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Messages - deshara218

a system whereby non-bladed melee weapons (including fists) when used against otherwise friendly pawns exclusively strike the head to inflict damage to their consciousness? It can be completely automated and just assumed that in any instance where a player wants to murder an otherwise friendly pawn with fists will just knock them out and then execute them while they're sleeping, and then the challenge of an unarmed berzerker is that your pawns are trying to knock him out and any attack that would accidentally hit a part that doesn't immediately contribute to conciousness automatically becomes a miss, but the berzerker will hit their friends anywhere it hurts
Ideas / Re: Drowing
August 24, 2018, 02:55:09 PM
im not saying instant death sort of drowning, but, them starting to take (temporary or easily fixed) damage to their lung organs from being incapacitated while in the water, and making the AI super wary of it, so that water properly functions as an obstacle. Bc what we have rn is a game where -any- increase in gradient, -any- sort of a hill is completely and inexorably insurmountable as an obstacle to a people technologically advanced enough to the point where it's easier for them to -remove- mountains than it is for them to climb a hill, but where a massive flowing river isn't registered as being a dangerous obstacle to cross -while under fire-
this isnt a bug, its the game accurately reflecting IRL

edit: we just need a version of the game where most doctoring tasks the medical care consists of giving the patient a pamphlet on back exercises and a bottle of muscle relaxers regardless of what their injuries are
the problem with the idea of having pawns equipped with two guns is that it makes having every gun act like a sidearm. It... makes choosing a sniper no longer choosing a sniper. It waters down the self-expression of choosing to arm somebody with long ranged weapons, and makes arming somebody with close range weapons pointless because now everybody has them.
And it completely negates melee weapons entirely.
If this were an action game where system's mastery included how effectively the player used weapons that wouldn't be an issue, but for a management game where system's mastery is pre-prep for the type of enemies being faced and preparing your settlement for emergencies... it's better as it is.
this bug is an accurate representation of IRL lol
Ideas / Drowing
August 19, 2018, 04:52:41 PM
I was uncomfortable with the way open water in large rivers is treated as just a slower terrain to move across by the AI and the player. So! Deep water doesn't just, reduce movespeed by x but reduces the pawn's leg function by x. Pawns deep water with below 0 leg function start taking lung damage. Ocean water tiles deeper than shallow do same but also in the case of arm damage; AI with leg injuries/debilitations who are in no shape to swim, or when enemies are present who could inflict such damage, treats deep water as unpassable
Off-Topic / Re: Spaceship shooting mechanics
May 29, 2017, 12:45:35 PM
That's a shame. The moment in Everspace where I jumped onto a system, saw a Corvette, checked that it was ten times farther out than my max range, breathed a sigh of relief and starting looking around when a wave of cannon fire ripped past me and I realized that my ship is a dogfighting fighter plane and the Corvette was an Actual Warship and I'd rather be playing as that
Off-Topic / Spaceship shooting mechanics
May 27, 2017, 07:57:44 PM
Playing games like Starsector and Everspace, space combat games that quantify both weapon velocity and accuracy but also have hardcoded range limits on weapons​ makes me wonder: are there space combat games where range is a natural factor of projectile velocity divided by enemy maneuverability?
could be a wooden shard-sword, IE an obsidian or flint sword, IE a wooden club with razor stones imbedded on the length
Ideas / Re: Your Cheapest Ideas
May 25, 2017, 04:12:32 PM
if you build a barn, run out of wood partway through and have to chop trees as you build (not unreasonable), then change your mind on where you want the barn put & order the old one torn down and a new one put up, your pawns will go to the old barn, pull down a single tile, then carry that single tile's worth of material to the new barn, then walk back. There appears to be no way to stop them from doing this, no way to order them to focus on deconstructing before they focus on constructing. Very easily fixable problem
some feedback; cobra shows up and attacks roosters, my colonist goes to kill it with her rifle, walks up to point blank range to start aiming and the cobra turns and attacks her. She eventually beats it to death, goes berserk from the pain of the bites, goes out and fights a raccoon, gets mauled some more, and while she's beating the raccoon to death she develops an infection from the cobra, snaps out of the mental break, I order her to go self-tend, she sits and patches up minor scratches (was never in danger of bleeding to death) until she collapses from the infection and dies.
Six hour play session, ended with 0 possibility to intervene.
Ideas / Re: Your Cheapest Ideas
May 08, 2017, 12:07:44 PM
Quote from: Circledline on May 07, 2017, 05:51:30 PM
Resuscitation: Be able to revive somebody who was beaten to death with minimal health on the destroyed part. Chance depends on medicine skill and other doctoring factors.

Really resuscitation would be, if somebody gets to 0% breath from lung damage their blood pressure (or whatever the visible blood stat is) would rapidly drop to 0% to represent their brain & heart dying from insufficient oxygen, and they could be resuscitated by a non-doctor-enabled hauler who comes to rescue them to artificially up their breathe percentage by, like, 10%. If the otherwise fatal damage is minor enough that their true (not being stopped at 0 for the display) breathe % is greater than -10% they can be brought back up over 0% by the resuscitation and held their by it, giving their blood-oxygen levels time to go back up to prolong death so they can get more time to get to a hospital room, or if they are too far away from the nearest medical zone to be able to be resuscitated enough to make the journey, given time for a doctor to get to them to perform minor in-field (dirty) operations (intubation/direct chest-cavity puncture) to stabilize them enough to survive the transfer to the hospital where they can actually get medicine & surgery
Off-Topic / Re: magnetically driven engines
April 28, 2017, 04:53:30 PM
Okay so the exact reason that this isn't feasible is that it takes energy to create a magnet. Yeah, if you took a magnet strong enough you could make an engine turn off the power of it, but creating a magnet large enough to do so would take (way) more energy than you get out of it, and more importantly magnets interact with metal, which the engine is likely to be made out of so you'd also have to house the magnet specially, which reduces to net energy draw from the engine.
And, if you tried to get around the problem of "how do you house a passively magnetized object if it's constantly expending energy drawing nearby metals" by making it a dynamic(?) magnet, IE a powered one that is turned on or off, then you've really created a steam/coal/oil powered engine that just happens to involve a magnet as an efficiency chokepoint.

And, magnets aren't used to drive moving parts because they work via energy waves, which are non-linear and hard to control, IE anything you build out of a magnet would be losing a shit-ton of energy exerting magnetism against the walls of its casing and nearby objects, whereas liquid or gas energy doesn't waste energy exerted against inert surface thanks to fluid dynamics meaning that that force is then redirected towards the exit of the chamber.

TLDR; waves can't be as efficient as fluids
Ideas / Re: Your Cheapest Ideas
April 24, 2017, 12:07:26 PM
Yeah, for single-output reactions having the option to do x until you have y results would be nice
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
April 23, 2017, 03:37:55 PM
you are a god, standing tall & bronze