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Messages - blub01

#76
yes, but unless you're going for a "just throw something completely random at the player" approach, that's just wasted calculations.
#77
Ideas / Re: Animal Necessities
May 13, 2016, 08:07:33 AM
Quote from: GarettZriwin on May 12, 2016, 01:27:23 PM
Quote from: SuperCaffeineDude on May 12, 2016, 12:30:05 PM
blub01 I'm pretty certain Wargs cant eat kibble maybe someone else can confirm, I've had wargs starve with access to kibble
They only eat raw meat and dead creatures, even in-game description says that they will only eat raw flesh.

I have a colony with wargs where they're perfectly fine with eating kibble.
#78
Quote from: Hyena on May 12, 2016, 02:06:45 PM
There would need to be a way for the game to determine how much fuel-value each item would use. Preferably it would need to be formulaic based on its intrinsic qualities rather than a new tag, otherwise modded in objects wouldn't work.

Perhaps based on its weight and remaining hit points.

and its material. I'm fairly certain that the way wool burns is different from the way cloth burns, for example. or, for that matter, that steel and wood burn differently.
#79
Ideas / Re: Prioritize extinguishing colonists
May 12, 2016, 09:58:03 AM
+c²
#80
Ideas / Re: Animal Necessities
May 12, 2016, 09:56:44 AM
Quote from: GarettZriwin on May 07, 2016, 12:40:08 PM
Quote from: hector212121 on May 07, 2016, 10:30:22 AM
Do  you make sure to make kibble?

Pretty much every animal can eat kibble.

Also, if a animal's malnourished, they don't give birth.
Wargs can only eat raw meat and dead creatures.

false. they can eat kibble.
#81
Ideas / Re: Box-Select Prioritize
May 12, 2016, 09:53:49 AM
other scenario: you REALLY need your defenses to be set up, but you've already put down the blueprints for your storage area, and it gets prioritized. the only way, currently, to solve this, is to go ahead and tell your constructors wall piece by wall piece manually to prioritize working on them. twice per wall.
#82
it actually uses power. nice idea, I second this.
#83
Ideas / Re: World Flavor: From Simple to Complex
May 12, 2016, 09:47:46 AM
1. Humans can look differently on alien planets, having adapted to the environment over time
2. who says that the particular world you land on has been slated for colonisation? maybe your ship just did a gravity assist there, bringing it close enough to reach it with the escape pods.
3. in general, I think the idea is a good one, adding a huge pool of different environments and wildlife so that every game is different. however, this should come at the end of development, when the game is basically feature-complete.
#84
the issue is that right now, the storyteller determines what raids you get, so this wouldn't really work out with cassandra. would be a nice feature for randy tho. also, the population of the factions should be way higher, because otherwise it would take decades to get up to enough population for a new raid.
#85
Ideas / Re: Charge Lance Turret
May 12, 2016, 09:35:31 AM
which would also outrange sniper rifles, I think, and have the same range as charge lances so you don't need to charge scythers anymore. I second this, but it should need some serious research.
#86
Ideas / Re: These are the turrets that we deserve
May 12, 2016, 08:58:59 AM
Quote from: CabbageFoot on May 11, 2016, 05:47:13 PM
Quote from: blub01 on May 11, 2016, 07:53:46 AM
Quote from: CabbageFoot on May 11, 2016, 01:55:50 AM
Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

who is talking about machine gun only turrets? there are cannons that can lob shells for kilometers, outranging any sniper rifle easily. also, from a gameplay perspective, you usually want your active defensive elements to be the first things attackers get to, as they might just decide to start punching the wall otherwise, so having a way to counter sniper rifles with something that actually has decent dps (some kind of gatling gun with high-power shells and relatively long barrels, for example) would be nice.

Yea, there's what could be and there's what should be. Do you think it's a good game play element for turrets to be godlike and have no weaknesses? "would be nice" to me sounds like "would make the game really easy and boring". This game needs risk in it or it stops being a survival game. In fact I think raiders should have smoke grenades that they can use to break into fortified locations causing an area buff to everyone that's in it which lowers the chance to get hit like in Xcom ;b The game currently encourages you to build with walls to prevent long range sniping of your defences and colonists (Which makes sense), but the turrets themselves are WAY to powerful at close range and way to disposable, not to mention they have the martyrdom trait where they drop a grenade when they die further making them ridiculously good. Walled in combat makes sense, but turrets are to strong. I want sturdy weak turrets that cost a lot to make and require you to mount them thereby risking something in your defence rather then just sitting all your colonists at home as they listen to the symphony of blowing up turrets massacring everyone who comes into the base.

I still think specialized turrets would be a nice idea, though. maybe a sniper turret that simply trades fire rate for range and damage, like the normal sniper rifle?
#87
Ideas / Re: Powered Hatches
May 12, 2016, 08:55:56 AM
Quote from: hector212121 on May 11, 2016, 09:20:53 PM
The thing about a deathmap is that after a while, the map would say the same thing about everywhere...because everywhere would be the same.

ah, but if you balance the lethality value of one tile against any other tiles, while total deaths in different locations would go up, the "death quotient" relative to other areas would still be reflecting the actual lethality of the location. so while, after playing for (ingame) decades, any spot on the map would have collected hundreds of deaths, your defensive positions would have collected a few thousand - and the death map would still be accurate.

on another note, I suggest that the death map would reset to its previous state if you kill all attacking raiders, but if some of them flee, the death map for that faction would be permanently updated.
#88
Ideas / Re: Powered Hatches
May 11, 2016, 03:38:44 PM
summed up: possible, but needs a lot of AI work to make it unexploitable. as that AI work would greatly benefit the game anyway, why the hell not? although the game should probably give courses in military tactics, then..
#89
Ideas / Re: These are the turrets that we deserve
May 11, 2016, 01:08:47 PM
Quote from: hector212121 on May 11, 2016, 09:20:07 AM
Yeah, there's a little problem with sentient guns.

"Oh god, that person who ripped me out of my former chassis just put me in a gun and there are people running at me with sticks and trying to bash me to bits AGAIN!"

Later

"REVENGE!" guns down colonists

it's the same issue with the spaceship, so I assume it gets reprogrammed.
#90
Ideas / Re: Your Cheapest Ideas
May 11, 2016, 01:08:06 PM
Quote from: Lascer on May 11, 2016, 11:02:53 AM
I don't know if it's suggested, but being able to assign pet beds like people beds would be nice with the bonded animal thing, or even just in general to help keep certain animals places.

I guess you COULD assign a separate zone for every animal and remove all beds but that animal's from it.