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Messages - Produno

#46
General Discussion / Re: The Big Patch Notes Topic
November 12, 2013, 02:35:07 PM
As thubin said, we dont know what the atmosphere is like. Besides how do we know these guys havnt just shoved some copper windings down some plastic conduit, it wouldnt be very reliable.

Depending on the atmosphere and considering the abilities and materials available i think Tynans direction is actually pretty realistic.

As for capacity based lines that wouldnt work without a whole load of other mechanics. The capacity is based on the csa of the cable, whos to say they havnt used a nice thick bit of cable on that run. So everything as it stands is completely feasible,  but anyway its a game. If you want realistic you need to take in effect of resistance and volt drop and power factors plus a whole host of other things.

Anyways ill stop now cos im sure this is not the thread to be discussing this.
#47
Off-Topic / Re: Any Xcom: Enemy Unknown players around?
November 12, 2013, 02:24:18 PM
The original xcoms are imo the best turn based or even strategy games out there. Theirs also a hd mod for them so you can play at 1080p :).

Xenonauts is looking promising but nothing ever feels as good as the originals. Extraterrestrials was also good and worth a look, the second one is meant to be released some point soon.
#48
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 02:15:31 PM
Quote from: ShadowDragon8685 on November 12, 2013, 02:01:51 PM
I'm not talking about associating the color of wiring, I'm talking about associating the color of electricity itself - in video games, in popular culture, what color is unleashed/elemental/magical electricity? Yellow! It's the eye-drawing color of our very own lightning bolt symbol which indicates a device is without power.

Chill Winston. That wasnt aimed at you. Just giving my own input is all.

Oh, and its colour not color heheh ;p.
#49
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 01:48:04 PM
Well, in Europe (im not sure about Americas etc) but a live electrical cable is brown (standard 240v) and blue for neutral. So i mostly associate electric with brown. Yellow is for 110v mainly.

Old colours in the UK were red and black for 240v (which was 230v) with red being the live.

We could go into 3 phase if you wanna get really technical.

Just my input :).
#50
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 07:43:37 PM
Wow this thread has really gone off on a tangent.


Quote from: Workload on November 11, 2013, 06:57:17 PM
I think you guys were right before the turrets are fine it's the AI not understanding there's 20 guns on the side of a wall. The AI needs to know this and act on it. They should hang back from the wall, grenade it then have people with guns hang back a little then after the wall is down they take cover at the ruble. To spot anything to shoot. Kinda how a Player would do it but there's so many problems to this. Because they could just start shooting/bombing though your whole base.

This wouldnt work. They would need to get close enough to throw frags at your turrets, at which point your turrets would kill them. Yes they could blow up any walls you have and hide behind the rubble, but then its still AI vs automated turrets. No matter what you do to the AI the turrets in their current state still promote a tower defence type game. Im struggleing to see how people cant see this. Im not disputing the AI also needs to be tweaked plus other things but the turrets are one of the main causes for the tower defence playstyle and thats what this thread is about, not about balance. Its about the playstyle they encourage and having fully automated turrets with unlimited ammo that fire in 360 degrees is only ever going to promote that playstyle unless something is put in place to limit this. (hence the suggestions)

@Nocebo
I dont want the turrets removed, hence the reason for the thread, so we can come to a solution to keep everyone happy whilst allowing Tynan to keep to his original game design without having to remove the turrets. But most the people argueing are the ones saying leave the turrets how they are, but if Tynan wants to remove them because of a playstyle they encourage then surely if you want the turrets to stay you should try and come to a solution where they can stay without that encouragement??? Im not sure what people dont understand about this??

@kender
I dont think Tynan meant hes making the game all out offensive with no defensive! The problem will still be there on them times they do decide to attack you so that makes n difference. Besides if that was the case why would he even mention removing the turrets?

Anyway this thread has gone way beyond what was meant to be discussed/suggested that mods may aswell close it now. It was meant to be a place Tynan could read to give him ideas on ways to keep the turrets, but people spamming ''its the AI its the AI, theirs nothing wrong with the turrets'' is not a very good arguement to pursuade someone to keep them....
#51
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 03:27:39 PM
Quote from: Nocebo on November 11, 2013, 03:08:06 PM
But our solution to the problem in this case is the predictability of the AI. Which is being abused. I feel the turrets are just a lazy man's way to deal with the crappy AI at this point.

How? Are you saying Tynan is wrong about his own game? He stated he wants the turrets removed because they aid in a playstyle that the game design is not aimed towards. If you read the opening post of this thread you would know that. Hence the discussion, so AI or anything else has nothing to do with it because the discussion is about the turrets. If you want to talk about the AI then start a new thread about the AI, but we are still in alpha and the AI will still be worked upon to its a mute point.

Besides, giving the player an infinite amount of turrets that fire in a 360degrees radius is only ever going to be a problem for this type of game. Your answer is make the AI smarter? The more complicated you make something the more their is to go wrong. Just stating make the AI smarter is not a solution to the problem outlined. You also offer no explanations as to why keeping the turrets how they are but making the AI smarter would solve anything.
#52
General Discussion / Tynan, do you play your own games?
November 10, 2013, 10:11:56 PM
Do you play your own creations? The reason i ask is because if i make mods i normally make then because its something i want to play or something i want to change for myself. The problem is i sometimes get that engrossed making it that i dont actually get the time to play it.

Is this game something you expect to be able to play yourself? When you create a game, or mod in my case it takes away the surprises and some of the spark when you know whats going to happen or how. But with this game having dynamic AI i guess that drawback has been removed which hopefully allow you to play it and enjoy it as much as everyone else.
#53
The tactical prototype is pretty cool. Definitely FTL inspired :). But better in my opinion. Might be the way the game plays im not sure.
#54
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 06:34:16 PM
Quote from: ShadowDragon8685 on November 10, 2013, 06:28:39 PM

Solution: Embrace "Turret Defense"

Let the people who don't want those things simply not build those things.

Lol. Seriously, im banging my head against a brick wall here!
#55
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 06:29:49 PM
Quote from: Galileus on November 10, 2013, 06:24:16 PM
Produno - ignore him. He openly asks for no-combat game, yet refuses to even notice he can just lower the difficulty. He openly asks for more OP mechanics that will allow him to survive with no losses and no sweat EVERY TIME.

Heheh, i know it gets boring trying to explain the same thing over and over and over again for the small minority. Luckily most people understand the problem and want to help make the game as fun as it can be by offering solutions.
#56
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 06:22:48 PM
Sorry but either your not reading what i put properly or just not understanding.

Tynan has stated he wants to remove turrets because of the playstyle it creates, alot of people agree. This is because of the tower defence playstle.
So the easy solution,
Remove the turrets,
Remove the sandbags,
Balance the raider spawns to fit.

If you want to keep the turrets then come up with a solution for the problem were talking about. Anything else is irrelevant at this point in time. I guess the same will come with sandbags down the line too, but thats for another thread.
#57
I think its good to take this approach, especially when you consider what Tynan has now is the foundations, its makes things so much easier down the line. In engineering we call it good housekeeping or clean as you go and this concept can be applied to almost anything :).
#58
Ideas / Re: Penalty for underground base
November 10, 2013, 06:04:39 PM
I agree its balanced enough. You dont wanna make too difficult, people still wanna have fun and possibly want the feeling of being secure.

Once all the other balance issues are sorted and other conceps or modules intergrated you wont be wanting the extra difficulty your mentioning.
#59
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 05:53:18 PM
Well thats idea behind the thinking, i think. But please re-read the quote in the first post to remind you what this thread is about.
Its not really about balance, that will come in time, but about the fact Tynan himself wants to remove turrets because of the playstyle they introduce and no matter what you do to anything else, if you keep the turrets how they are now the tower defence playstyle will never change!!
#60
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 05:42:48 PM
Quote from: Lothar on November 10, 2013, 05:37:38 PM
I didn't read all five pages of this so forgive me if this has already been said. Why are the turrets not manually operated? You should be able to put a colonist in a seat on the turret and allow him or her to fire it and without the colonist it does not work. To me its an easy compromise because then you can only build so many turrets due to only having so many colonist and it still puts you on edge because your colonist could die if it gets blown up.

This idea seems to be the favourite and i think this plus increasing the price of a turret dramatically but then balancing the hp or stop it from exploding (so people feel confident enough to use them) could be the first steps to help solve the problem. Though this would probably take some time for Tynan to implement.

@shadowdragon
Just plonking a colonist in a turret the way it stands now wouldnt work, other balancing issues would need to be addressed too like i mentioned above so stop freaking out man.