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Messages - shade88

#31
Quote from: Herc18 on January 24, 2015, 07:03:51 PM
What's your advice on the best way to layer them?  don't want raiders using my own trenches against me :)
From the outer defenses to the inner, I'd suggest:

First line of defense:
   1.Moat
   2.Sandbags
   3.Turrets
   4.Barbed wire
Second line of defense and up:
   1.Repeat First line of defense.
Last line of defense:
   1.Moat
   2.Sandbags
   3.Turrets
   4.Embrasures
   5.Citizens

Depending on how much space and how many resources you have, you might end up being able to afford only two or three lines of defense at first, but I designed this layout so you could add additional lines of defense simply by copying the outermost one. Also, it might be best to add a layer of trenches between the turrets and barbed wire, or between the turrets themselves, in case you want your colonists to help out with the outer line

Oh, and keep decent spacing between each separate defense too. Like this, the raiders can't easily approach the turrets without getting caught in the moat, and if the first line of defense is taken down, the raiders won't even be able to use the sand bags since they'll have to get through the barbed wire to go any further. Spacing out each line's defenses keeps the raiders out of range of the second and final line of defense until they're already in the moat.
#32
Quote from: Damien Hart on January 24, 2015, 11:05:07 AM
While I agree that a system of supply and demand would be interesting, the issue I see is that a supply and demand system could be crippling in the long term for a colony that has a heavy reliance on trade.

Generally speaking, people don't buy and sell the same item - medicine, for example, is always bought and rarely sold. So while medical prices skyrocket, prices of the colony's regular exports plummet, but demand for medicine (or bionics, or food in a harsh environment) is constantly on the increase.

On the subject of corpse harvesting, there's also the fact that transplants are uncommon, because transplantable organs are usually either fatal when injured, or they recover completely. Survival chance is low, the chance of permanent injury is low, and together they make the chance of requiring a transplant practically a "1 in a million" thing. There are possibly age related injuries to think of, though I don't recall any in-game at this stage.

Ironically, the non-transplantable brain is pretty much guaranteed to develop a permanent injury if non-fatally wounded.
I do see what you mean, but most of what you brought up I already addressed:

I accounted for the long-term when I said the changes in prices would wear off after a while. In other words, the prices might go up/down, but as long as you don't buy too many of one item constantly, this would rarely affect a player in the long term. To use your example, let's say a player buys all of a trader's stock of medicine in Winter. The prices would skyrocket in the short term, but with the season-long cool-down I mentioned, the prices would be back to normal by Spring.

People may not buy and sell the same thing, but that's the point: the people that always buy out the traders in certain products and sell all of other products will be forced to take into consideration whether to buy/sell everything at a slightly greater cost/lower profit, or to spread out and balance their purchases to maximize profits/savings.

Also, keep in mind that corpse harvesting is not the same as organ transplants. Harvesting organs is done by going to prisoners or otherwise incapacitated characters, and removing their organs, not replacing them. You don't have any requirements other than medicine for harvesting organs, and you generally harvest organs from those you don't want to keep in your colony, and you usually either kill or sell them afterwards. As for age-related injuries: bad back and cataracts are the two current age-related injuries in the game.

I'll also add that with a relatively short cool-down, all this would really do is stop people from over-profiting by selling too many organs at once. They would end up keeping duplicates for a while, preferring to sell them later for a better profit. So in addition to balancing the game, it ends up making the more budget-savvy players pace themselves!  ;D
#33
Quote from: Damien Hart on October 12, 2014, 12:46:05 PM

Balance reasons I think. A corpse could feasibly provide you with 6 internal organs (heart, liver, lungs, kidneys) each with a base value of 250. Multiply by the number of corpses and you get way too much money.

It might break the balance, but people might need those organs for more than just selling. There should be a supply & demand system for organs, so people aren't tempted to profit off them alone. For example, the price of certain organs could be reduced for each of that organ you sell, with a really long cool-down (perhaps a full in-game season) before the price normalizes. The reverse could be done for buying organs (increaed prices for each of that organ bought, etc.), so that you can't simply buy out their entire stock every time traders come. If they did this, I could see them adding more options for organ harvesting.

...I just had to say this much, since I simply love the balancing potential of supply and demand systems. ^_^
#34
Quote from: Kilderon on December 21, 2014, 08:21:16 AM
I noticed that any object with <passability>Impassible</passability> takes on the property "Outside" if you mouse over it in game, thereby taking on whatever the outside environment's temperature is. Reading this bug made me curious and I'm fairly sure I've found at least a temporary work around for this issue.

Changing the passability of baskets to PassThroughOnly allowed it to be considered "inside" and take on the temperature of the room around it. And it's not really all that unrealistic either concerning baskets.

EDIT: Actually, I'm unable to replicate the original problem. Impassable baskets do register as outside, but the items inside seem to take the temperature of the room around it just fine for me. You can create basket walls though which creates separate rooms with divergent temperatures. Question: Did you build the basket on top of the blue tile that the cooler chills in your refrigerator, or use baskets to room it off? Because it'd act like a wall then, and... well block your refrigerator from cooling down.

I was able to recreate the problem once, when I placed a storage container in the room before building the cooler. The temperature cooled around the container, but selecting the cooler showed the container was an island of dead air, unaffected by it. I fixed it by destroying and re-constructing the container.