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Messages - KillTyrant

#151
General Discussion / Re: A Question for Tynan.
April 21, 2015, 04:46:51 PM
I dont think surviving a tramatic event such as waking up to the sounds of people screaming and the vessle youre on crumbling (the cause of which is also a mystery although my money is on mechnoids) Potentially being separated from your friends and or family you hurry into the nearest escape pod with 2 people of whom you have no history with. stranded on an alien planet, with nothing but scattered debris from your breaking up voyage vessle. You start from scratch. I think its safe to say, it isnt meant to be sun shine and roses.... although you can plant them :)
#152
Ideas / Re: Fog of war?
April 18, 2015, 09:53:07 PM
This is something that always makes its rounds ever couple days or so. The search tab is your friend, I promise. That being said, I think it should be a toggleable feature.
#153
Ideas / Re: Sprinkler system to fight fires with
April 18, 2015, 04:29:16 PM
Quote from: CosmicKobal on April 17, 2015, 12:23:33 PM
I like to back my production tables, food machines, coms and solar panels up against walls to provide as much space as possible, but when a fire breaks out, i tend to lose those investments due to not being able to put out the fires in the back tiles. what if there was some kind of 'security' item that would have the same effect in a localized area that a rainstorm does? it could slowly put out any fires that pop up within, say, 5 tiles of itself.

thoughts?
maybe i am being a little too realist for the game, but sprinklers would exacerbate an electrical fire. Much in the same way that if you have your electrically powered workstation outside it would short circuit. Maybe fire extinguisher fixtures?
#154
Ideas / Re: Restrictive doors
April 18, 2015, 04:22:29 PM
Quote from: Kegereneku on April 18, 2015, 12:32:12 PM
Interesting, though it will continue to make easy a few way to starve visitor to death.
i know that could be a problem, but no more of a problem then have a pre-existing room being fully completed around a group of visitors. That exploit isnt limited to the possible implimentation of this rough draft idea. Though i still appreciate the feedback
#155
Ideas / Restrictive doors
April 18, 2015, 12:47:17 AM
I am curious as to if tiered access doors could be implemented.

level 1 being access for everyone including visitors.
level 2 open access for colonist but restricted to visitors
level 3 Restriction to only white-listed colonist. People can be added to the whitelist much in the same way colonist can be assigned to a specific bed.

Thoughts?
#156
General Discussion / Re: Sneaky Tynan
April 17, 2015, 01:26:44 AM
haha

[attachment deleted due to age]
#157
General Discussion / Re: Conduit Walls?
April 15, 2015, 05:03:56 PM
I noticed you could place conduits under walls last patch but at the cost of beauty. i have played a10 yet but i wondee if that issue was resolved.
#158
Ideas / Re: Your Cheapest Ideas
April 10, 2015, 09:54:43 PM
New trait. Vain
needs to wear clothing that is of good or better quality. Or they will get clothing debuff.
room needs to have an average beauty above 3.0 or you get the ugly debuff.
an off set to this could be a bonus to art and crafting levels.
#159
Ideas / Re: Research buff/debuff
April 09, 2015, 03:05:31 AM
Quote from: Kegereneku on April 08, 2015, 07:02:49 AM
Your idea is very fragmented, and doesn't look predictable, making it not that "KISS".

In my mind the tech-tree would be long and vast enough that you are frequently required to make choice and abandon whole branch.
It would make impossible to (accidentally) research everything before your colony's story come to an end.

So having a researcher would always be useful.

The point wasn't to be 100% predictable. There are favorable outcomes and non-favorable ones. I simply stated it could be just based on the researchers skill or in conjunction with their traits. Also based on how the tech tree is NOW versus some hypothetical, you can finish the tree in 1 or 2 months. Leaving any skilled researcher to have their skill to waste away. Even based on your link provided. There will be players that want to put in post-ending effort. This idea is meant to give the researching skill more robust purpose in the game after the tree is fulled out.
#160
Ideas / Research buff/debuff
April 07, 2015, 12:52:03 PM
I looked through the first 2 pages of search option and didn't see a post similar. As it stands. After you finish the tech tree, a researcher is completely useless (putting aside other traits they may have) My idea would somewhat keep research somewhat viable even after you are finished with the tech tree at its current state or even after it's possibly expanded. It would be in the form of mood buffs. Following the motto "KISS" (Keep It Simple Stupid) Either based on the colonist level of research or potentially his/her character traits. You can have a positive or negative thought. Colony and/or to the individual. To give some examples, The researcher can become annoyed with how little progress they are making towards a "new idea" which would put a debuff on that colonist. Another example would be, a "break through" in plotting a faster way home through space which gives a positive buff colony wide. Something that may include the researchers traits would be if a psychopath makes a "immoral" break though. Which will place a negative debuff on colonist that arent keen on that "immoral" idea.

I just thought it this idea practically on the spot so please forgive the possible impracticality. Just figured i'd share.
#161
General Discussion / Re: Alpha 10
April 07, 2015, 12:15:15 PM
Quote from: MustardGames on April 07, 2015, 11:58:40 AM
Do we have any idea when Alpha 10 is starting?

As posted under the FAQ(frequently asked questions)

What will be in the next version?

- As a rule, we don't announce unfinished features because we can never be sure what they'll look like until we've iterated on them. So to reduce stress, wailing, and gnashing of teeth when the designs change (as they always do, for good reasons) we mostly just don't announce features. This leaves us free to iterate and change things as needed without worrying about pissing off players who were expecting a certain feature to work a certain way.