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Messages - BetaSpectre

#1111
Outdated / Re: [MOD] (Alpha 5) Gun Emplacements
July 15, 2014, 02:26:27 PM
Well, I most certainly should have refrained from driving while texting with my phone.

Anyway what I mean't to say.

I would like to see a mod that would increase the the accuracy of the colonist's Mortars preferably with several research options.
#1112
Ideas / Re: Overwhelming Forces side B
July 15, 2014, 02:24:20 PM
About 10-15 of my colonies are simply left despite that they succeeded in the face of waves of thousands due to massive lag, at normal pace the rate is so slow each battle lasts for hours.
#1113
I agree that it brings something new to the game, but the -25 drone incident is a one hit kill often times.
#1114
Stories / Re: Psychic Drone Goodness
July 15, 2014, 11:43:35 AM
The rare time when you love two bad events cause they conflict
#1115
Most of my alpha fives are about the same
#1116
General Discussion / Re: Visitors like my colony
July 15, 2014, 10:37:36 AM
Same all around I get up to four groups lounging around going insane keeps things interesting

Misc mod has locked doors
#1117
General Discussion / Re: Need help!
July 15, 2014, 10:35:50 AM
Use developer mode in options make the map then spawn colonists and supplies
#1118
Outdated / Re: [MOD] (Alpha 5) Gun Emplacements
July 15, 2014, 10:33:20 AM
Acurracy is golden raider vs colony mortars one made by a certified t ech and one by a dumb gun
#1119
Off-Topic / Re: GERMANYYYYYYYYYYYYYYY
July 15, 2014, 03:21:21 AM
Russia would have steam rolled the divided and quarreling europe. While America without and clear reason for intervention would only be watching from the sidelines, or attacking japan just cause.

Nukes IMO probably wouldn't have entered the equation as conventional warfare would most likely still resemble WWI stuff.
#1120
General Discussion / Re: Alpha 5 and sieges
July 15, 2014, 03:16:45 AM
On large maps I completely agree, but on tiny maps the sniper solution is rather OP.
unless they outnumber you 30 to 1.
#1121
Ideas / Re: (Co2)Oxygen
July 15, 2014, 03:13:47 AM
Well, an issue would be keeping electricity running, no oxygen generator no life.

With that said I believe that one should be able to leave the starting planet with a ship, then pilot said ship to a new planet of your choosing.
#1122
I would like to see this happen, but I'd prefer it to be infrequent and luck based. (electrical explosions pretty much cover this)

Stone buildings have lasted THOUSANDS of years, the ramshackle dam in india is one such marvel tossed together with junk its lasted for centuries.

Now I get metal can rust, but it takes time for that to happen and its a rather moot point if you use alloys (something that could be interesting to see)

Now I get things need to be maintained, but it'd be more like yearly maintainence some items with the right tools can last for a life time, good ole 1920 cars are one example of a tough machine. Usually things break down more often IRL is because the manufacturer wants it to so you buy replacements. If you car breaks down once in 200 years the manufacturer's not gonna stay in business long.

There's a light bulb in a fire fighter station that's been going for like 200 years. Not to mention wiring in the building.

I'd like to see something such required maintenance being implemented if done well, but its more of a late game concern rather than something most players should see. And to be frank just imagine all your things slowly (quickly) eroding as the day passes. It'd be akin to having a lit fire everywhere.
#1123
Ideas / Re: Washrooms: Our colonists are filthy
July 15, 2014, 01:09:08 AM
breaks immersion in 99% of games
#1124
This makes 100% sense to me, cause raiders RAID they should smash and grab, albiet resources more so than people.
#1125
I want to see the colonists go to a new planet with the ship intact so you can book it if you want xD.