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 - sparda666

#31
Quote from: BetaSpectre on July 09, 2014, 03:17:41 PM

And also the more turrets you add the more NPCs spawn I think this still applies.

my understanding is that turrets are lumped together with wealth.

raider attacks scale with the collective value of your structures.
#32
honestly, Ive been thinking about people like nobles and others that are incapable of useful work, maybe making some kind of forward outpost somewhere as a tactical base and have them live completely separate from my main colonists, and just have people haul food over occasionally.

not sure how useful that is, but Ive always wanted to try
#33
well I assume the AI core is destructable, so it wouldnt hurt to have multiple opportunities to get it.

also you should build a ship with 2 AI cores so it can have a split personality.
#34
hmm.. this is strange behavior.. did this colonist have a bed asisgned?
#35
Ideas / Time Speed Options
July 09, 2014, 02:37:19 AM
I dont know if its just because enemies are buffed, doors are nerfed, or my base this time around was unorthodox, but since Alpha 5, Ive been having very poor user experiences with time control in combat situations.

It feels like time is forced to slow in situtations where it shouldnt be and is not forced to slow in situations when it should.

When a squirrel decides to attack my colony, it is painful to sit and watch the boxing match between a colonist and the squirrel. This poses virtually zero threat. Why am I locked to 1x speed?

similarly, when being seiged, sometimes I have higher priority construction I need to handle before I can take on the besiegers. being mostly locked at 1x speed is kind of painful when 90% of the time they are waiting for their mortars to reload.

in contrast, raiders just drop pod'd into my base. I am currently in the middle of mass construction jobs and am running at max speed. In less than a second (or at least before Ive had time to notice the flashing red envelope), the raiders tear through my doors, run amok in my base and start beating up my colonists. And then NOW the speed drops to x1 when its already too late. My colonists are all spread out around my base and one of them is likely almost dead before I even notice they are here.

I suggest some freeing up of the  time options and more helpful  notifications.

Perhaps when a critical notification occurs (red envelope or notification that raiders are done preparing and beginning their assault), the game pauses. This ensures that the player is aware of what just happened and has time to decide what to do. At this point, the player is free to resume the speed they were previously playing at, or just it to their preference according to the situation. This provides the user with both the notification they need, as well as allow them to decide for themselves what the threat level is. If its a squirrel, the player can draft a single colonist to punch it to death and then go back to full speed to get work done. if its an angry raider ball of death, they can take it slow.

I assume the reason that it is forced to 1x is to ensure the user is aware that combat is occurring and to allow the user a slower pace so commands can be issued. Having the game pause but unlock the speed settings gives us the notification - the pause - yet the ability to go back to whatever speed we find to be most convenient or useful to us. Sure, we could resume at 3x speed and the murder ball of raiders could trample us, but we were aware of the threat when the game paused. We lost because of a decision we made. Not due to game unfairness (drop podding at 3x speed and blowing through base before human reaction can kick in).

That was a bit longer winded than I intended, but has anyone else had this experience?
#36
I mean I know this is low priority feature wise but it would definitely be cool to have the option to select body type and hair or something. I usually spend quite some time randomizing age and gender to the point where it is somewhat representative of my friends and myself. Putting myself and my friends in the game adds a stronger level of attachment to my characters. Stats come secondary as long as it wont completely screw over my colony.

But then after a half hour of randomizing my dudes, when I get in game, and my pawn is a fat guy with a mohawk, I end up restarting. No offense to any large mohawked individuals out there, but it just doesnt represent me.
#37
General Discussion / Re: Silver
July 08, 2014, 10:31:12 AM
my usual source of silver is usually from selling excess weapons or raw foodstuffs
#38
The psychic drones must have snuck back in and taken control of your colonists
#39
General Discussion / Re: Quick Mortar Question
July 07, 2014, 02:44:24 PM
also as a PSA, thick rock roofs arent infinite.  I once had an in-the-mountain killbox that had a couple support beams that I allowed raiders to hide behind that would eventually collapse and cause a cave in. after several times of this happening, the roof of the cave was gone and exposed to the sky. It seems if mortars can blow into your cave walls enough, it might cause enough cave ins for this to happen.
#40
what would be cool is if we had some kind of hunter's post where you can put bills for hunting. this could help us automate hunting to maintain animal population control :)
#41
General Discussion / Re: Psychic Drone balance
July 07, 2014, 12:27:04 PM
not to poopoo on current ideas, but would it make sense to nerf the numbers in vanilla? -25 is worse than seeing corpses isnt it? Whats the lore of this psychic drone? some autonomous robot emitting waves that cause traumatic images in the colonists' minds?
#42
General Discussion / Re: Metal shortage!
June 25, 2014, 03:43:02 PM
If I were to estimate based on past experiences, about 70-90% of the map's ore deposits are inside mountains.

get diggin!
#43
General Discussion / Re: Merging logs and planks
June 12, 2014, 06:24:54 PM
not sure if this is the right place to talk about this. But after playing a while, Ive found it easier for me to completely ignore wood alltogether. My base tends to do better when I ignore my starting area and just relocate my base to the nearest area that has a good amount of metal ore visible. Im not sure if the design is to make us want to use wood before metal, but at the current point, wood is too fragile and takes too long to harvest and develop. (cutting down trees seems to be less efficient than mining metal and metal doesnt need to be refined to planks for doors).  If we are supposed to want to use wood, there needs to be some advantage to using wood early game over metal. Either wood needs to be easier to use, or metal must be more difficult. Right now, other than from an aesthetic point of view, Im not seeing an incentive to use wood tech
#44
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 03:23:12 PM
It appears that the current wealth formula highly encourages building your base in the side of a mountain (no walls, smooth stone floors are  0 value). this should highly devalue the worth of your colony while not affecting your "progress." Those who are having a lot of difficulty could attempt this strategy.

Tynan, does the wealth calculation also take into account hoarded materials within your home zone or stockpiles (however, tracking wealth by stockpile is exploitable because you can delete the stockpile after hauling)

#45
General Discussion / Re: Alpha4f difficulty
June 11, 2014, 10:55:13 AM
against big muffalo swarms, keep yourself prepared with a U shaped wall and start building a line of buitcher tables to close the cirlce, just to get the materials there but not enough to trigger unit collision. when the swarm triggers, draft everyone inside your bunker and then complete the construction.