Sparrow, Captain, has landed nearby. He is a space captain who was forced off of his ship by a mutiny. The mutineers gave him only an antiquated pistol with one shot.
"Where's the rum?"
"Where's the rum?"
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Show posts MenuQuote from: Stickle on November 12, 2013, 11:24:09 PM
As the game stands now, I think the difficulty of obtaining new colonists is too high (and it also feels very artificial - it just feels weird to see 3 slave traders in as many days near the start of the game, and never see a single one after you have 10 colonists).
But in the future, when there is more to do besides just building a bigger base for more people, then I think some of the focus might be shifted to other things. Right now, I definitely wish getting new people didn't get so much harder with time, but in the future it might make more sense from a gameplay persepective.
Quote from: ShadowDragon8685 on November 12, 2013, 01:25:32 PM
See, this?
This is the sort of play-style that should be leading to mental breaks.
In the dark, surrounded by turrets and gibbet cages in inhuman conditions?
That's the sort of thing that leads to a leader being hated. And people who hate someone will risk their lives to depose him.
Fear should be only a temporary mechanic, something to do if you're desperate and your shit is being wrecked. It should work in the short term, but for every day a colonist's loyalty has been maintained through fear, his mental break threshold should increase by 1. Eventually (after three months and a day of this,) his mental break threshold should reach 101, while fear is capped at 100, and what follows thereafter should be a bloody revolution.