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Messages - Simon_The_Space_Engineer

#196
General Discussion / Re: How do you play?
September 08, 2015, 04:10:03 PM
I just do what ever
#197
Ideas / Re: Remove Turrets
September 08, 2015, 03:51:53 PM
I would love to have something like that. Turrets are the only way we can defend our selfs and that gets real boring. Maybe suicide drones or little helicopters with guns
#198
Off-Topic / Re: The Drunkard's Tavern.
September 08, 2015, 03:50:22 PM
I wonder what it would be like to get drunk in space. Probably a lot of flailing around whiling floating in the bar and talk about things normal drunk people talk about. Also Wouldn't the drinking age change too since people are in different areas? I would assume so since my 15 year old teenager colonist likes to take a swig or two when ever we get beer in the colony
#199
I know that but I'm talking about if you had a choke point or a large cluster of enemies and don't have a triple rocket launcher or a doomsday launcher (what ever it's called I don't use them)
#200
If you want to spread the bullet storm to everyone just use a few mini gun using colonist
#201
General Discussion / Re: Recruit difficulty usually 90+ ??
September 08, 2015, 01:39:50 PM
If you think about other people with high recruitment difficulty, look at it through there shoes. You wouldn't know what exactly was going to happen to you and you don't now these people. All you would know about the colony that is trying to recruit you is that your colony doesn't get along with them, and that means they could be bad people.
#202
General Discussion / Re: Base design
September 08, 2015, 01:29:31 PM
I like to keep the dinning room and freezer close to each other as well as the hospital nearby since i store medicine there to keep it from deteriorating. I keep the colonist rooms nearby the rec room and sometimes by a field of flowers if I'm out side. Then I just put the work room and prison by eachother as they don't really have anything in common with the other rooms and all my buildings a near by eachother
#203
General Discussion / Re: Base design
September 08, 2015, 04:26:22 AM
I have been planing something like then when I heard there were different colonist traits for rooms but I haven't gotten anyone with them
#204
General Discussion / Re: Base design
September 07, 2015, 06:57:37 PM
I wedge myself between hills usually so I only have two points of entry to worry about and because it's a hill and in between two I rarely have enough space to have large rooms with out stuff getting cluttered... I keep my building apart to prevent things like fire from spreading too fast
#205
General Discussion / Re: Base design
September 07, 2015, 03:07:03 PM
I don't do 7x7 rooms as they take up to much space in my opinion
#206
General Discussion / Re: Ideas for late game enemies!
September 07, 2015, 11:16:46 AM
arachnophobics look away from this idea now:
GIANT spider tanks, maybe similar to the ones in watch dogs
People in mech suits (and if you just kill the person, you can steal the mech suit)
Tanks and other armored vehicles
Specialized teams of snipers (can't snipe these guys can you?)
BEES! (Earlier game though... It would be halarious to watch a colonist running from bees, plus you can harvest honey with tamed be hives)
Drop ships!
Crashed SHIP (an entire working ship has crashed on the planet. It seems the ai killed all its passengers and now is trying to kill your colonist as well)
GIANT DIRT\ROCK MONSTERS! (Can go wrong with a 10 foot tall dirt monster sponging bullets and not feeling them as he gets dirt everywhere and throws your best melee person into your sniper and disabling them both) also make it so colonist can be flung by things like explosions or getting thrown
(This is a joke but could be altered into a thing) ANGRY GOLFERS! (Someone told the golfers they couldn't golf so they have desided to use your colony as a driving range. They are from a friendly faction so you can't kill them and will try to avoid hitting your colonist and important buildings but you never know if they will)
DRUNKARDS! (A group of drunk and angry (faction name here) warriors have stumbled into your colony they are drunk so they can take more of a beating)
#207
Ideas / Re: Custom Game Options
September 07, 2015, 11:00:51 AM
I agree that it would be pretty cool but if tynan does something like that then he would probably have to add more evens
#208
Stories / Re: Sad Stories
September 07, 2015, 03:18:52 AM
Real similar story to what i posted but still sad
#209
Ideas / Re: Suggestions wanted: Animals!
September 07, 2015, 02:11:37 AM
foxes to hunt hares and cats
#210
Ideas / Re: Being able to remove body parts from the dead
September 07, 2015, 02:10:35 AM
Sounds pretty interesting... Instead of an infection maybe just "body rejecting partially dead organ" and they colonist has to take medication (like In real life for organs without a perfect genetic or close to perfect match) to keep the body from rejecting the organ