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Messages - Argon

#121
Ideas / Re: Raiding
February 04, 2015, 06:37:09 PM
A small blast radius, and high rate of failure could balance the mines.  Of course maximum irony would involve requiring one medicine per mine to construct.

-Argon
#122
Ideas / Bone Pins
February 04, 2015, 04:53:44 PM
Bone  Pins
Bought from traders, not manufacturable, used in surgery to fix "bad Back", and "shattered _______  Bone"
Simple to add and incredibly useful.

-Argon
#123
General Discussion / Re: Tales system
February 03, 2015, 09:55:18 PM
This work shows a picture of Allione the Luddite having his nose removed to save him from a severe infection.

-Argon
#124
General Discussion / Re: Best hunting weapon?
February 03, 2015, 09:50:51 PM
Uranium maces.  Equip a brawler with one, they do a huge amount of damage in the critical first swing.

-Argon
#125
Ideas / Re: Raiding
February 03, 2015, 09:41:59 PM
Now that the individual body part damage system has been implemented, mines/blasting charges could be made less OP, now they would turn people's feet into mush, disabling or slowing them, instead of the corpse-vaporizing explosives of the old days.

-Argon
#126
Ideas / Re: More Melee Weapons
February 03, 2015, 09:38:55 PM
Flail/Morningstar

Description:A highly uncontrollable weapon consisting of a spiked ball of a given heavy material attached by a chain to a handle.

Would deal massive damage, with the tradeoff that low melee skill colonists could easily injure themselves.

-Argon
#127
Ideas / Re: What do you want in alpha 9/10?
February 03, 2015, 09:35:27 PM
A type of mechanoid raid where their goal is to steal metal and plaststeel.

-Argon
#128
Ideas / Re: Nitpick on decimating alpha beavers
February 03, 2015, 09:33:24 PM
1/10=10/100

Decimate means killing one out of 10 (decem means ten in Latin).

-Argon
#129
Stories / Re: Best random event. Ever.
February 03, 2015, 02:10:34 PM
I once saw a psychic wave of tortoises ravage a raiding party. The best part was watching them miss the tortoises and hit their fellow pirates.

-Argon
#130
Quote from: Coenmcj on February 01, 2015, 03:49:56 PM
Hmm, so I suppose that would work with stone constructions aswell... stone > slag > steel

Correct.  However stone structures have more HP and take longer to construct. Its simply a question of how long you would like to micromanage for.

-Argon
#131
Ideas / Re: Expanding Traits
February 01, 2015, 10:27:30 PM
Although this may be true in real life (I'm a pessimist myself), and a few more traits with this feature could be
useful. There must be some pawns in the game with plain and simple "bad" traits, for game balancing sake.
Hidden positives could recoup some of the negatives w/o completely cancelling them.

-Argon
#132
Ideas / Re: Write an event!
February 01, 2015, 07:32:54 PM
A larger number of factions who raid less frequently, and can also be raided themselves.

-Argon
#133
You can also destroy wooden beds with frags, dropping 1-2 slag chunks.  Free metal.

-Argon
#134
General Discussion / Re: Long into the future...
February 01, 2015, 12:04:21 AM
Quote from: TheSilencedScream on January 31, 2015, 11:46:56 PM
You can currently make the map larger when you first select the location for the crash site (before you click "Select Site" or whatever the button says, there's a button in the middle of the page that allows you to change map size), but 1.) like you said, it needs optimization (as it can sometimes be buggy and lag) and 2.) large maps often mean your pawn will wake up, eat, cross it and do a single activity, come back, and - before they can even get back - they may on the verge of a mental break from being hungry and tired.
Understood.  I regularly play w/ large maps, but only because I have a particularly powerful computer.
what I was suggesting was the ability to increase the map size of a preexisting colony.

-Argon
#135
Had a colonist get shot in the nose, get a nose infection, and then have his nose removed.
Every time I mouse over his health tab I start cracking up uncontrollably.

-Argon