallout remains
June 16, 2015, 10:59:51 AM
If land developed patches of contaminated earth and the ponds and marshes took on a green hue during toxic fallout it could remain after the fallout ends either forever or for an extended period. This could force new travel routes and new farm land. It might be a reason to bring back the fertilizer pumps, maybe.
#63
Ideas / Re: [Poll] What would you like for A12?
June 16, 2015, 10:28:50 AM
I would like to see more dynamic cargo pods and individual colonist bucket lists. Bucket lists might be to complex for an A12 release but it could be one of those things that creates relationships between faction members and other colonists.
http://ludeon.com/forums/index.php?topic=13296
http://ludeon.com/forums/index.php?topic=11738
http://ludeon.com/forums/index.php?topic=13296
http://ludeon.com/forums/index.php?topic=11738
#64
Ideas / Re: Cargo Pods Create Other Events
June 01, 2015, 02:14:42 PMQuote from: JimmyAgnt007 on May 28, 2015, 11:35:01 AM
meteor impacts would be neat, for things like metal and plasteel. instead of pods they are crashing satellites or non-psychic ship parts.
Meteor impacts would add an interesting dynamic. Meteor rocks could produce all sorts of things too, Sickness, mechs, steel, etc.
#65
Ideas / Cargo Pods Create Other Events
May 26, 2015, 01:40:35 PM
Cargo pods randomly create other events that either crash or land.
Pod enters the map in a ball of fire and create the following possible events:
Pod enters the map in a ball of fire and create the following possible events:
- Pods land intact and do not break open. (Requiring extraction of cargo.)
- Pods land or crash and create fires.
- Pods land or crash on things or pawns.
- Pods crash creating craters.
- Pods land or crash and create a short term EMP burst. (An Effect similar to solar flares, but shorter.)
- Pods land or crash and cause explosions. (An Effect similar to turrets exploding.)
- Pods crash with dead animals.
- Pods land with live animals.
- Pods land or crash with toxic Waste(Fallout).
- Pods land or crash with the same land effect evil ships produce but only last a few days.
- Pods land or crash with weapons.
- Pods crash anywhere including on buildings where it causes roof collapse where they crashed.
- Pods crash with dead raiders.
- Pods land with raiders.
- Pods land or crash with blighted crops.(This could be another suggested feature. All crops will maintain blight until blighted food is gone, requiring players to destroy all blighted crops and harvested foods.)
#66
Ideas / Re: Write speech bubble quotes. Go!
May 23, 2015, 11:21:29 AM
We already have a pretty good start. I am sure if you said it's a go, we would make more than enough for you. However, I am sure the code to do these would be something else entirely.
If you add something so that anytime an event happens a set of quotes can be generated for that event type to random pawns or the pawns the event is happening too.
Simple.As.That
If you add something so that anytime an event happens a set of quotes can be generated for that event type to random pawns or the pawns the event is happening too.
Simple.As.That
#67
Ideas / Re: Write speech bubble quotes. Go!
May 22, 2015, 01:00:33 PM
"Shoot her!"
"He's dead, <colonistname>."
"I'm a doctor, not a <other job title>"
"Freedom!"
"Their here."
"Dave's not here." when a colonist is beating on a door.
"Evasive maneuvers."
"Run Rabbit! Run Rabbit! RUN!"
"He's dead, <colonistname>."
"I'm a doctor, not a <other job title>"
"Freedom!"
"Their here."
"Dave's not here." when a colonist is beating on a door.
"Evasive maneuvers."
"Run Rabbit! Run Rabbit! RUN!"
#68
Ideas / Write speech bubble quotes. Go!
May 22, 2015, 10:21:06 AM
The bubbles are small so the quotes should be short.
"We lack bacon!"
"!" (think of the alert sound that goes with it)
"#%!"
"Tynan wept."
"Squirrel!"
"Umm, What"
"And like, and like"
"(Music Note)"
"We lack bacon!"
"!" (think of the alert sound that goes with it)
"#%!"
"Tynan wept."
"Squirrel!"
"Umm, What"
"And like, and like"
"(Music Note)"
#70
Ideas / Re: Convert to Cannibal
May 18, 2015, 02:17:48 PM
My original idea was to be able to have your own colony of cannibals. With all the great ideas and insights, perhaps we could meet in the middle.
Just the ability to recruit more cannibals. Maybe a main trait of a raid or siege faction is cannibal. That way you could slowly recruit cannibals only. The ability to convert a pawn to cannibal would still make colony growth a little easier. Maybe, their is a chance not every world would have cannibals and there is still be a chance that space pirates attack that have the trait.
Just the ability to recruit more cannibals. Maybe a main trait of a raid or siege faction is cannibal. That way you could slowly recruit cannibals only. The ability to convert a pawn to cannibal would still make colony growth a little easier. Maybe, their is a chance not every world would have cannibals and there is still be a chance that space pirates attack that have the trait.
#71
Ideas / Re: Convert to Cannabal
May 13, 2015, 05:31:11 PM
Perhaps there is a chance of contracting Kuru(wiki). There could be a percentage chance of contracting it and if they do it allows them to eat human flesh without a debuff but they also start to go crazy. The effects could be similar to "shot in the brain" or randomly passing out. The disease could progress slowly and maybe even be slowed with glitterworld meds or it might not get worse if they stop consuming human flesh.
#72
Ideas / Re: Convert to Cannabal
May 12, 2015, 09:26:21 AM
It needs to be serious enough that it would cause breaks. Maybe it takes five days of eating in a row. Perhaps the same as treatment. If you don't eat it 5 days in a row then the pawn starts to lose the desire to eat it.
#73
Ideas / Convert to Cannabal
May 11, 2015, 02:43:09 PM
Cannabalism is rather rare and sometimes people are an easy food. Maybe it is something that would be a negative buff at first but slowly become a norm for that pawn and therefore no debuff.
#74
Ideas / Prisoner doors
May 02, 2015, 12:17:43 PM
I know this idea has been submitted in one degree or another.
When a bed is designated as a prisoner bed the doors in the room have the option to be accessible to prisoners. This would allow for prison yards and other areas for prisoners to go.
Timetables could be attached to doors or areas in order to limit movement to certain times.
When a bed is designated as a prisoner bed the doors in the room have the option to be accessible to prisoners. This would allow for prison yards and other areas for prisoners to go.
Timetables could be attached to doors or areas in order to limit movement to certain times.
#75
Ideas / Re: Individual Pawn Missions / Bucketlist
May 02, 2015, 11:56:15 AM
After playing the current build with joy and timetables perhaps this could be a feature in the timetable "Pursuit of Bucket-list" or something like that. Some things would take a lot of time so you would be require to lot enough time to complete things on the list. Or it could just be part of the joy timetable and still require the adjustments. Running a marathon would take hours and if they one have two hours for joy they would never fulfill that item.