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Messages - Lightzy

#106
Whatever, so long as your colony doesn't generally become a haven for the noseless like in my case.
I swear getting maimed is the easiest thing in this game. I'd rather have the dude just die and hope to get a new good one.

But that's also kind of eh, because 95% of generated pawns are garbage
#107
Ideas / Re: A list of suggested medical conditions
February 06, 2017, 11:14:25 AM
I'd go with more logical common ones like tooth decay etc.

Root canals with a 5 medicine doctor is going to be FUN
#108
Ideas / Re: Mechanoids should deteriorate outdoors
February 06, 2017, 11:12:54 AM
They have self-repair capabilities so long as they're operational, so no worries.
#109
That's why, as I said, the solution is to allow glittertech meds to be used to heal 'small' injuries, like rebuild a nose, thumb, heal scars etc.

It's glittertech meds ffs
#110
Haha I let die or kill anything that isn't good enough.

It's just that about 90% of colonists are COMPLETELY USELESS.

It's a design fault I believe.


I take maybe 2 useless colonists in order to be haulers/cleaners, but that's it.
#111
Ideas / Re: Building should have 2nd floor...
February 03, 2017, 07:33:23 AM
yeah it's the most requested feature so, welcome
#112
Ideas / Re: Your Cheapest Ideas
February 01, 2017, 05:43:28 PM
Make spaceship parts A LOT BIGGER. like 3-4 times bigger.

That way you need to clear and protect a much bigger space for them, making them a bit more of a risky project, and also giving them the kind of "OMG" factor that they deserve.
They need to be worthy of 'game ender' status, instead of the piddly little things that they are.




Also probably add a few parts to the spaceship. Against just to increase size/cost/coolness
#113
Ideas / Re: Vegetarian Trait
January 31, 2017, 07:51:20 PM
Definitely

Vegeterian: -5 to melee, sorrow when eating meat, sorrow when others eat meat, sorrow when animals eat meat, -50 to carry capacity
#114
I'm not complaining about the realism of being able to sew back toes or make artificial noses. That would probably be a conscious design decision, not to allow those.

I just think it's a bad decision, both because of player psychology, and because those injuries are so very common and so injurious to the colony in potential, and sometimes force 'gamey' solutions to suicide the pawn without penalties..

A good idea would be to make these injuries a lot less common, and also to enable rare glittertech to fix them
#115
Quote from: Zhentar on January 26, 2017, 12:16:49 PM
Quote from: cultist on January 26, 2017, 10:46:38 AM
Noses, fingers, toes etc. have very low health so they tend to be removed completely when hit. I'd like to see a much lower chance to hit these parts. I mean, shooting someone's finger off (but not hitting the hand) is pretty damn unlikely to happen.

Agreed. Noses & ears pop off in even minor squabbles, and now they've got a '-15 disfigured' opinion penalty (even if they used to be +40 beautiful, which is pretty harsh).

Pretty much what I thought, yes.

It seems I never have a playthrough without a whole bunch of destroyed noses.
That's why I posted.
It got real ridiculous the last time after 3 pawns with no nose and a permanent brawl going on in the livingroom
#116
Also, replace brain with AI core.

That would be ... hahahah.
#117
The scars and ensuing gameplay considerations tell the story if you're detached from the story.
The process of healing, even when costly, tells the story if you're in the story.


Besides, no offence but your logic is gone if you're fine with hearts,lungs,kidneys,arms,eyes etc being replaced but you take issue with relatively simple reconstructive surgery or the healing of scars being carried out using glittertech nano-medicine.

#118
I think a simple solution would be, to allow the use of glitterworld medicine to regrow a nose, ribs, healing scars, etc.
#119
Injuries like destroyed eyes and limbs are bad, but the player is psychologically ok with them. Because they can be fixed, and can actually be made even better than before via bionics. Yes, it's expensive, it's dangerous, but the option is there.

Injuries that cannot be healed however, like a 'destroyed nose' or a 'destroyed lung' etc are simply not fun. In general, it is not engaging to a player to have his shit get more and more irreparably damaged as time goes by, without any option of recovery. Especially when pawns are few and precious and the player grows more attached to his builder, his medic, etc.

From a purely non-emotional designer standpoint sure it's fine, it's just a minor thing. But as far as player psychology is concerned, it's a major thing.

Please add ways to fix stuff, even nose job operations etc.
#120
Quote from: Thyme on January 22, 2017, 03:01:27 PM
I regularily had grenadiers bomb their way through thicker walls than that in A15. Anyway, I think that was removed in A16 and they only mine walls now.

They always blow through walls. Which is annoying. Even without "advanced tactics".

With traps/turrets being so ridiculously killy, I suppose this was a must, but a better idea would be to somehow limit traps/turrets (1-3 use traps, ammo upkeep for turrets)