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Messages - Noxmutagen

#16
Stories / Re: We Crashed Here: Comic Series
October 21, 2013, 01:04:44 AM
Well, I hope you get the extra funding you need to add mechs.... :O
#17
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 01:01:40 AM
Id like to second weapon mods as a cheap idea. Or a crafting bench of sorts. Please.
#18
Ideas / Re: zombies... lots of em.
October 21, 2013, 01:00:39 AM
Quote from: SteveAdamo on October 20, 2013, 10:55:39 PM
Quote from: Noxmutagen on October 20, 2013, 03:55:04 PM
viral plague
im definitely OK with a plague of sorts, as has been discussed elsewhere... but perhaps it simply leads to worker inefficiencies, mental breakdowns, requires quarantine to prevent spreading, etc.

I wouldn't want a zombie plague, the world is not fitting of a firefly inspired universe.


But a REAVER plague?



Yes. Well no, but yeah it'd fit. Something that caused people to become crazy and attack everyone without cause would be fitting. But the classic undead no, no that doesnt make any sense. Not for this game, as a mod, or something creepy or as a spooky whacky AI storyteller sure. But not as a base one.
#19
Support / Re: Wardens
October 20, 2013, 05:56:23 PM
Quote from: Tynan on October 20, 2013, 04:22:49 PM
The beatings will probably get cut because they're kind of pointless.

And it does appear there is some kind of bug causing wardens to not feed prisoners. You can always build a nutrient dispenser in their cell, of course.

Beatings should be used in forceful recruitment. There should be a break meter for people like Vatgrown clones, people you couldnt talk to who calculate their odds for survival and decide if he is beating me it means he doesnt want me dead just following him. I'd rather be alive than dead.


Or just for the players evil side. Maybe his jails start being known and bandits start being hesitant raiding the player for fear of his torture pits.

please dont cut interesting things boss! >:D
#20
General Discussion / Re: Engine Used?
October 20, 2013, 04:56:30 PM
Quote from: Tynan on October 20, 2013, 04:28:53 PM
Yes, of course. It took a long time to get all that stuff working.

so unity supports adding in your own custom engines? kinda like how nvidia PhysX engine doesnt come with sound, and you gotta actually buy their own sound engine on TOP of the physics engine, so you plugged your own engine in using C#? Did it support C++ or is there limitations to Unity? just wonderin.
#21
General Discussion / Re: Engine Used?
October 20, 2013, 04:25:08 PM
so is your engine the one calculating the shots and stuff in combat?
#22
Ideas / Re: Mech suits
October 20, 2013, 04:20:16 PM
Wanted to say id love mechs, id hope we get bionic implants as well, making our own suped up soldiers who lack humanity, or may be susceptible to like hardware failure, and madness. Or if we had AI units that controlled things like power management and doors or whatever, theyd go rogue at times and hijack our cyborg super soldiers and attack the colony from the inside
#23
Ideas / Re: Got an idea for a Storyteller incident?
October 20, 2013, 04:17:53 PM
im lookin through the kickstarter page an this dude had a good one:



"

(I've decided that instead of modding perhaps more events with functions that go along with them (as in responses to environment and objects, etc) are perhaps more important. For instance, I'd love more of your dynamic biome changes, Right now you have weather but what if events could change the very map the player lives in real time? This would be even more amazing than it already is. One of the biggest examples of some really harsh event would be say )

"Raiders somewhere on the planet have launched a nuclear Armageddon. Seek shelter immediately!": this event could go hand in hand with events such as "Mutant Monster Raids." later or "Radiation Dust Storms" and changes to the biome such as nuclear winter, poisoned air for x number of years/days (i prefer years), base technology research for air filters(super complex, I know since you dont simulate air yet or maybe you wont, whatever), effect the types of npcs coming to the planet or wondering around (now everyone has gask masks and thick clothing or some are suffering from radiation sickness and maybe minor mutations, rare events like (if you include child birth, which I hope) children being born with psychic powers or maybe some people develop it due to high doses of radiation or something, anything really, even permanent forcing technologies to be researched like the gardens you can grow indoors and such.

It would also be great to research new tech like power armors, or even primitive versions like filter masks and goggles etc. Im not sure, a lot of ways to go about this but you get the idea. I think this game is pretty amazing.
"

not my idea but man im loving it. i could imagine fallout type scenarios an thats awesome.
#24
Stories / Re: We Crashed Here: Comic Series
October 20, 2013, 04:13:33 PM
i like this, add mechs pls
#25
General Discussion / Re: Engine Used?
October 20, 2013, 04:06:37 PM
Quote from: Tynan on October 19, 2013, 10:41:24 PM
Sound emitters. That's about it, really. The rest of the game is rendered out of a root object that calls every other method in my engine-within-an-engine.

What other games do this? Dwarf Fortress?
#26
General Discussion / Re: Why did you back Rimworld?
October 20, 2013, 04:05:27 PM
It's basically Dwarf Fortress with animations, graphics, lighting, features, and a real shot to make a ton of money and appeal to a wide audience. (also mechs)
#27
Ideas / Re: Re: Your Cheapest Ideas
October 20, 2013, 04:04:19 PM
1. Long Standing Events: from what ive seen in the kickstarter the events come in spurts, and most of the time the effects of an event only last awhile. Sometimes longer, but never really that long. It comes and it moves on, no matter what it appears to be. But I would like to see more and more events overlap each other. And I'd love some world changing events that really leave meangingful impacts on each colony. Such as:

-"Bandits released the viral mutagen from an abandoned research facility!" this one here would be responsible for releasing the undead viral plague, soon to follow would be a slow moving airborn infection with visual identifiers heading towards your facility from some unknown direction, zombie like entities and mutated creatures who arent safe to eat. Your need to research a cure ASAP. and last very long - the whole point. It isnt just some small event its going to be fealt for quite a while and should impact other events like random travelors might be infected or might need help, raiders might actually try to JOIN you enmasse out of blind fear, etc. And surviving the event could leave long lasting effects on your little colony.


-"The Moon blew up." this could have meteorite showers that totally rain down hell for a long time.


-"Local Wildlife, due to the amount of failed bandit raids on their population, have now developed a taste of Man Flej." yeah now everything on the world map wants to eat people. Maybe even stronger types of creatures migrate towards your colony from off the map, big bear type creatures.

-"It came from another world! Watch out!"

Aliens. Plain and simple. Get some X-COM action in there. Could maybe add researching of alien tech!! Ha!


-"THE PLANTS ARE ALIVE!" Thats right, sentient man eating PLANTLIFE, could add some creepy looking walking plants, maybe even ones that could be talked to with some diplomacy thats researched "plant speak". Maybe they want a certain amount of nutrient paste a week or they eat you all. Etc.

-"Rogue Robots" yeah who knows what tech survived the crash same as you.

-"Mechs" yeah ok just thought id state what most people want.

Mechs, alright thanks.

#28
Ideas / Re: zombies... lots of em.
October 20, 2013, 03:55:04 PM
Id like it as a feature, some kind of undead viral plague just got loosed by some bandits by accident and its now run free on the planet. Id love long standing events like this.
#29
Quote from: Spike on October 20, 2013, 01:36:22 PM
I'm for biomes as well.  It could add all kinds of variety and challenges - think about it from the standpoint of how it would tie in with various research & building priorities.  These are just some quick ideas:

Arid (current) - if water is added, that's going to be a tough need to fulfill.  Might also limit your population size, making it harder.
Polar - Freezing weather, need for heat.
Low atmosphere - Air filtration & circulation.
Jungle - Plants everywhere, fast plant growth.  Limited line of sight, making firefights more of a challenge.  Or do you spend the resources to pave everything in your killing ground?

I admit that this example makes some more sense. I can see different creatures with these biomes as well, especially the Jungle (Hehehe: http://www.youtube.com/watch?v=fnfDXznMf0E )

still, dynamic changes to your environment are pretty much the same ideas. I dont think it'd bring peoples PCs to their knees like you said. from the video footage ive seen alot of the map can change dynamically anyway the crops grow over time some trees and plants phase out automatically. and then weather is already there.
#30
Ideas / Re: Planet Population
October 20, 2013, 03:30:45 PM
Quote from: GC13 on October 20, 2013, 11:46:14 AM
Assuming that everyone's seen Firefly is generally a poor way of keeping people from asking questions that you know seem to come up frequently.

But seriously, who lets strangers onto their ship? And most people have seen Star Trek. Star Trek Enterprise and her crew don't invite offworlders with low tech onto their ship. As a general rule. Han Solo didn't. And who says what size the ships are anyway, we haven't even seen any examples. I assume the ships are similar to Firefly/Chronicles of Riddick. Most are freighters most are small, etc.