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Topics - Medio

#1
Ideas / Guard Posts (made simple)
March 18, 2015, 01:31:13 PM
It is very likely that in any survival scenario Guard Duty or "Fire watch" would be a big priority, especially while you are getting established.

Create a "Guard" order for the colonists (like mine, except it doesn't wear off).

Create a Guard task in the overview (i'd say place it just before hauling in the priorities list).

Then you would just click the Guard order on a tile to turn it into a Guard Post.

If a colonist has the Guard task turned on, he/she will take up that selected post until another task of higher priority presents itself. Any colonist that is guarding will automatically shoot hostiles within their range, or if melee set a base melee engage range (and have them return to their post after the threat is gone).

To go even further and make it more complicated, you could have characters with Warden task turned on actually bring food out to characters that are guarding. Guards that fall asleep could fall victim to kidnapping. Guards that spend too much time Gaurding get moody or turn homicidal.
#2
Ideas / Husbandry (made simple)
March 17, 2015, 03:42:17 PM
Assign fauna specific mating season periods (like growing seasons) and a "territory" value.

If:
Two animals of the same species are in range of one another's "territory" values within the specified mating season,
Then:
They produce one (or an amount dependent on a set RNG value for each species) offspring.

If:
The conditions are not met,
Then:
Nothing happens.

If:
The conditions are met, but either of the pair have already mated this year,
Then:
Nothing happens.

If:
The conditions are met, but either of the two animals were "born" this year,
Then:
Nothing happens.

Example:
Boar have a "territory" value set to 6, and a mating season of April. If two boar cross paths within 6 tiles apart during the month of April, they will produce another boar. Their offspring cannot mate this year, nor can the mates, until next April.

If in the future you want to make it more complex, you can add an RNG role for frustration and going mad that is connected to mated season. For instance, if an animal does not mate within 5 years, it goes mad. Than you can remove the "animal goes mad" events from the storyteller and make it more natural to the environment. People could then even go as far as inducing animals into violent behavior by exploiting the mechanics and using them as weapons. It would be interesting.
#3
Ideas / Battle Stations (made simple)
March 17, 2015, 03:10:05 PM
Hello, I love the game. Haven't been able to stop playing it, even in my sleep.

Now that that's out of the way.

Battle stations or a panic button. It would be nice to have a button or hot key which sounds an alarm of some sort (possible build item) that instantly drafts all colonists and sends them to a set position.

For instance:
1. Build Warning Klaxon
2. Default Position for colonist Battle Station (if not set) will be in their beds (sleeping spot).
3. Click on a colonist and set Battle Station. (another button beside the draft/undraft button will appear upon building and installing a warning klaxon).
4. Trigger Warning Klaxon.
5. All colonists are drafted and immediately move to their set battle stations (or bed if not set) unless manually moved.
6. Event happens.
7. Re-trigger Warning Klaxon.
8. All colonists undraft and move out from their current position to continue their priorities.

An example of how to use this is you can have noncombatants go into a "panic room" when the klaxon is triggered that has more defenses, while your combatants get in their firing positions.

If in the future, you want to make it more complex, you can build multiple klaxons and have it so you can assign colonists to specific Warning Klaxons and only the ones assigned will be drafted and sent to battle stations. In this way you can not draft your entire colony, and have multiple Klaxon for multiple regions, or just have specific people assigned fighting while the rest of your colony is business as usual.

It is annoying when I've tried to combat a group with only a few colonists and one of the undrafted walks into the crossfire. It's a bit unrealistic that someone would do this anyway. Also it has happened to me where a colonist is left in draft mode for an unnecessary amount of time because they were left out of immediate sight.
I feel this would go along with the gameplay nicely as it adds to the macromanage (versus micromanaging positions) feel of things.
People who want to continue micromanaging can still do so by just not building or using a Warning Klaxon.