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Messages - jamesinar

#31
Ideas / Re: Achievements
July 17, 2015, 05:51:22 PM
How about one for beating the game with none of your starting colonists alive.
#32
Outdated / Re: [A11b] Project Fallout
July 14, 2015, 09:55:05 PM
I can't wait for this to get more fleshed out.
#33
Outdated / Re: [A11b] Project Fallout
July 14, 2015, 09:25:02 PM
Creatures? Does that mean Deathclaws? A supermutant faction?
#34
Ideas / Re: Opposite of Evil Ship event
July 11, 2015, 09:31:25 AM
Or as a counter to the eclipse a nearby supernova that turns night into day.
#35
Ideas / Re: Opposite of Evil Ship event
July 10, 2015, 09:26:25 PM
Or instead of faster growth the yields could be increased.
#36
Ideas / Re: Opposite of Evil Ship event
July 10, 2015, 09:14:31 PM
How about a barge full of nano-fertilizer crashes and explodes. This causes all plants on the map to reach maturity in 2 days.
#37
Ideas / Re: Cryptosleep
July 10, 2015, 09:09:18 PM
Maybe with a chance of a pod failing killing the colonist inside.
#38
Ideas / Re: Your Cheapest Ideas
July 09, 2015, 09:14:10 AM
How about crop rotation. Instead of one crop planted in a field forever you choose two or three to be rotated between. This could even reduce the chance of a blight.
#39
Ideas / Re: Suggestions wanted: Animals!
July 03, 2015, 11:24:44 PM
Electro Slugs-They eat power conduits,batteries,and generators. Once they find a conduit they start eating and follow it to the source of current. When killed they do shock damage.
#40
Ideas / Re: Non AI storyteller
July 02, 2015, 06:08:49 PM
And if you have a bad story teller you'll just get back to back mechanoid raids till you die.
#41
Ideas / Re: Non AI storyteller
July 01, 2015, 03:58:24 PM
Quote from: StorymasterQ on June 30, 2015, 08:33:59 PM
I think our natural tendencies to troll would make this idea a killer of friendships and relationships comparable to Monopoly.

No you could just put raids and events on cooldown timers so that they can't be spammed.
#42
Ideas / Werewolves
June 30, 2015, 09:06:38 PM
 Let's have a full moon event where someone turns into a warg. The event could give you a little warning so that if one of your colonists is the werewolf  you can lock them up. You'd probably want to include silver as a door option and make that the only thing that would hold them.
#43
Ideas / Re: Watch tower
June 08, 2015, 01:46:55 PM
Make it a sniper nest. The enemy can't see them until they are very close and they get a range and accuracy bonus.
#44
A gun should be required as an ingredient for any turret. Otherwise you have your colonists crafting the gun for a turret when they can't make one for themselves.
#45
Ideas / Re: Animal husbandry/taming
May 24, 2015, 07:42:07 PM
Gnomoria made raising animals work. It didn't complicate things too much either.