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Messages - Jibbles

#106
Don't tote the suggestions as a farming simulator. We can simply disagree. The process doesn't have to be tedious.. Unless you just hate basebuilding? Balance is off IMO, was before and still is.  Farming was touched actually; in the least interesting way and added rng progression. It's why I bellyache louder over the subject now.

"Leave it up to modding" is something I'm tired of hearing; cause it's not an alternative solution in most cases beyond QoL content. There are many flaws/challenges with modding this area of the game so it's not as easy as it sounds.
#107
Quote from: dogthinker on July 14, 2018, 06:07:59 AM
On the other topic of the moment - useless pawns. I'm gonna agree with Tynan on this one. I think my most memorable, emotional, playthroughs were the ones which carried some dead weight. The one where I landed with a senile grandma and grandpa as two of the three survivors. The one with the depressive alcoholic teenager that basically never left his room. The one where my colony went into a death spiral because I couldn't bring myself to butcher the herd of cats that self tamed, even though the colony was already on starvation rations.  :-\

I've had some memorable moments with useless pawns too. A while back, I built a ship specifically for this old female with health problems similar to the picture posted earlier, except she was capable. The frequency of them is an issue to me tho, incapable of violence being a big one since IT IS common. If such pawns were rare, then I would most likely accept them, now I let them bleed out.  It's also a shame that anytime I see impressive stats, I instantly look at their age and health and sure enough something is ALWAYS there. Pawns leveling up faster in this update makes me care for them a little more.  I don't need the best pawns, but pawns incapable do cause annoyances since they can also be hard to keep track of. For example; Clicking on three different pawns to cut blighted plants but they can't since they're incapable. (happened in my last game) happens all the time with minor tasks when you micromanage.
#108
Quote from: ashaffee on July 14, 2018, 02:13:41 AM
Rich soil is 100% not needed in any run.

So true for most colonies, yet that's one of the main reasons why it seems so whack to me. 
Farming was always too basic. You're concerned about this area being expanded in vanilla, as if it would make things easy.  I would think it'd be more challenging if Tynan decided to add on something like tilled soil cause he would obviously nerf a few things.
#109
Yeah, I wished you could make rich soil in vanilla. Of course there would be ways to balance that.    Hydroponics would still not be obsolete (even tho many players rarely use it)

I just don't care for the current system (unstable) and hope it changes at some point. 
You get hit kind of hard for not having decent growers and the whole process feels longer.  But hey, if you do have decent one that will drastically change your progression. Just doesn't feel right to me.
#110
Quote from: iamomnivore on July 12, 2018, 11:47:43 AM
Quote from: Oblitus on July 11, 2018, 06:22:39 PM
Nerf hits early game hard. The stack of slower experience gain and slower research mean that without a pawn with very good initial stats that you can dedicate to research you are very screwed.

Isn't this just part of the game? Isn't this normal? If one starts the game with a poor research pawn -- one knows what they're getting themself into. Let's not cheapen the game so that someone can have awesome hunting, building, growing, etc. and then also have decent research, even though other priorities were made -- because the game helped you do it. Can we avoid adding "crutches" to the game?

Cheapen the game, adding crutches? I see it quite the opposite when steps are taken to reduce RNG progression and outcome. When results are more in your hands and you have more decisions to make.  Pawns skills should come in handy yes, but having a highly skilled shouldn't skyrocket your progression or put you in situations you have hardly any control over when you don't have a decent one. 
#111
Quote from: Greep on July 11, 2018, 08:43:54 PM
Later on I have a poison ship landing on my cave entrance more than 50 tiles from the hydroponics, so... free, very very conveniently placed guardians :D  Or starving to death if the 50 tile radius got reverted   ::)  Guess I'll find out soon enough.

I felt like it went beyond 50 radius in one of my maps.  I don't recall making a base begin so deep in a mountain/cave. I usually start at the edge with a kitchen or something, not much of an entrance. Maybe I get too impatient.  Anyways, thanks for the inspiration. Careful with those deadfall traps. May not want to accidentally aggro the infestations at the wrong time. Just a thought.
#112
Ideas / Re: Make recreational drugs more important
July 11, 2018, 09:40:56 PM
I think they get a bigger mood bonus than previous versions.  I could be wrong tho.
I'd usually lock down on drug use and just do it manually for poor moods early game. 
I'll remove drug restrictions when things start to smooth out. (greenhouse, acquired some colonists, decent amount of food). Feels a bit more organic when you see pawns sit down with a beer and smoke a joint all on their own. 

#113
Quote
DESCRIPTION:
A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague. Must be taken every five days to remain effective.\n\nThis drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.

Needs to be changed. Too easy to misinterpret.
- It prevents infections before they take hold.  It also blocks malaria, sleeping sickness, and plague. -
( That's how most people will read it. )
Lets not forget it doesn't prevent. You still get plague but the immunity is boosted... It's confusing to a new player.  When they want to know if it actually helps with infections they might assume it works the same way as diseases when it doesn't do anything.

Lets talk about this as well: "It does not cure existing infections - even those that are not yet discovered."
I really hope things like that are covered in the tutorial... Or just rework the mechanic. Otherwise, it's just more confusion.
#114
Ideas / Re: Tree Sowing work overkill
July 11, 2018, 01:39:48 PM
The trees man -_-  It's already bad enough you can't cluster them for looks.
Wished other steps were taken to nerf farming.
It's a pain really to design bases the way I used to when you don't have decent growers. Not just tree but plants in general

#115
Penoxy does need some loving.  Previous versions, there were times I had everyone on penoxy year long.  I didn't mind the cost.. Tho even when you do that, it'll just slam you with something that penoxy can't prevent which is even more annoying. So it was common for several pawns to get things like mechanites. I know they can't die from it, but it puts them in a crummy mood for a long time. Honestly felt like people were constantly sick lol.
#116
I agree, balance doors with caution. True, sqeezing in that extra shot isn't something I do tho it happens at times. It goes both ways, they land a shot on me while waiting for the door to close. 
#117
Quote from: Kirby23590 on July 11, 2018, 10:18:11 AM
Quote from: Tynan on July 10, 2018, 09:49:11 AM
Sniper turret now consumes Uranium instead of steel.

Hmmm...

I dunno but i think making it consume Uranium is rarer and expensive for the sniper turret.

Making the sniper turret when it requires uranium for barrel changes means it's not even worth it for players as they will stick with the autocannon turrets or mini-turrets.

Maybe changing it to comsume plasteel or components would make it alright.

Simply not worth it to me.  Instantly deconstructed sniper after the update.  Plasteel is hard to come by in my current game, mountainous map. I've been having to buy it lately.  Tho not a bad idea, I still wouldn't use it if it consumed plasteel.

QuoteResearch rebalance: Increase simple research bench to 75% speed factor. Slower research skill gain. Double research costs of everything including and beyond multi-analyzer. Increase research costs of electricity, microelectronics, geothermal, long range mineral scanner.

Don't understand why hospital bed is locked behind microelectronics with 1200 points to research.  Vitals monitor can stay where its at.
1000 for trees while planting them takes insane amount of time?
Slower research skill gain is concerning.
I think the layout is more interesting for the most part, but the points for late research...
I really dislike it if the rebalance is to just to prolong research. That's what happened here right?
It felt somewhat okay in previous games but tacking more onto it comes off stupid slow and a chore if that's the case.
Not sure of the effects from the boost in simple research bench tho.
Still researching the ship in my game and I'm several years in! I'm tired of waiting. Oh well. Won't build it this time.
Starting a new game cause there's been so many changes since I started it.




#118
QuoteI posted it to point out that "research" is a complex process that is dumbed down to filling a progress bar when it could be a lot more interesting.

You could say the same thing with just about any job in this game.  Why are there so many comments/complaints about research today? (not even the points, but the process itself)

I think it would be cool to obtain blueprints or buy research projects, but not rely on those two. 
So how could we make research more interesting? The suggestions I've seen requires lots of work and added rng. 
#119
With how researching works, I felt most of it was in the right path as well as the speed. I don't feel like having to sit there and wait on research box to fill up for a stupid amount of time just to progress... sorry guys. Things like firefoam or hospital bed could get toned down a little and gear those points to other projects.
#120
Quote from: erdrik on July 09, 2018, 11:22:32 AM
Quote from: Jibbles on July 09, 2018, 11:13:49 AM
Lights were reduce to 30w in 1.0. You'll be dealing with dark debuff if you're switching them off. 
In b18 they require like 75w? Can't remember.  Still.. Turning off lights isn't the solution if you're that worried about conserving power.

30W per room is still a residential area that comes to 210W for me.
Thats just for 7 rooms, and I don't even have what I would consider a rec room. (that big room with the tables is the dining room.)

Yeah, just saying I wouldn't sweat over it.  It's just time to add another source of power such a generator or solar panel.  One machining table is 350w, A lot of workbenches are around that range.  So I would normally have redundancy through most of the base but have switches for workshop room. Maybe having control over small things such as lights is something you like to do idk. so not stomping on that idea... It may come in handy in solar flare events when waiting for everything to boot up.