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Messages - Delekhan

#46
Ideas / Hold Fire, Safe Fire buttons
May 15, 2015, 04:22:10 PM
Is there any chance we could have a "Hold Fire" command made available for pawns and turrets? And while we're at it, a "Safe Fire" toggleable mode for pawns and turrets would make the game so much less frustrating and more fun. The safe fire mode would prevent pawns and turrets from firing on targets if there is a significant chance that a friendly pawn would get hit (it would choose safer targets only).

I can't even imagine how much this simple addition would improve the game. It would blow my world.
#47
Mods / Hold Fire Mod
May 15, 2015, 04:15:04 PM
Can someone pretty please make a mod that adds a hold fire button to pawns and turrets? This would make the game so much more fun to play. We will adulate you as a hero for all ages if you come up with this mod.

++1 if you also come up with a mod that allows "Safe Fire" which prevents pawns and turrets from firing on targets if doing so has a significant chance of hitting friendlies (they choose other targets instead).
#48
A single-use weapon is a pain to use without a Hold Fire option on your pawns. I hope that gets implemented in A11.
#49
I'm glad you agree :)

This seems like an obvious feature to me. Who hasn't raged at the incredibly lousy target-selection of colonists and turrets? Hold Fire/Safe Fire would make the game so much more fun merely by removing a source of pointless frustration.
#50
I've noticed there are a lot of (much-needed) improvements to the general gameplay systems in the changelog, which I think is great.

One improvement this game needs rather badly, in my opinion, is the option to have pawns and turrets Hold Fire. While the option is enabled, the turret or pawn will not automatically open fire on targets and will only manually attack or force fire. This will make managing mortars and artillery so much easier, and will also add a lot of useful options during combat (e.g. a guy with a heavy weapon or single-use weapon that you don't want used until the time is right).

Another obvious addition to the game is a "safe fire" mode. The pawn or turret will NOT open fire on a target if there is a significant chance it may hit a friendly pawn - INCLUDING visitors! force-fire can override this, obviously, and the option should be a toggled behavior (default on makes sense).

Let me know if you agree that having this simple addition to the game would multiply the fun factor and squash frustration on a whole new level.
#51
How do I use the slave collar on a prisoner? I crafted one and put it in my stockpile. However there is no option to enslave the prisoner or putting on them.
#52
I can confirm that all bionic body parts work perfectly, and install properly. The only one I haven't tested is the Positronic Brain Implant (no AI cores to spare!)
#53
Just wondering, do you know when the Aparello integration will be completed? I'm excited to see that included and don't want to start a new colony until it's out :)
#54
They're both awesome. Prison improvements gives you new tools for managing prisons and prisoners, and best of all allows you to forcibly enslave prisoners to do your dirty work.
#55
I think rich soil grows 15% more quickly. Not really that significant.

Hydroponics doesn't really offer any real advantage over regular farming either considering its huge cost to set up. And all it takes is a power outage or solar flare to kill everything you're growing. I see it as something to use if you absolutely don't have any regular soil to farm.
#56
I really like how the latest update feels. You were right that the adjusted crafting times make everything flow in a much more satisfying way.

I especially like the Steam Generator. It's fun! One suggestion: Can we have a button to turn the generator on or off (Kind of like the coal power generator from Mechanical Defense 2). That way it can serve as a backup/reserve power source even into the late game.

Also is there any chance we could integrate EatKenny's Browning .50 Cal Turret into the mod? It's super, super satisfying, not over or underpowered, and it would be nice if we could make it out of steel bars instead of ore (it currently costs 550 steel ore, and has a similar range to the sentry turret, 50% more damage, better accuracy, larger size, and an awesome sound effect).

Finally, could we have reinforced/buried/hidden power conduits integrated into the mod? I think they're in the Enhanced Defence mod. They're twice as durable as regular power conduits and hidden. They could unlock at Power III or Power II, or maybe Construction III (which currently only unlocks blast doors).
#57
While we're on the topic of grindyness - probably the most vexing problem I've faced is coming up with enough sand to keep up production of other items. Even on a mountain map in the DESERT, I'm constantly short on sand, and on chunks as well. I'm actually thinking of "cheating" a bit and loading up the Omni-Gel mod, which lets you grow plants that you can turn into chunks.

I think sand should be made more accessible/easier to acquire. It's considerably more precious than plasteel in my games, for instance.
#58
Hydroponics bays still get blight. AND if a solar flare occurs everything dies instantly, so not that great.
#59
I think the build costs and times right now are fine. We don't want to make the game too grindy. I might change the cost of making art out of stone (it's ridiculous right now) but that's it.

One thing I would really like to see is the frequency of the Blight reduced - a lot. Right now it happens on average every 20 days, which is incredibly frustrating and not fun at all. At the very least allow us to create some building that protects crops from blight in a specific radius, like the sun lamp.
#60
I love, love, love this mod! It makes the game doubleplusgood.

I'm having an issue, though: Regardless of what type of automated turret gun I build, they all behave as standard sentry guns. In other words, an automated sniper turret behaves as a standard sentry gun with its four shots, same for the automated gatling turret. This problem does not occur with the manned turrets, which work properly.