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Messages - Beathrus

#331
Quote from: potatoetater on April 05, 2015, 05:06:19 AM
Honestly though in real life mortars can be pinpoint accurate depending on the crew.

x.x That is the thing though, The 'Gunners' were crud. Like I said, Skill levels 1 and 3. I mean, does Shooting even affect mortars? If not, what skill does?
#332
General Discussion / Re: Tech-Mideval Mod!
April 05, 2015, 12:02:43 PM
Quote from: Shinzy on April 05, 2015, 07:04:35 AM
weee need the bazooka lances from Valkyria Chronicles

Yessss. But I also wouldn't mind like a heavy shield from the front, that is like a mobile defense instillation that can draw and take tons of damage without getting hurt. The trade off could be, they are slow as all heck though.
#333
Quote from: REMworlder on April 05, 2015, 03:56:56 AM
Mortars in alpha 9 are definitely more accurate than in previous patches; maybe that's what happened? I've actually started using mortars more because of the better accuracy.

Well, my base isn't that dense, its more they repeatedly hit in one area, without missing. Like, before, earlier in the same game, the morters would go far off to the side, or not get anywhere near. This time though, it was like, almost pinpoint they basically hit along the exact same line, repeatedly. And with operators with skills of 1 and 3, this seemed like a bug, or just really cheaty to me. Because, like I said, I could barely hit something using a mortar, commanded by someone with a higher skill.
#334
So, we have slots that allow us to put on gear, but can we add to those slots? Like say... Maybe craft a bionic arm, that has an ability already. And when we do surgery, that body part gives us an ability like if we had a sniper rifle? But, instead of like 'Fire with your arm' instead its more like 'Use Sniper shot, +10 Accuracy' and etc, that maybe has a cool down like if you are firing the gun normally? Like, its slower, but gives enhanced aim? And for brawlers, maybe a 'Mighty Hit' Or 'Knockout Blow' something along those lines? Even for say, someone who uses a SMG or Gatling, maybe a skill to narrow down the spray'n'pray?
#335
General Discussion / Tech-Mideval Mod!
April 05, 2015, 03:36:55 AM
So, has anyone made a mod like this? Which is basically, since we have 'tribesmen' who use bows and pila, could we eventually get like a faction of knight lookin' people? Like, rollin' up in mideval looking steel armor with like sniper lances and defense energy shields?
#336
So, I was playing a while ago, and I was attacked by Raiders, no big deal, they were setting up for a siege, getting out their mortars and I was ready to roll with two snipers and a brawler; plan was to fish and get them to attack... Then the Fire Nation attacked! No, really; they set up Incendiary Mortars and I could barely leave my base. At the time, I had/have about 10 people, and every 2 shots out of 3 were hitting right onto my farm lands, generators, solar panels, or actually inside my base.

This confused the heck out of me, because I was pretty sure mortars aren't that accurate, since before than, I had someone with shooting 14, manning one to shoot at my first Ancient alien ship; but these guys, even with skills of 1 and 3, were able to not only hit into my base, but when I finally gave in, and ran my 3 units out to them, were following them as they ran into position with the mortar shots. Like, if Jimmy " Bob " Duncan was just a bit slower, he'd have been burnt by one of those scary shots!

So, honestly does the AI just get cheat-y after the second or third year and get ridiculously good with mortars even if their skills are shite?
#337
Mods / A few mod suggestions from a newb
April 04, 2015, 04:40:15 AM
So, this is just a mod suggestion/idea post to maybe give people some ideas. (Yes, I know the game is in alpha; and these features might end up being added in; but still, I just want to make a mod idea post. :3)

First off, something to put out fires with and not just stomp/beat them out and get burns. I'm thinking an auto system, that sprays a foamy mist maybe? You'd have to clean the 'mist' after but it'd put out fires well enough.

Doors you can auto-open/leave open; Since you can already lock doors.

Non lethal weapons! Stuff like.. Tazers, Cattle Prods, Bolas, Blackjacks, Blow Darts, Tranq guns, gas grenades, and maybe a few others?

Better, non wall conduits! I mean, we have conduits walls, but the basic conduit is pretty weak and easily burned and broken. So maybe an insulated/protected one?

Better batteries; I get that event where all my power goes 'poof' and something explodes, so I was wondering maybe someone could mod in like, a breaker box or transformer that would explode instead/shut down with a % chance when that event might happen?

Vents! My idea for these is basically, you can put them in a room or somewhere, and it would distribute the temperature. So instead of say, making a stockpile under a door to keep it open, you could instal a vent and it would count as a wall, but also spread the temperature around?

More tribes/colonies on worlds! Basically, right now I've seen like 5 and I don't much see a point to them. I mean, we can't trade with them yet or anything; So the idea is pretty simple, right now we can set beds to prisoner or colonist, so why not have a 'visitor' or 'stranger' setting, so when someone comes to visit they can sleep in the bed? I get people visiting a bit more later in game, so I would want beds for 'em. Maybe they'd stay a while and help my people not die. >,.>

Wild animal enemies/animal variety! Basically, I think depending on the 'region' you choose, there should be more variety to the animals; and there should also be predator animals! Basically, say we have a pride of lions in savannah/desert areas, who have there own 'home' area, and will attack anyone who goes into it, and not all the lions attack at once or anything you can cheese like that. Maybe packs of wild dogs too?

So, right now, we have like, 2 races; Humans and the Robots. So, why doesn't anyone make mods to add in more races? Like, to give more variety of colonist, and to add in say; Oh, this race only eats meat, and this one only eats veggies? This race is more suited for heat, this one for cold. Stuff like that.

More armor! Right now, we have the vest, and the power armor; why not add in like a middle ground to those with like mideval-ish armors? Chainmail, chest plate, stuff like that?

Boots! I mean, seriously, please, if i have both feet, give me shoes that enhance my speed on different types of terrain! " Oh, Dirt? 83% Move speed? BOOM! Hiking boots! Effect negated! "

More hats. Like, no seriously, more hats. Like a cap or something to help with the heat. Right now, we have helmets, a cowboy hat, and a beanie; we need like, a cap to help with the sun!

Dyes! I'd really like to recolor some of my stuff, maybe get everyone looking uniform and nice!

An option to turn on a number rating beside gear quality! Like (3. Shoddy) Or (4. Good) Something like that? Maybe even (Q3 Normal?) Where Q is quality?

A way for my colonist to auto-go to my stockpile that holds clothes and upgrades the ones they are wearing! Like, say you put in a 'Clothes rack' and right click it with someone and select 'check gear' and then they'll go to the pile and equip the best stuff based on 'Material, Durability, and Quality' So say... they have a steel shiv(Shoddy 80%), but there is a Steel knife(Poor 20%), so they decide to stick with the shiv!

I've done a bit of crafting, but I have no idea what enhances the chance of quality I -might- get. Usually its shoddy or poor, with someone with crafting rating of 10. So... Could someone make say.. A mod that tells us, what % of success we might have when crafting an item?

A mod that allows us to dig up placed stone or wood or just flooring in general so that it returns to the 'base' flooring in that area. So say.. I build a house, give it wood floors, then move. Instead of losing out on that wood, and having a huge area of potential farm area lost, I can pull up the wood for re-use and regain my farming land!

Lights, with proximity sensors, that light up auto like when someone enters the room! So I'd basically save time having to flip 'em on for someone!

Ability to limit the amount of items that can be placed in a stock pile! So basically, say... I want a single piece of food in a stock pile, and not a stack of say, 75.

Decrepit bases/communities! Basically, right now all I've seen on the map is old ruined buildings, but what if we could get old bases too! Like, buildings ruined, farm lands wrecked, and rotting bodies! Maybe a bit of loot... if whatever wrecked the place hasn't stuck around!

We have EMP Grenades that can stun people, but what about grenades that could run them off? Say like, a flash bang or pepper spray grenade!

Dogs! Dogs that can only be used for hunting and only eat raw meat! They are faster than humans, and can do the whole biting/scratching thing; but you can capture and tame them! And they could towards your people as a 'subset' instead of a full member. And they can be wounded; and you can get bionics for them to like, make a full metal hound! :D

Immunity! So, I get malaria or the plague, or a flu and a year later, I end up getting it again. So why not mod it where, you can get 'shots' from a doctor that greatly lower your risks of getting it? Especially if you have already gotten it 3 times and recovered from each.

Trading between communities, basically, have a stand you can use like the coms becon, and have members from other tribes come to visit with like a cart and you can do the whole 'trade with' thing. And have different communities specialize in different things. Say, The savages can specialize in medical herbs and animal leather! Even sometimes maybe the pirates come to trade, and you can trade them for weapons and maybe favor so they don't attack?

So, a while back I rescued a member of another community who had fallen, and they had frail and bad back. They couldn't get up and move, so I was thinking; if you have someone like that, maybe a mod that allows you to 'release to fellow members' or something. So you basically do the whole 'hey, here is your person, come take them home', but to do that, you'd need like guest beds or something?

So, I was thinking for later/end game, there could be a mod for like, when you put someone in the Cryo tube thing. They heal slowly over time, like they don't need meds, but they heal much much slower. So say... Malaria, with constant doctor care and rest, takes 10 days to get over, using the tube, without meds, would take 15 or 20.

Mod to replace individual parts. So... A guy loses a foot, so we cut off the entire leg to give him a new one? Come on, we need a mod to make hands and feet, and fingers that we can replace with. x.x Heck, could even do it fullmetal alchemist style! Lil shiny limbs. xD

We could use a mod that requires people to drink, and use the bathroom! And require us to manage like, waste. Like, puking and poo everywhere, increases the chance of getting sick! And Yeah, drinks. Something other than beer. xD Like, make it where we need like a well; or something. Maybe drink from some of those water sources on the map? Maybe add in fishing stations and etc!

Maybe a mod that adds in rodents who attack power conduits and food stores! And the need for like, cats to chase them off!