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Messages - chaotix14

#31
Quote from: mumblemumble on August 22, 2016, 05:54:24 PM
Really wish I could arrest a few dealers in my area TBH, so the junkies might consider getting off the stuff.

And besides the morality of "is it right to force people", slavery is far more PRODUCTIVE to raising a society economically and technologically than drugs are. Drugs CAN give boosts in certain things, but drugs are often FAR more destructive than helpful, both by damaging short term thinking, long term health, and long term mental damage, as well as ripping apart families, causing assault, theft, and other problems which do more damage.

I know another drug that's almost completely unbound by laws that causes a lot of short term thinking damage(also it's as accessible for minors as the illegal stuff), has a lot more lethality potential that something like the evil cannabis, yup alcohol. Also we have that ever harmless cigarette, sure it contains rat poison, causes numerous lung diseases and heart problems, but eh.... It is a thriving industry that brings in lots of tax dollars, so we should just make an exception for that one.
First of all, addiction isn't what drives families apart, because addiction is the symptom of a problem not the root of the problem(think of it like fever being a symptom of a flu). Here's a video to explain it better than I could: https://www.youtube.com/watch?v=ao8L-0nSYzg
Secondly the things you say are caused by drugs, are actually the unintended side-effects of the war on drugs. Here another video to explain it better than I could: https://www.youtube.com/watch?v=wJUXLqNHCaI (also note that these videos were made in Germany a country that isn't exactly known for leniency regarding drugs)
#32
Ideas / Re: Randomize same priority jobs
August 22, 2016, 05:42:04 PM
How about putting plantcutting on a higher priority than construction(like seriously just give plantcutting priority 1 and construction something lower), he will chop wood, then construct. Problem solved.

While I agree that 4 is very limited with how many jobs there are, it is manageable, even without having to micro the system(not even in the early game). And I would hate to babysit my colonists to ensure that they do their critical tasks, just because they think they need to switch their activities regularly. Expanding the amount of priority levels would solve the problem without making the colonists stupid enough to prioritize the wrong things because their AI tells them to regularly switch tasks between equal priority levels(like firefighters walking off to go doctor, run in for treatment as a patient or bed rest in general(that's already 4 things that need different priority levels to ensure they get handled in the right order with your idea).
#33
Because there is something inherently inhumane about trading and treating other humans like they are cargo, also that fear that you might face a similar fate. While drugs, well, let's just say that the war on drugs has caused more damage than the drugs themselves, a lot more damage.
#34
Ideas / Re: Randomize same priority jobs
August 22, 2016, 04:05:01 PM
Quote from: SpaceDorf on August 22, 2016, 03:56:08 PM
The problem is always, if a job pops up, that has a higher priority than another one, the pawn will finish one job ( or a job tick, for longer jobs ) and then do the job with higher priority.

But that also ensures that if a colonist who has contracted the plague comes into the hospital for treatment your doctor doesn't say "Nah, I'm too busy hauling rocks."
#35
Then keep buying them up and work towards component assembly. It's as simple as that, you don't need hundreds of them unlike steel, the components you get via traders can go a long way, especially if you don't dump them all into sacrificial turrets.
#36
Ideas / Re: Randomize same priority jobs
August 22, 2016, 03:36:12 PM
What you are asking is for players to have less control over what kind of jobs the colonists should prioritize. For me it's already a big puzzle to make them prioritize everything in the order I want when they will structurally follow the list, having them randomly decide once an hour that a task with the same level priority is more important than the job they should be doing(like deciding to go cleaning when they haven't restocked the meals).

Perhaps instead of putting everything on the same priority try puzzling a bit with the 4 priorities and I bet you'd be able to find a way to make them prioritize plantcutting over construction(hint: plantcutting 1 and construction 2 will create the wanted results).
#37
Ideas / Re: Shotgun weddings / arranged marrages
August 21, 2016, 04:07:28 PM
Quote from: SpaceDorf on August 21, 2016, 03:53:39 PM
I thought pregnancy was a requirement for a shotgun wedding, or at least prenuptial intercourse ?

It depends on when the shotgun is pointed at you by the dad and you are basically told to marry her girl for doing x or y to her.

Around here we have some particularly not so kosher folk around(imagine a cross between rednecks and gypsy's), it's common knowledge to not get involved with their girls(or with them in general), if the dad finds out you even kissed his daughter on the cheek, his shotgun will pronounce you husband and wife.
#38
Ideas / Re: Better Temperature modeling
August 21, 2016, 02:50:50 PM
Adding cardinals to the RNGesus system currently implemented shouldn't be too hard. The more annoying part would be the turning of the windturbine to recognize which area it should search for obstructions. Personally I would just say nope to that and change the turbine to this kind of design, but that kind of defeats the purpose of the directions.
#39
Ideas / Re: Evolutionary pressures
August 21, 2016, 01:39:26 PM
It would be nice to have a mood boost to offset the burning sensation colonists tend to get at 150 degree Celsius. ;P

Anyways, it would be cool if something like this was implemented, though cave worlders would make mountainhomes more popular and we kinda wanna see the opposite happening.
#40
Ideas / Re: Better Temperature modeling
August 21, 2016, 01:36:17 PM
Quote from: SpaceDorf on August 21, 2016, 01:20:21 PM
And it never has to become more than this to be usefull. Add the eight cardinal directions and we're done with wind.
Every display of the value would be just another interpretation of the power production of one windmill.
( it is not a turbine :) )

Actually it's not a windmill(Unless it somehow mills/grinds/saws something into electric energy), it is a windturbine.
#41
Quote from: SpaceDorf on August 21, 2016, 01:01:07 PM
Most of the warrior cultures have also a reputation for playing hard and partying hard when not actively in combat.
So for your Space Marine going on a Booze Binge and punching someone in the face after combat is not a tantrum, in fact it is normal and expected behavior :D
To bad, there are no casual relationships in the game for now, because that would be the next thing on the warriors to do list

Pretty much, when not fighting warrior cultures usually did the three B's: Booze, Brawling, Broads.
#42
Ideas / Re: Auto-flip option
August 21, 2016, 12:53:20 PM
Quote from: SpaceDorf on August 21, 2016, 12:38:47 PM
Thats why I thought it was allready in the game ..

But yeah, I support this one too, Machines should only use energy when in use.
Do the fueled counterparts allready work this way ? ( stove and smithy )

The fueled counterparts already work this way. Which makes it all the more annoying that the electric varieties have been left in the dust.
#43
Quote from: Wex on August 21, 2016, 12:34:08 PM
QuoteMind you we are talking about civilians(even the tribals), not some elite military outfit

Yes, the sad part about this is the vatgrown soldier -> space marine, trowing tantrums for killing people and seeing dead bodies.
This simply makes no sense.
Colonist with military background should be unfazed by dead people and killing.

Nope, they should not. Someone with the psychopath trait should be and is unfazed by dead people and killing. You clearly haven't talked to anyone who has been on tour and seen sh*t. They soldier on, but it does not leave them unfazed. I'd even dare to say that anyone who's been on the frontlines and doesn't come home with some demons to contend with, was never right in the head to start with.

That being said, I think it would be thematically nice if they enforced the psychopath trait on vatgrown soldiers and assassins. Because you would expect vatgrown killers to have been relieved of their empathy to make them easier to convince to murder in cold blood.
#44
Ideas / Re: Better Temperature modeling
August 21, 2016, 12:37:59 PM
Quote from: SpaceDorf on August 21, 2016, 12:10:12 PM
I mean it is allready in the game somehow for the wind generators.

Yes, as a global abstract something. At the moment it's basically just a number that goes up and down as RNG dictates, nothing more and nothing less. Nothing more than something to indicate how much power the wind turbines should produce.
#45
Let's not start that train, before we know it Tynan implements the need for moving items to be done by haulers.