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Messages - Schwartz

#61
The sledgehammer feels pretty OP. It's easy to get and doesn't suffer from the 'goblinite' syndrome of generally bad quality levels. I'd lower the damage a bit and possibly allow it to have quality levels. That would be a nerf, overall, I think.

Almost forgot, they also don't yield any resources when smelted down.

Love your mod otherwise.
#62
Ideas / Re: Surgery needs a buff/rework badly
August 19, 2016, 10:41:29 PM
Yep, there should be some safety net. Like being able to fix up a botched surgery with another investment of medicine and time. And not losing your expensive bionic parts to 'minor' failures, that one really irks me the most. The system as it is now heavily encourages savescumming and that's not fun for anyone.
#63
Outdated / [A14] Bigger Meals (0.11)
August 18, 2016, 04:46:05 AM
[A14] Bigger Meals (0.11)

Hello folks,

This is my first mod. It's as simple as can be. All it does is add a couple of new recipes for kitchen stoves, allowing 4x batches of simple, fine and lavish meals to be cooked. My latest game didn't include the Vegetable Garden mod, and I wanted a drop-in replacement for producing more meals at a time.

It seems to work okay and doesn't interfere with CCL vanilla tweaks for stoves. Feel free to post issues, but don't expect me to be able to fix 'em. ;)

0.11 - Cleaned up the code a bit
0.1 - Initial Release


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#64
Melee hunting is usually a short-lived sport ending with the death of a hunter. However, when hunting was still new I had one hunter who excelled at it. An aging samurai who brutalized everything and ended up with a truckload of artificial parts as well as incredible melee skills. It made for a really cool story. Yes, melee hunters should be disabled by default but it should still be possible as a player choice.
#65
I think it's odd to argue for more ways to screw playstyle X or Y. In my opinion the game is difficult enough and doesn't need anymore hurdles just to make sure you're playing it right. AI exploits should be fixed, but that's about it.

I started out playing Classic once or twice, but the inevitable 'ramp towards death' gets old real quick. All my most enjoyable games were on Randy Random, and they usually lasted until I got bored with a colony, rather than it being taken out. An ending like this is not a *bad thing*. I had more fun staying alive than I had in a constant and unforgiving struggle. And Randy still offers plenty of struggle.

As for colonies.. I build walled towns and I build mountainhomes. Sometimes a mix. And they all work just fine. It's more about what the map offers me. Hell, town raids aren't all 'get your ducks in a row and wait'. Sometimes it's more tactically sound to let the enemy take the town while you wait for 'em out in the hills. Or going out to snipe a preparing raid. Or do urban warfare if they out-range you. It all works, it's just not all as effortless as putting up a killbox and stifling yawns for the rest of the game. There's versatility if you want it.

The one thing I would seriously consider overhauling is the standard mode of an inevitable death-ramp. It doesn't allow the game to shine. And there need to be more things to do beyond survival in late-game. The spaceship thing has zero appeal to me. It doesn't offer anything fun beyond a way to end the game. There's already another way to end the game and it's usually coming like a freight train. Which is why so many people exploit and go for an overly defensive playstyle.
#66
I also don't tend to go beyond regular Bionics, but that's more of a self-imposed restriction for balance's sake than anything else. Firstly it'd be way too expensive to deploy the highest tier Bionics on a grand scale, and secondly it'd make my murder squad of 50 even more overpowered.

Don't think I've seen raider groups decked out in high-end Bionics either. So it's a fairly elegant solution for the player to either use the stuff or ignore it. Yeah, a 'baseline' EPOE that didn't include Vancidium or Advanced Components would be my preference, but it's just unnecessary work.
#67
It'd be cool if the Silent Jaw could void the social penalty from the Annoying Voice trait.