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Messages - Harold3456

#106
Ideas / Re: More options for friendly factions
April 11, 2016, 08:00:40 PM
Quote from: Tycho X on March 30, 2016, 12:12:37 PM
I believe there is already a mod that allows you to do so, but it should definitely be added to the core game -  the ability to visit other Factions and/or raid them. Perhaps even just the ability to travel to different, empty plots of land across your randomly generated planet. Maybe add a colony relocation option-

A lot of people say this, but I think it should be a low priority, if a priority at all, because visiting a different map would change too many aspects of the game. Once you introduce new map areas you're met with issues like loading screens, or the question of if your colony at home movies in real time, to say nothing of the fact that you'd have to retool NPC AI (because right now they're not programmed to colonize at all, just to raid and siege).

I think the closest you could easily get to this is an "ambassador" option - send your best social person to another faction, they disappear offmap for a few days, and when they come back relations are better.
#107
Quote from: JesterHell on April 11, 2016, 03:23:18 AM
Quote from: Headshotkill on April 10, 2016, 04:26:54 PM
Neutral colonists who are brave enough should intervene to hold down the agressor.

Yes and no, I can see a few minor issues or conflicts with this.

First how do you determine who's brave? I mean adding a trait like brave would also imply that there are cowards and having those traits only effect social fight?

I like the idea of an "interrupter" character type who is willing to intervene. Maybe "brave" isn't the trait he should be assigned, perhaps rather "conscientious" or "agreeable", or it could just be a characteristic of other existing traits like "empath". As for a "brave" character type implying everyone else is a coward - I disagree. None of the character traits in this game infer that colonists who don't possess them utterly lack them. Non-green thumbs aren't innately terrible with plants. Non-brawlers can still skill Melee. Non-abrasives can argue. Rather, the trait is implied to be a significant part of the person who has it, and said person exhibits it more than others. Now that there's a "flee" mechanic, a brave person might not be able to use it, or might not be set to it by default, or might not be averse to fire even if they're a burn victim.
#108
Ideas / Re: More options for friendly factions
March 30, 2016, 11:30:20 AM
I would like the idea of longer visits - like, maybe you can set some beds to "guest", and judging by the impressiveness of your base there's a chance for visitors to just hang out for a few days.

Also, maybe the ability to recruit visitors staying for an extended time.
#109
Ideas / Vehicles
March 30, 2016, 04:10:43 AM
As the thread title states, I'm suggesti adding vehicles. I've seen this idea suggested a few times in this thread, but not really in any ways that seem feasible by the developer. For one, I don't want to see raiders using vehicles, because that would likely require a mess of AI and physics tweaking. Two, no military vehicles to upset combat balance. Whats the point then? Well, there are lots of neat uses for vehicles (even on this small map) that don't require massive AI tweaks.

I have an idea for three classes of vehicles: ATV, jeep, and truck, maybe with corresponding Drive Skill levels of 3, 5 and 8 (but passengers also gain skill - watch and learn). If your Drive Skill is too low you risk crashing, destroying the vehicle and injuring/killing passengers.

ATVs can drive single people around - ideal if your only miner has a peg leg and needs to reach that gold cache across the map, or your best shooter has poor mobility and can't take pot shots at raiders without being swarmed and torn apart.

The jeep could seat 4 people, perfect for hit and runs on siege enemies/mech hives, intercepting fleeing raiders taking hostages, or even as an ambulance to get downed combatants out of the combat zone and to a medical bed ASAP. That's not to say you can fire from inside the jeep (that would be needlessly complex), but you can drive up, get out, shoot and then get back in.

The truck could hold, say, 2 people (in case your Driver couldn't Haul), serve as a mobile Zone  capable of hauling a number (let's say 8) of slots of resources, perfect for grabbing a bunch of marble slabs or animal carcasses across the map.

So there's my suggestion of three vehicles: modest, but with (IMHO) a good degree of in game utility. This system wouldn't require a Drive skill, but I feel one would be neat - it'd just be one more way to distinguish between your colonists and isolate invaluable ones. Maybe a Mechanic skill as well, though Craft may cover that base decently enough. Let me know what you think!