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Messages - DeltaV

#151
Ideas / Re: Suggestion and Discussion Megathread
November 01, 2013, 07:33:06 PM
Two completely random ideas that I didn't think warranted their own thread and weren't really specific enough to warrant even being in the cheap ideas thread:

1. From what I've seen, hydroponics is REALLY overpowered, basically an infinite source of money and food. Instead, it should just be a way of growing food slightly faster and without the proper terrain, whereas right now you could probably do just fine setting up a research table quickly and going straight for hydroponics without any normal farms.

2. There should be more traps and ways to incapacitate enemies. Landmines, stun guns, etc.
#152
Quote from: SharpKris on November 01, 2013, 07:25:07 PM
Congrats! can't wait for the game! do you accept payment in first borns?

If he doesn't, he might accept your soul instead. I hear the exchange rate of souls to CAD is pretty high nowadays.
#153
Ideas / Re: Your Cheapest Ideas
November 01, 2013, 07:24:46 PM
Characters' movement speed should depend on their situations and health. Colonists shouldn't just leisurely walk to cover when falling back under heavy fire, and mostly-uninjured colonists should be able to catch up with fleeing, near-death raider scum.

Other than that, I'm sure it's been suggested, but it seems like a stun gun would be useful. Very low range, but stuns and potentially incapacitates enemies. Maybe you could carry one as well as a 'primary' gun.
#154
The funny thing is, a zombie mod probably wouldn't be too impossible to make. You already have basic functionality of a group of enemies that spawns and attacks your base put in with raiders. Change some textures, give them abilities by 'equipping' them with weapons that 'spit' acid or cause explosions or whatever, hide all the character and thoughts menus and such, and there you go
#155
Quote from: Dragula on November 01, 2013, 07:14:44 PM
Does the two week wait also count for user who payed with paypal? Since that does not go through paypal.
I think i know the answer but it never hurts to ask :)

A couple of us paypal-users asked this when he first announced the two-week thing, but yeah, to be fair to everyone we're all going to get it at the same time.

That said, this is an amazing game and I would be perfectly happy to wait however long it'll be.
#156
Woo! Is that including Paypal? If it's not, it might be closer to $300,000.
#157
Ideas / Re: Some defensive strategies
October 31, 2013, 08:46:22 PM
I like the idea, but it seems like it might be better just to have a button in the corner labeled 'fall back' when a colonist(s) is(are) conscripted. With the above example you might end up triggering a pointless fallback because a guy with grenades was running to get into range.
#158
Ideas / Re: Your Cheapest Ideas
October 31, 2013, 08:43:54 PM
Maybe make conscripted soldiers able to fire while moving, and/or to run. It seems like it would be really frustrating to need to fall back, only to be gunned down because your soldiers were leisurely walking with their guns away to the next line of sandbags.
#159
From what I've gathered looking at stories, LPs and forum feedback, it seems the late-game is lacking in non-lethal ways of dispatching enemies, leading to a potential lack of new colonists and forcing players to rely on slave ships for new workers. As such, I present the following solution to this issue:

Shock Turrets
As the title implies, a shock turret is, well, a turret that shocks things instead of firing bullets. In no particular order, I've arranged some ideas into bullet points:

• The shock turret would fire only one shot in a burst, rather than the traditional 3/5.
• The shocks do very little damage, but have a good chance to stun and/or incapacitate the target.
• The turret would take up a 3x3 square rather than a 2x2, would be weaker health-wise, and would require a large amount of electricity per shot in addition to the constant usage; you'd likely need a separate few solar panels directly dedicated to the turrets if you wanted to run them in every fight.
• Incapacitated targets should still have, say, a 50% chance to die instead of being incapacitated (Too much electricity), so as to avoid huge colony population.
• When the turret explodes, it would deal shock damage in a large splash radius, ignoring walls (Since they conduct electricity) and half-cover. This means that you have to place your turrets strategically to avoid incapacitating half your colonists if it goes up. The explosion would also cause a large amount of power to drain from batteries and such, proportional to the amount drained by firing the turret.


Anyways, that's the idea for now; hope you guys like it. If you have anything to say, I'd love replies and criticism.
#160
General Discussion / Re: Kickstarter Update #7
October 29, 2013, 03:35:34 PM
Quote from: Produno on October 29, 2013, 03:33:19 PM
Something i havnt seen asked yet.

I backed your game through your website, do people like me still have to wait to get the game the same time as everyone else on kickstarter? I dont mind having to wait.

Also, does the money collected from orders on your webpage count towards the kickstarter money?

I was wondering the same thing. I don't mind waiting, but it seems like since I bought it through the website we shouldn't necessarily need to, since the money is already yours.
#161
Ideas / Re: Your Cheapest Ideas
October 29, 2013, 06:51:35 AM
Wind Generator: Very low power generation, but generates constantly and doesn't take up much horizontal space. Build away from mountains for optimal generation of power, makes more energy during storms.
#162
General Discussion / Re: Internal Version 243
October 28, 2013, 06:19:34 PM
Quote from: Semmy on October 28, 2013, 06:13:40 PM
Quote from: Tynan on October 28, 2013, 01:45:20 PM

•   Some electrical devices now short-circuit and cause fires if left out in the rain while running.



this is awfull just awfull.
I think that sunlamp thats next to my crops has already been repaired like 5.000.000 times since it only seems to rain on my planet d-;
Well atleast i now know for sure the firefighting skill works d-;

Hydroponics, maybe. Why are you using sun lamps outside, anyways, when there's an actual sun?
#163
Creative Rewards / Re: New Backstories?
October 28, 2013, 06:16:53 PM
What about:

Refugee
'[Character]'s home was destroyed by a great catastrophe when they were young. They have spent large portions of their lives on a the move, and as such are very independent, but lack proper social skills.

Construction: +1
Growing: 0 (No change)
Research: -1
Mining: +1
Shooting: 0 (No change)
Hand To Hand: +1
Social: -3
Cooking: +2
Medicine: +1
Artistic: -1
Crafting: +3

Urbworld Worker
'[Character] worked in a crowded, sweaty factory on a highly populated urbworld. They became skilled at manufacturing and construction on the assembly line, but years of mind-numbing work have not been kind to their finer abilities.'

Construction: +3
Growing: +0
Research: -3
Mining: +1
Shooting: 0
Hand To Hand: 0
Social: -2
Cooking: Disabled
Medicine: -3
Artistic: Disabled
Crafting: +4

Midworld Worker
'[Character] worked a plain office job on a safe, if boring, midworld. The plain tasks they were assigned left some room for mental and social growth, but [character] is averse to physical labor.'

Construction: Disabled
Growing: -3
Research: +2
Mining: Disabled
Shooting: -2
Hand To Hand: -2
Social: +4
Cooking: +2
Medicine: +2
Artistic: +3
Crafting: 0

Military Grunt
'[Character] was one of the many soldiers that performed basic tasks in the military. They repaired ships, did adequately in training and occasionally saw a bit of combat.'

Construction: +1
Growing: 0
Research: 0
Mining: +1
Shooting: +4
Hand To Hand: +2
Social: +1
Cooking: -3
Medicine: +1
Artistic: Disabled
Crafting: 0
#164
General Discussion / Re: Internal Version 243
October 28, 2013, 05:53:22 PM
Mother of God... This looks amazing. Four more days :D
#165
Ideas / Re: Your Cheapest Ideas
October 27, 2013, 03:24:41 PM
Haplo, for your first point, maybe it could be based off of the colonist's loyalty? As in, more loyal colonists would be more likely to keep working on something until it's done instead of wandering off.