Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Mutineer

#121
I disagree. Hay demand mach less grow labor and mach more compact to store.

Hay to kibbies basically depends on your meat situation. If you have a lot of meat or unlimited supply of meat from controlled infestation - it is a good idea. In addition i believe it is a good training for low skills cook. Other thin to consider that some animals eat only meat or kibbies. For them kibbies MACH more efficient.
#122
Ideas / Re: Lowering mountains.
July 07, 2016, 08:26:19 PM
There are better ways to deal with sieges, personally I prefer explosive pets, with colonists shooting from afar when sieges try to put off fire. Very easy.
#123
Why you want to turn it off? It is free unlimited supply of meat.. Just organize it properly.
#124
General Discussion / Re: Late Game Economy
July 06, 2016, 06:00:47 AM
They dont, really, you do not need to know what is up there. It could be generated on a fly.
#125
Ideas / Re: Stone Quarry
July 06, 2016, 05:06:16 AM
I am against that, too mindless.
#126
Ideas / Lowering mountains.
July 05, 2016, 07:05:34 PM
There in different places i see suggestion of different kind of mines, in order to increase available resources on map. Personally i think limited resources of some kind is fine, but I often do want to remove some mountains. So...

Instead of mindless mines, I would suggest give ability to controlled collapse of mountains. Right now Some mountain roofs are irremovable.
If we could collapse mountain into tunnel, lowering it height a bit and creating layer of what ever for as to mine again that will be mach more interesting and still finite amount of resources. That mach more interesting then plain invisible mines and probably easy to do in existent system.
#127
General Discussion / Re: Late Game Economy
July 05, 2016, 07:03:13 PM
Instead of mindless mines, I would suggest give ability to controlled collapse of mountains. Right now Some mountain roofs are irremovable.
If we could collapse mountain into tunnel, lowering it height a bit and creating layer of what ever for as to mine again that will be mach more interesting and still finite amount of resources. That mach more interesting then plain invisible mines and probably easy to do in existent system.
#128
General Discussion / Re: Late Game Economy
July 05, 2016, 03:46:02 AM
If you want to make profit form art, just make wood sculptures. Wood is renewable source on most maps. At the end of day, best strategy is to limit spending of steel and getting as mach of it as possible. It might be a good idea even to buy low quality metallic weapon from traders and melt them. personally i send all my 20 colonist in space at about 3.5 years. I did not used steel almost for anything except essentials. Even my traps were made from stone. I did not had to buy any steel, i did not sell any low quality weapons, i melted them. My money come from wooden art and wool clothes.
#129
General Discussion / Re: Late Game Economy
July 04, 2016, 03:12:43 AM
BTw about trade, i believe increasing relationship with non pirate factions increase probability of traders to come.
#130
General Discussion / Re: Late Game Economy
July 02, 2016, 10:58:22 PM
If you have good ability to grow stuff - animals could produce very expensive wool which could be converted to even more expensive clothes.

One trick, if you develop a good tailor - strip your colonist of most clothes when trader come which buy them. Help you to keep colonist dress in new one's. Other reminder, it is a good idea to have separate  dress code for summer, winter and otum/spring. Parka reduce work speed by 20%, do not wear them when it is not cold or for colonist that do not go outside mach. Jakets are good enougth, only slow movement speed.
In summer they do not need even that, T-shorts are enough. You can greatly increase your colony productivity that way.
#131
Quote from: Flying Rockbass on June 30, 2016, 01:15:23 PM
What I understood from OP point of view is that not all the thought debuffs/buffs should count for the mental break threshold. Some of them should impact less on it and more in pratical issues.

From the top of my head (All examples):
"Disturbed Sleep" should count as a -5 Sleep each time.
"Slept on the ground" 50% of sleep effectiveness.
"Tired" Impact in the mental Threshold.
"Ate off the ground" Gives a debuff on the threshold
"Pain (little)" Reduce manipulation and movement also Mood debuff
"Impressive bedroom" Buffs sleep effectiveness and gives a buff on the threshold.

That is what I understood from OP.

Also, Another option could be that some of this thoughts will bring the Break Threshold % up, like Neurotic and Too Smart do. Say my brother Died, My break threshold that was 10% go to 25%. While the other thoughts would make the blue bar move like always.

BTW, i believe it is about 50% efficiency from sleeping on the ground. That why it is very helpful to build a bed for your colonist as soon as possible. you will notice how mach less time your colonist sleeping.
#132
General Discussion / Re: Defense tactics
June 29, 2016, 07:13:35 PM
I have a good result with bite/ switch, melee attack dangerous range tactics. Work good early on for reasonably long time with no or all most no defence used.

Bite - long range colonist with cover of sandbag/wall not far from door. He is the only visible to upcoming enemies and they run to attack him. If some one stop to shot at him he used wall cover if they come to near he duck behind door.

The rest stand behind corner and shot at them as they come in view. Idea is to have them all have near optimum range for shorter range attacks as opposition come into view, optimizing there firepower. When especially dangerous attacker notice you, like frag grenade owner, et... you send your melee against them. Dagger melee attack interrupt so often they will never be able to use there frag grenades. If some melee running to your range firepower, again send your melee to slow him down, but try to attack from side, to reduce chance of friendly fire.

This method earn me a lot of prisoners early on why i do not have any casualties, unless i screw up.

And before you say, i play on higher difficulty with no reloads. Eventually this stop working against to big too well equipped raids and at that time you need your classical turret kill box. But basic tactics continue to be good against raids that ignore your defenses.
#133
Basically yes. Mood system actually reasonably well done and I do not see mach need in changing it. Your examples are no good. They do not effect game balance and just show that you are very yang.
For example imprisoned  -5. What wrong with it? Instead of trying to survive outside and struggle for life you got feed, protected..
Been imprisoned itself does not effect people that mach, we all have some freedom denied in one form or an other. On other hand if I have sit in cold cell naked with out food that really will piss me off. That mood system does, try not to feed your prisoners..

Penalty for dress? well really are you that mach upset about them when you try to survive? Unless i go to fancy dinner i do not care what I am wearing. Number assigned to each factor does not matter that mach, on other hand if my parka so bad it does not keep me warm i will get really unhappy seems I am bloody cold and i know what to blame.. Ob in addition, i believe - from that depends on number of no good clothes capped at -5.
#134
Ideas / Re: Research and storytelling
June 20, 2016, 06:42:02 AM
In a way your reply is actually in favor of my proposal and implications a easy to correct.

By the way you reference to science, so even low research dude can rush stone-catting it is clear you have no emotional connection to your researcher.
On other hand you main argument can be easy corrected inside proposed system. Probabilities and needs can be made different depends on how critical option could be. In this case, need for new building materials could be so big so practically the moment colonists gathered around table or campfire there is a big chance to trigger making this option available.
#135
Ideas / Research and storytelling
June 20, 2016, 12:13:59 AM
One of most important aspect of this game is a story of your colony and your colonists. There skills, abilities and even faults what create our attachments to colonists and feeling of devastation of colonist is seriously injured or die.
It is my believe research right now do not contribute to story of colony and rather too generic.
I would suggest change how research options become available. I will not remove current facilities based available options, rather I hide all research options on start completely and make them available by event driven system.
System based on 3 component: raw materials, ready products and need.
For example: colonist with some skills in crafting and science observe stone chunks time form time. Each time having some chance to suggest researching stone cutting, based on his crafting and science skills.

Colonist observation of stone bricks, obtained by deconstructing walls, trade or pods drop lead to same suggesting with better chance.
That is individual driven suggestion.

Collective need driven suggestion: Example, colony lacking building materials. Colonist when do some social joy activity together make suggestion to develop stone cutting, base on there combining research and correlated main skill(crafting in this case). Social activity could be: relaxing socially by same table, playing chess together, playing hoop together, playing billiard together. There could be some bias which kind of suggestion become available based on activity. It will be a good simulation of all brain storming we do when eating or relaxing together. So many ideas were first written on napkins.

What are benefits of this system:
1) Make each colony and history of each colony more unique. Colonist may have personal records, like "suggested researching stone cutting" in there social history. It make connection of player to colony and colonist deeper.

2) Uncluttered research screen. Every colony will have only research option available and visible base on experience and history of this colony, give as ability to add many research options with out overwhelming player with options. Right now the only alternative construction material is stone. We can add clay bricks for maps that have mud, for example, or sand bricks for desert.

Additional reasoning.

We assume that we from developed civilization crashed on this planet. Then , based on our history and education we may have different level of general idea how to make thinks we had access in the past, but in no way we can make them straight away, even if we have materials to make them. We will have to think and investigate possibility of making them, that justifying researching them. Seeing possibility or need may make as want to investigate how to make them.

Thanks for reading my long rumblings :)