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Messages - bbqftw

#16
Animal control is only bad if your control is bad
#17
General Discussion / Re: Metabolism Buff?
October 25, 2018, 05:19:08 PM
Rest gain
#18
Position your colonists closer to animals to reduce friendly fire, unless you consider this an exploit of the interception mechanics
#19
General Discussion / Re: Guide to mastery of the game
October 24, 2018, 02:53:31 AM
yeah look at this dirty exploiter
#20
General Discussion / Re: Guide to mastery of the game
October 23, 2018, 04:38:52 PM
Tox is hard capped to 10.5 days, is really that impossible to hedge against?
#21
General Discussion / Re: Mechanoid Rant
October 23, 2018, 04:35:14 PM
Kind of funny reading this now that inferno is the less dangerous centipede variant by a long shot
#22
General Discussion / Re: Guide to mastery of the game
October 23, 2018, 01:12:12 PM
 I don't think sure full price masterwork items / high end weps / archotech all being noobtraps in many cases is also intended.

The fundamental issue with wealth scaling is it turns the game into calculating optimal utility:wealth ratios. This is absurdified in the case of degradation, but this mechanic invalidates so many parts of the game.

Incidentally, drop pod raids kill degraded structures pretty fast too.
#23
General Discussion / Re: Guide to mastery of the game
October 22, 2018, 12:45:39 PM
Tynan created these degenerate incentives by tying all threat scaling to wealth.

The game is intended such that the player is blind to this degenerate incentive, and plays without knowledge of it.

In other communities, not knowing the core mechanics of the game is also known as "being bad".

If threats were time based, we could talk about interesting optimization. What's the fastest way to grow your economy? What's the best labor optimization routes? What's the best way to deal with pawns with poor traits (with time scaling there's now an incentive to work around bad pawns instead of speed 3ing to next raid)?

There's a lot more diversity to this strategy than "how do I maximize my utility/wealth ratio", but right now it doesn't matter past early game.

PS NB is calibrated such that taking a single hit gives a significant risk of death, so is any strategy that allows you to consistently flawlessly beat the first 5-6 encounters also a similar level of gamey/cheat?
#24
General Discussion / Re: Deterioration change?
October 21, 2018, 02:36:16 PM
you might look at greep, who made an interesting concept that purely scales raids with time:

https://ludeon.com/forums/index.php?topic=43044.0

in such a case, you then are incentivized to go all out with efficiency, without any of this wealth gaming stuff
#25
muffalo loss of release is not a nerf.
#26
General Discussion / Re: Dev Mode?
October 19, 2018, 10:37:47 PM
open debug menu -> go to 'try place near thing...' then you can spawn items.
#27
General Discussion / Re: Guide to mastery of the game
October 19, 2018, 09:18:20 PM
yeah I agree at super low pop there is very little point killing manhunters
#28
General Discussion / Re: Guide to mastery of the game
October 19, 2018, 12:13:22 PM
Moodwise and pricewise, properly tattered apparel is better than dead man's. Also raiders never have thrumbo and rarely have hyper. So its more convenient to ruin the dusters than kill a prisoner while wearing them..

Vs manhunter

Since manhunter have tendency to congregate outside your walls close to your pawns, you can use an open door firetrap to kill them. The open door vents, but not efficiently, so temperatures in such a place can rise >200 C. and you do not need to set many tiles on fire to deal with it. This is your answer to "killing 20 elephants with one guy".

One day I hope to apply this trap to humanoids, since instant kill only rolls on damage.

You can also you this behavior to kill them over deepwater. Since animals can only break doors when it explicitly disrupts a path, they do just loiter on opposite shore while you kill them. Map dependent though.

A windmill can also be used as effective vanilla embrasure (not tested on 1.0)

for shoot xp farming, I suggest culling an infestation to manageable amount and periodically clearing it and harvesting the spawned jelly. This is in my opinion the best income source in game, obviously gift most of it since there is very little to profitably invest wealth into
#29
QuoteIf you don't realize it, it makes each race more exciting because you're never out of the race but never blowing away the competition. If you do realize it, the game gets really old really fast.
exactly, once you shatter the illusion the game becomes very...different.

Then the true battle is tricking the game metrics into thinking you are a bad player. Entertaining in its own way, really!

Wimp is pretty good trait since it acts as one of the strongest market value negatives (wealth controlled), their mental breaks can be controlled easily (wimp+pyro? no problem, just punch them thrice), and their incidental disease related downings can be mitigated by correct apparel selection.
#30
Zzt with consistent power source like mill/chemfuel/geo is trivial anyways, literally 1-2 tiles at worst