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Messages - Deer87

#61
Ideas / Re: Weapon Parts!
October 24, 2017, 04:03:42 AM
Im not sure it's a good idea.

Splitting each weapon up in parts with multiple variations will IMHO create a micromanagement disaster.

In FO4 or Ghost Recon Wildlands it makes sense to the extent that you only deal with your own weapons and you can tweak them to personal preference. But having to deal with 10+ colonists weapons and decide if they should have a hunting rifle with short pipe and a little higher ROF at the cost of a minor accuracy penalty, or figuring out how to fit them with cabonfiber stocks...
not gonna happen.
And should i then try to customize their guns each time I fight a new type of opponent, or should i make batches and then reequip everybody each time?

I use CE, and i find the option to decide whether to use FMJ, AP or HP ammo sufficient, combined with snapshot/aimed shot.
Having to decide between an expanded arsenal from CE is already making me concider to cut some content, because i end up with 3 types of ammo i can't or won't use, because one AR is magianlly better than the other.

Im sorry, but its going to be a down vote.
#62
Quote from: BetaSpectre on October 23, 2017, 11:10:32 PM
.....
I would still prefer a manhunter icon when hungry animals start hunting.

Agreed.
Also the concept of hunting could do with some rework, i know it has been up before, but the whole idea of one pawn walking up to a herd of Ibex and starts spamming bullets at them gangsta style is just way off from the survivor feeling. Especially if playing with the ammunition mods, where every bullet counts in a young colony
#63
Stories / Re: whats your most pathetic colonist death?.
October 16, 2017, 04:56:04 AM
Although not a colonist death;

Im playing with the Combat expanded mod

I hade taken upon me the task of clearing a raider hideout for one of my neighbours, without going into details of the raid itself (and the embarrasing long time it took me to realize that there was a door in the rock wall), the reward was delivered to my colony... pr. droppod... right through the roof... of my ammunitions depot... killing one of my tame boomalopes... setting fire to the remaining ammunition... causing bullets to fly everywhere killing my chief's pet hen (he was rather upset) and shattering the shin of the cook.

That was when i decided to put my ammunition outside of the livingarea and build it out of more sturdy materials than wood
#64
Ideas / Re: Food Scraps
April 05, 2017, 02:18:02 AM
+ 1

Although I can imagine it having some issues as it means we have to allocate resources to garbage disposal :)
#65
Ideas / Re: In desperate need of landing filter
January 05, 2017, 02:22:27 AM
Quote from: glob on January 04, 2017, 06:46:14 PM
... Getting a good starting team is harder. One good and with passion - at least interested - with meelee weapons, two with passion to guns, one with growing 8+ and passion, one with burning passion to medecine, one with passion to crafting and construction. WIth decent perks and good health. I wish there was a filter for team members.

Are you aware of the carefully prepared mod? I know its kinda circumventing the main idea of working with the pawns you get, but with it, you can make sure you have members with the skills you want :)

https://ludeon.com/forums/index.php?topic=6261.0
#66
Ideas / Re: Skill combinations for jobs
January 02, 2017, 03:12:11 AM
Although I like the idea in theory, Im afraid it will make crafting stuff needlessly complicated when your pawns suddenly need two specific skills instead of one. You may have a lvl 20 constructor, but because he is dumber than a doorknob, he will not be able to never be able to build something more advanced than said doorknob.
This is not unrealistic, but with a very limited number of pawns at your disposal, it will be too limiting, imo.

A good example would be the first Total War games, where you needed a high lvl spear maker, a high level stable AND an armorer in order to produce heavy, lance-equipped cavalry. It makes very good sense, but as gameplay it was hell to figure out what you needed, and took so long that you usually settled for something simpler and cheaper. Again, it makes sense, but Im not sure it will make the game more fun.
#67
Agreed, interesting idea. +1 vote
Could also open up some degree of tech trading - Arms Merchant dealing schematics for rifles and pistols ect.

Can also be seen in combination with the suggestion about a spacer bringing knowhow, so that a neolitic tribe has a better chance (or bonus) to research things like electricity or complex clothing. https://ludeon.com/forums/index.php?topic=28978.0
#68
I must agree that the current setting is a bit... harsh.

One of my prisoners lost a leg during his escape attempt. I still wanted to recruit him, so I decided to treat him a peg leg. My lvl 12 doctor experience a minor failure during the operation... he stabbed his patient to death
#69
Maybe he sneezed really hard when cutting the optical nerves, thus thrusting the scalpel into the patient's brain?
#70
Ideas / Re: I want to go full 90's in this game.
November 07, 2016, 10:19:33 AM
I'm gonna keep it relatively short.

Technique is referred to the use of weapons, you talk about mma, which is unarmed, and tennis, where strength correctly play a role. We could call that cherry picking.

Rimworld is neither Saudi Arabia or Denmark, my argument is that existing gender roles are not ultimate truths and in a sci-fi setting irrelevant as the development could have gone in any direction.

Isis is known for execution of homosexuels. I'm not talking against Muslims, I'm talking against violent intolerance.
Let.me turn it around, why do you want the gays out of the game?

If you want aspects like the female period to be a debuff in game mechanics, why not young men being impulsive and not think about consequences (look at statistics for fatal traffic accidents), by giving them a debuff to intellectual work.

With the whole Norm aspect, you might as well claim that pawns with darker skin should be less inclined to have high education background...

#71
Ideas / Re: I want to go full 90's in this game.
November 07, 2016, 09:04:47 AM
It is topics like this that gives fuel to the more aggressive feminist movements, which, while a pain in the butt, have valid points when people return to old gender stereotypes like male engineers vs female nurses.

Im a man, im married to a female engieneer, and among her and her friends from university i have no indication that the gals are more poorly suited for the job than their male counterparts.
Old "wisdom" would also say that men are better doctors and women are better nurses, yet in the later years there have been a surplus of women studying medicin, so in the next decades this "wisdom" will become history. At least in Denmark.
What we are looking at is gender roles in the society, and they can, luckily, shift.
Just look at different countries to see differences, so to claim something would be more "fitting" or "realistic" is just demanding that your (outdated) view of gender roles should be dominant.

Considering this is a sci-fy game should leave the gender role argument totally redundant. If you want the 90's, don't play this game. It has interstellar space travel in it.

The same with the gay part, if you really have a problem with it, do as ISIS and execute them. You can do that within the game limits, but it will be a consequence of your less than tolerant world views rather than game limitations.

Regarding the physical strengh part, why should it affect the use of a close combat weapon where technique is expected to play a bigger part than raw strength.
#72
I have been working on this idea/concept for increased "reason to exist" for ones colony.
I will use a Communications Antenna for the example.

The core concept is:

  • There is a war going on between the colony's faction and another equally strong/advanced faction
  • The colony is created to support one specific purpose establish and protect said comms tower/antenna/station supporting the war effort
  • The player can opt for periodical supply drops or directly request these
  • The initial team will be less ragtag to illustrate the military purpose
  • Apart from the usual enemies the enemy faction attacks with the direct aim to destroy said antenna/station
  • The enemy faction will be equipped professionally
  • If the objective is destroyed, a countdown will begin, the player has to reestablish communications within the timeframe, or loose the game

Alternatively this objective could be a mine for rare resources, a slave marked or something completely different.

It is my belief that this scenario can be incorporated with relatively small effort, provided knowledge about programming/modding, and will give the game a new angle based on survival/protect the flag as well as a sustainable colony is still required. (Unfortunately I do not posses the programming/modding skills myself)

Best wishes and thank you for an amazing game.