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Topics - BoogieMan

#41
Bruises, because, well they're just bruises.

And a corpse doesn't care if your yanking it's bionic leg off. So you shouldn't need the meds for healing/anesthetic.

And in general, it would be nice if herbal meds would be used by sufficiently skilled doctors for less serious injuries instead of medical kits for conservation purposes.

Thanks!
#42
I understand it will b e fixed in the next release, but currently colonists are almost totally incapable of dealing with fires, and fires are common.

Is it possible to use the dev mode to put out fires? I'm tired of someone on the other side of the map reserving fire and allowing it to spread when someone is right next to it. It's to the point now looking through people and drafting them for a moment to remove reservations isn't desirable and interrupts normal colony tasks.
#43
-Hauling-
I'm seeing an issue that also plagues Dwarf Fortress.

The longer the game goes, the more hauling jobs are required. At a certain point there is just so much that needs done that it will never be completed. This is especially troublesome in games where you're digging into mountains to set up your home. The number of chunk hauling tasks is significant itself, but the issue is compounded by raids and pod drops. in my current game there are guns laying out from many raids ago that never got picked up. Literally 10+ hours later, random item drops out in the wilderness are still there. And I have about 14 people in my colony, 4 of which are full time haulers. I imagine being a snowy biome makes it worse with the reduced walking speed from the snow.. But it is still an issue on more friendly maps. I did however encounter a facepalm moment when I discovered it was better to haul bodies to a nearby dump zone BEFORE stripping them.. Essentially hauling 3-6 items at once. Even better if you have a trade beacon in the area to quickly sell off excess clothing/gear.

With new chunks from mining, steel, and hydroponics generated massive number of hauling jobs it just is never going to get caught up with. And typically as the game goes, many of these tasks end up being further and further away from your colony as things are mined out.

So my suggestion is add in constructable wheelbarrows, that can load up more items and the ability to carry more than 1 weapon or clothing item. Perhaps with quality tags that have a small effect on speed/value. Additionally, a new research goal for some kind of anti-grav dolly that requires stuff like uranium and steel/plasteel.



Tasks

I would very much like the ability to select a workbench and click a button "High Priority Task" so that job has a better chance of being selected over other same type of jobs that are less important. This would also be useful for constructions in progress.

Also to do with hauling, I suggest adding either an optional global priority on hauling tasks based off of item type. The user will see a list of hauling jobs and can drag tasks up or down the list, so you can say haul guns first or haul food first. A reset to default button would be a good idea as well, in case someone discoverers the way they set it up isn't working out.

A nice feature would also have the task assignment system scan available haulers for disabilities and assign jobs that require longer distances to more able bodied colonists. No more Mr Peg leg huffing through the snow in sub zero temperatures - all day - for 1 or 2 hauling jobs.



Manually Assigned Tasks

Most of the time when I assign a colonist to perform a task, they will do that step and then immediately upon finishing *only the current step* decide to run off and do something else. I want to strangle them when I really need a section of power lines done and I have to give them 8 orders to get the job done when they could have finished the whole thing on their own in like 3 seconds. I would like to suggest either A: Just default to seeing that job through to the end until something like fatigue or hunger kicks in, or B: Two options on the list when you right click an item - "Complete current step" (like it does now) or option A. So it would look something like:

[Complete Current Task]
[Complete Entire Task]



Cleaner Bot
A craftable small utility robot that moves at 70% normal moving speed can do basic cleaning jobs.
Perhaps a recharging base it has to return to for recharging from time to time.



Other small suggestions:

Colony wide mood bonus for fending off attacks, even more if no one died.

Small devices that can be crafted and equipped such as:
-A mineral scanner for detecting ore and chambers within mountains
-A bio scanner that provides small doctoring bonus, the ability to inject someone out in the field with some kind of trauma medicine that slows bleeding and reduces pain(when wounded person is hauled by someone who has the item equipped) and perhaps a small bonus to hit in combat with ranged attacks.

New Research that increases tree chopping speed

Weapon Mods

Entertainment devices that stressed/idle colonists can interact with to relax

Water as a resource, it is the most critical resource for survival after all


Well that's all I can think of for now. Thanks for reading!




#44
Ideas / Minigun, careful shooter
January 23, 2015, 05:58:52 PM
My soldier:
Shooting Skill: 16
Power Armor
Power Helmet
Devilstrand Clothing
Bionic Eyes x2
Bionic Legs x2
Bionic Arm L
Minigun
Careful Shooter
Perfect Health
-Behind constructed slate wall for cover

vs

Random Pirate
Chest Armor
Kevlar Helmet
Parka
Pistol
-Standing largely out in the open with no cover about 12-14 tiles away, with perhaps a few trees in between.

Pirate defeated solider. Save scummed and did the fight 4 more times. Only once did my soldier win, and that was with moderate injury.

The Minigun seems to be just downright terrible unless you're firing at a mass of targets close together at considerably less the the weapon's max range. The aiming time was pretty crazy too. I understand Careful Shooter imposes a 50% penality to aim time, but even with such high shooting skill and the 50% accuracy bonus, he hit maybe 1 in 12 shots. You don't really aim all that much with a minigun anyway, not like you would other weapons.

So my suggestion is look into minigun aim time, accuracy, and overall effectiveness and perhaps the Careful Aim trait because that scenario should not play out that way.