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Messages - Frankenbeasley

#76
Unfortunately for my colonists, they only get to watch endless reruns of Lost, Gilligan's Island, Lost in Space, and, if they've been bad, I'm A Celebrity...
#77
Ideas / Re: T-shirts are not T-shirts
May 06, 2015, 10:01:10 AM
Heh, shove a Stetson on him and you've pretty much captured my standard colonist.
#78
Ideas / Re: Your Cheapest Ideas
May 06, 2015, 09:54:56 AM
I would like to see a Bulk Trader for the Bedrock Gravel Co., a Combat Supplier from Spaceley's Space Sprockets, and an Exotic Goods Haulier from Planet Express. This would serve no in-game purpose but would certainly provide me with a Joy Buff.
#79
Stories / Re: Your Best Screenshots
May 05, 2015, 03:26:59 PM
Am I the only person to see Bart Simpson on his knees, vomiting in your first shot?
#80
Ideas / Re: Game Too Based On Turrets? Ideas?
May 03, 2015, 08:26:19 PM
Quote from: LittleGreenStone on May 03, 2015, 07:14:26 PM
If you are talking about us having to craft ammo and feed those turrets, that will be the last day I play with Rimworld.
Turrets blow up each raid, the reason killboxes are often necessary is because said turrets stand little chance out in the open.

No, goodness no. In my mind I am thinking more along the lines of the sentry guns they set up in Aliens: automated, but with a fixed number of shots they can fire before falling silent. Should you survive the raid, you would need to 'reset' (like a switch toggle) the turrets to have a full load again. Once they are out of ammo they would no longer be a target for raiders, who would then proceed with their initial objective of looking for pawns to kill. This would simultaneously limit the power of turrets whilst also, in many cases, allowing them to survive a raid because, once they have shot their load, they become of no interest to attackers. Turrets would still be useful, but would not be overpowered.

As for your point about what other people would do, well, that is surely up to them. If people want to create a colony where half their resources and power go towards maintaining a killbox, then they jolly well can. I am just looking at a way to, perhaps, balance the turrets out for those who wish to play without killboxing.
#81
General Discussion / Re: Introduce Yourself!
May 03, 2015, 02:11:00 PM
I'm Frankenbeasley (not my real name) also commonly referred to as FB or Beazles.

I'm English, male, and very much the wrong side of forty (so you buggers can get off my lawn right now). I was introduced to RW by a friend who was playing, but my association with colony games goes back all the way to The Seven Cities of Gold on the Atari 800 (in the days when floppy disks really were floppy). I do not work in IT and my technical skills are non-existent.

Other games? Too many to mention, really, but Mass Effect & Dragon Age, The Elder Scrolls titles, Mercenary, Elite, the Total War series, The Sims 1 to 3, and Football Manager have all taken too high a percentage of my life not to be mentioned. Also, for many years, any game which required me furiously to mash buttons on a Competition Pro was a guaranteed hit.

I'm almost embarrassed to admit that my best mate and I stayed up for 24 hours straight in order to complete all 100 levels of 2 player Bubble Bobble on the ST.

The only truly great cereal is Grape Nuts - if your teeth are up to them.
#82
Ideas / Re: Straitjackets
May 03, 2015, 12:17:02 PM
How about simply giving hospital beds the capacity to strap a patient in? Most modern hospital beds do have that capability.
#83
Ideas / Re: Game Too Based On Turrets? Ideas?
May 03, 2015, 12:13:47 PM
Perhaps, since they're unmanned, turrets could have a fixed ammo capacity? That would allow them a role in slowing down an enemy attack but not necessarily negating it entirely. Turrets would become a first line of defence only, useful for dealing with the occasional loopy animal or the early stage raids, but functioning more to give your colonists time to prepare themselves in the face of large assaults.