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Messages - hector212121

#496
Ideas / Re: Your Cheapest Ideas
March 22, 2015, 02:22:49 PM
Bionic spines! Horrendously expensive--we're talking 2-10 AI cores here--but give +20 to all the wonderful things having a bad back penalizes and replaces Bad Back and Frail.

Also, possibly Bionic Body--for someone too near-death to fix or scarred up. (Would have Life Support in the head, along with Brain. Only way to permakill someone with a Bionic Body would be to take down one of those.)
#497
Ideas / Re: Forbidding areas
March 22, 2015, 02:17:11 PM
Ship Parts and those cryosleep chambers qualify, IMO.
#498
Ideas / Re: Forbidding areas
March 22, 2015, 01:58:18 PM
It would still require manual changes. The player would have to go and forbid the area with enemies in it.
#499
Ideas / Re: "Ignore Needs" order.
March 22, 2015, 11:33:38 AM
Which...Doesn't really help me build MANY things at once. Unless I feel like pointing them at every one, since time is kind of the essence sometimes.
#500
Ideas / Re: "Ignore Needs" order.
March 22, 2015, 11:22:57 AM
Problem. No building while drafting.
#501
Ideas / "Ignore Needs" order.
March 22, 2015, 11:14:10 AM
So, basically, you don't want to have to micromanage your guys into building defenses when a raid is coming from a unexpected place. And there's no "Needs" priority... So make it so we can ORDER them to stop eating and sleeping for the next few hours!
#502
Ideas / Forbidding areas
March 22, 2015, 10:02:28 AM
Basically, when raiders are preparing to attack or pirates are sieging my base, it'd be nice to have a zone that says "Avoid this area".

I had to load a save because my hunter decided it was a good idea to hunt a muffalo near some preparing, shielded pirates.
#503
Ideas / Traps!
March 22, 2015, 09:59:50 AM
Things like pitfalls(require no resources, like graves, inflict some damage and delay enemies), pitfalls w/spikes(Require wood or steel and have a 75% chance of skewering someone), and so on.

I mean, come on, it would make it a lot easier to fight tribesfolk!
#504
Ideas / Ransom!
March 22, 2015, 09:55:09 AM
When a enemy kidnaps your colonist, make it so if you have coms they'll demand things from you.

Tribespeople would demand resources, Pirates valuable metals, and Outlanders would probably demand that you 'trade' them a certain value of goods, including silver.

Edit:Heck, it wouldn't even be hard, now that I think of it. Just a trade window with your kidnapped characters and what they're willing to take.