Ive tried removing the bill from the stove, but that didn't work.
Unless you mean removing the task from the colonist?
Unless you mean removing the task from the colonist?
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Show posts MenuQuote from: Zerkuran on January 09, 2015, 06:41:09 AMAnd what is acceleration?
Velocity is not the factor which determines damage. It is applied force. And force is the multiplikation of mass and acceleration.
Quote from: Zerkuran on January 09, 2015, 06:41:09 AMThe bullet also wins against the armor.
While a bullet has little mass but massive acceleration (or better decelleration on impact) it can apply and buttload of force. Let us assume a stoneclub with relativ high mass swung skillfully to the fullest could do apply the same force. In such scenario the bullet "wins" beause the force is applied on a much smaller area and therefore more concentrated.
Quote from: Zerkuran on January 09, 2015, 06:41:09 AMAgain, that depends on the thickness, durability, and strength of the armor.
now comes the armor. Armor intends to spread out the applied force so that small or sharp weapons lose their effectiveness. (As stated by immoral_ and other posts.) But it will not help you against clubs cause of the high mass it wont lose its effectiveness.
Quote from: Zerkuran on January 09, 2015, 06:41:09 AMDecreased effectiveness does not equal one hit knock out.
So as long the power armor does not have any kind of force field its effectiveness against a skillfully swung stoneclub remains decreased.
Quote from: Draecesstra on January 09, 2015, 03:26:39 AMWhat you've suggested is not good gameplay.
@erdik
with "fun" i meant a good gameplay and that should be primary, more than realism. with that in mind, good gameplay should be a big factor for every feature in the game.
the idea with the bagpack sounds good.
Quote from: Draecesstra on January 09, 2015, 03:26:39 AMI am the author of the first post.
its not only summer and winter, also power armor or not. look at the ideas in the first post.
Quote from: Draecesstra on January 09, 2015, 03:26:39 AMWhat?! 21 C(69 F) is middle ground temp. You don't need a parka for that, and the temp isn't going to fluctuate enough to need one at the lows dips either. Just take them off and leave them off until winter.
right now, if you have 21 C in your colony, it would be most effitient to change the cloth everyday. cooling the bedroom to -2C to sleep well in a parker, doesnt sound right.
the problem is right now, equip parker, cool the hole colony to avoid heat probs, change later vs power armor
Quote from: Draecesstra on January 09, 2015, 03:26:39 AMIt was a poor example then.
my beacons are in the killbox, not really a problem, it was just an example.
Quote from: Draecesstra on January 09, 2015, 03:26:39 AMFirst of all its not just a static inventory, and secondly how does it not?!
the idea with that static inventory, it doesnt add anything to the game. just much to code and much to micro. how would you implement that? for every colonist a rack like those for weapons? assign it to every colonist? what if an item is detroyed, have to add it by hand everytime?
Quote from: Draecesstra on January 09, 2015, 03:26:39 AMIncorrect. Stockpiles at the entrance do no such thing.
yes, it would be realistic, but what would it add? a stockpile at the entrance would already do that purpose.
Quote from: Draecesstra on January 08, 2015, 08:36:24 AMThe same could be said for crypto chambers that block pathing between rich soil and your colony.
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systems to haul the equip, dress differently, even if automatic (in the mechanoid szenario, all your guys would die automatically) will not work well. they might be realistic and are possible to code, but they would just create more damage than it would create fun.
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