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Messages - cultist

#1216
Ideas / Re: Finite populations
February 24, 2015, 03:54:10 PM
The turret thing is old hat, honestly.
The turrets are not super-advanced high technology created on some advanced planet. They're pieces of junk cobbled together by people who are (usually) not engineers or soldiers. Imagine the arrow hits a critical piece of machinery that wasn't armored properly because the guy who made it is actually a butcher or a farmhand.
#1217
Ideas / Re: Alternative to personal energy shields
February 24, 2015, 03:04:40 PM
Quote from: Sorenzo on February 24, 2015, 05:40:12 AM
I personally don't understand what the energy shields are doing in the game. It seems like a perfectly inefficient and unnecessarily expensive way to protect yourself, and they just don't fit the realistic-sci-fi theme. It's not like the giant magnetic repulsors we'd put on starships could simply be downscaled and carried around on a battlefield without anything interfering with them. We have no bloody idea how we could create a device like the personal shield in the game, which separates them from every other thing in the game. And, I think, for no reason; Actual high-tech shields are perfectly capable of stopping bullets.

Thanks for reading
An actual shield only stops bullets if you point the shield in the right direction... I'll take the magic 360 degree shield any day, thanks.
As for realism, err... mechanoids?
#1218
Ideas / Re: Automatic stripping before/druing cremation
February 24, 2015, 02:53:51 PM
As long as it's optional, sure.
Yes, sometimes I want to make sure the fancy power armor doesn't get burnt.
Other times, I just want to get rid of the 30 corpses with awful cloth parkas and awful, awful cloth pants.
#1219
Ideas / Combat medics
February 24, 2015, 02:45:37 PM
I think some sort of instant treatment option could be nice.
For example, it could be an item that replaces a weapon (making the colonist defenseless), which could then be used to heal wounded/incapped colonists, possibly bringing them back in the fight or at least keeping them alive while the fight plays out.
It should probably carry a penalty as well, such as reducing healing power by 50%, increasing the risk of scars and such.
This would give non-violent colonists like empaths a purpose in fights. Mine mostly just wait it out in a safe place, drafted, so they don't wander around and get killed by accident.
#1220
General Discussion / Re: Eating Raw???
February 20, 2015, 08:48:51 PM
It seems to me that colonists reserve the entire stack of anything they go to interact with/pick up. So if you have only one stack of food that's not forbidden and two desperately hungry colonists try to eat at the same time, one will reserve all the food and the other will go for raw food because he thinks that's all there's left. Not sure if this applies to your situation, but I've had that issue multiple times.
#1221
You know you can sell prisoners to passing slave trader ships right?

Or are you looking for something more along the lines of a concentration camp?
Running a large-ish prison is not especially hard if you have enough wardens that can keep the prisoners happy, but it's a pretty big drain on resources and your colonists' time.

Slightly off-topic, the wiki mentions a thought prisoners can get from being beaten by a warden. Is this possible in the current version of the game and how?