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Messages - erdrik

#571
Ive tried removing the bill from the stove, but that didn't work.
Unless you mean removing the task from the colonist?
#572
Quote from: Zerkuran on January 09, 2015, 06:41:09 AM

Velocity is not the factor which determines damage. It is applied force. And force is the multiplikation of mass and acceleration.
And what is acceleration?
oh right, velocity / time.
Velocity is a part of the equation.
If it wasn't the concept of a weaponized particle accelerator would not exist.
If it wasn't micro meteoroids, and other small space debris would not be a threat to our spacecraft.

The old adage remains true: speed kills.


Quote from: Zerkuran on January 09, 2015, 06:41:09 AM
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.
The bullet also wins against the armor.
When pitted against armor, bullets generally only fail against superior thickness or special layering/properties.
Kevlar is actually a synthetic cloth weave. It protect through tension strength.
When struck the bullet gets tangled and tries to pull and tear its way through, but can't because of the tensile strength.

5.56 non-AP can penetrate 1/2 in. thick steel. The M-24 is 7.62.
In this context, if power armor can stop a M-24 sniper round(which it can from what Ive seen) then it probably has better protection than at least 1/2 thick steel.
Probably more, especially if power armor is made of plasteel.
(2.8x durability, 35% added agility stat probably can count as less weight(allows for thicker armor in areas) )

Quote from: Zerkuran on January 09, 2015, 06:41:09 AM
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.
Again, that depends on the thickness, durability, and strength of the armor.

Quote from: Zerkuran on January 09, 2015, 06:41:09 AM

So as long the power armor does not have any kind of force field its effectiveness against a skillfully swung stoneclub remains decreased.
Decreased effectiveness does not equal one hit knock out.
Decreased effectiveness does not prevent the stone club from breaking itself apart against a material of superior strength and durability.

Im sorry but it seems to me the amount of mass required to turn a stone club into the one hit wonder I experienced, would also make it too heavy to be used reliably in combat.

EDIT:
And that doesn't get into the obvious gameplay reasons that this should not be.
#573
So? Bullets are made of refined metal, and travel at high velocity.
Stone way more brittle and travels much slower. The club would break itself before it broke the power armor.

(I see you said "a club of whatever material". The topic of conversation is Stone Club vs Power Armor. Try not to deflect next time.( lol See what I did there. :D ) )
#574
Ideas / Re: Draft: Escort Out
January 09, 2015, 05:43:53 AM
Uh... maybe? It was 4 hours ago, and Ive been playing pretty steady since then.

Where would the logs be?
#575
Ideas / Re: Parka = winter cold is meaningless
January 09, 2015, 05:42:54 AM
Quote from: Draecesstra on January 09, 2015, 03:26:39 AM
@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.
What you've suggested is not good gameplay.
It is drastically out of balance with the difficulty of the rest of the game.
Also, Im did not ever suggest realism as the primary reason for for my suggestion.


Quote from: Draecesstra on January 09, 2015, 03:26:39 AM
its not only summer and winter, also power armor or not. look at the ideas in the first post.
I am the author of the first post.
Please don't be insulting.
(and point of clarification: First Post does not even mention power armor.
Maybe you should read first post.)

Quote from: Draecesstra on January 09, 2015, 03:26:39 AM
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

What?! 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.
At that temp it will probably be months before you need them again.
(unless there is a sudden heat wave, or cold snap. but that is a gameplay mechanic that is meant to make you change plans on the fly)

You 'problem' doesn't even make sense.
Im beginning to think you are trolling me...


Quote from: Draecesstra on January 09, 2015, 03:26:39 AM
my beacons are in the killbox, not really a problem, it was just an example.
It was a poor example then.
In your case you have a kill box, and your farms are safe, negating your own point.
In the general case, which is what I was referring to, those who don't plan their trade beacon placement with defense or avoidance in mind will have problems regardless.
Having a 2nd inventory in this case is in fact poor balance, because they no longer have to care about that kind of planning. (every colonist can have a 2nd inventory with defensive gear and not worry about sudden drop pod ambushes = bad gameplay, bad balance)


Quote from: Draecesstra on January 09, 2015, 03:26:39 AM
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?
First of all its not just a static inventory, and secondly how does it not?!
A static inventory that can be assigned as a 'closet'.
From which a colonist can auto-equip gear needed for their task.
How exactly does that not add anything to the game?!
It specifically adds a dedicated function/feature to the game.
And does so without using overly cheaty methods like a 2nd inventory.


Quote from: Draecesstra on January 09, 2015, 03:26:39 AM
yes, it would be realistic, but what would it add? a stockpile at the entrance would already do that purpose.
Incorrect. Stockpiles at the entrance do no such thing.
Colonist do not automatically equip the appropriate gear for the journey from stockpiles.
I have no clue how you came to that conclusion.
#576
Ideas / Re: Draft: Escort Out
January 09, 2015, 04:05:12 AM
Well its vanilla and it did happen so a bug I guess.

I do still like the idea of an escort out option tho.
Sometimes I just dun' want them sums a bastiches in mah coln'y.  lol :D
#577
Neither of those are the point.
I know how to kite. I know how to tank.
Im saying a power armor equip colonist shouldn't have to worry about stone clubs.
The reason I didn't kite, is because I correctly assumed a stone club would not be a threat.

Steel clubs? yes. Kite for days.
Plasteel anything? yes. Kite for days.

But a fracking rock on a stick?! Hell no. I should be able to take that hit and laugh at the chump afterwards.
Or at the very least take several hits before even being effected, not 'knocked the frack out in one hit'.
#578
I have 15 fresh squirrel meat. (they are fresh)
I have 1 squirrel corpse.
There is power to the stove.
It is undamaged.
No one else is attempting to use it.
The bill is 'cook simple meal until you have 30'.
I have no meals.

No colonist could be set to prioritize the stove.
This is obviously bad, as I can't have the colonists eating the raw food in this situation.

After some testing, I found that after butchering the last squirrel corpse the cook could then prioritize the stove.
He was not doing any other task, In fact I had to prioritize butchering to get him to do it.

Unfortunately, I have no clue how this happened or how to reproduce it. :(


EDIT:
After cooking the meal the stove once again cannot be prioritized.
It seems my colony is doomed. :(
#579
The issue with accuracy was resolved.

You statements on melee does not change my stance on 'stone club vs. power armor'.
Namely: Stone club should lose.
#580
Ideas / Draft: Escort Out
January 09, 2015, 01:03:08 AM
This game, and occasionally in previous games, Ive seen a situation in which a visitor never leaves.
In this case, a group of visitors got caught between my colonists and a raid.
Afterwards, all but two of the visiting group left.
Those two remained within my colony, and stayed around my cafeteria table.
One broke mentally and had to be killed.
The other ran out of food, and stole from my food stores.
Being it was the dead of winter I arrested the culprit to get the food before she ate it, then immediately released her.
The warden escorted her all the way outside of the colony walls.

My suggestion is to have an 'Escort Out' option in the same menu as the arrest option.
Its basically the same result but much more diplomatic. (The town became my enemy because I arrested her. :( )
It might be cool to even have a bit of randomness to it in that the escorted might resist.
#581
Ideas / Re: Parka = winter cold is meaningless
January 08, 2015, 04:23:09 PM
Quote from: Draecesstra on January 08, 2015, 08:36:24 AM
...
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.
...
The same could be said for crypto chambers that block pathing between rich soil and your colony.
Or the landing spot, when you start, being too far away from where you want too set up the colony.
'Not fun' or 'fun' is completely subjective, and should NOT be used as a general measuring tool for features.
It needs to be specific.
Part of the whole point of this game is to survive by planning for the future.
If you set your farms too close to your trade beacons where hostile drop pods can land, thats YOUR fault for poor planning.
To me a 2nd inventory should only be available as a backpack, that you have to craft or buy from traders.
Otherwise having static inventories that colonists can auto-equip from is much more in line with surviving by planning for the future. (which is why I suggested them in the first place)

As for the 'micro management' argument:
You aren't changing outfits on a daily basis. Parkas for winter, take them off in summer.
That is a change of gear twice a year. Not nearly as bad as you claim, even with lots of colonists.
But granted it is still there, which is why I wanted the static inventories that colonists can auto-equip from.
#582
Ideas / Re: Parka = winter cold is meaningless
January 07, 2015, 05:17:18 PM
They cant even carry two different types of items, and only a limited number of one item when hauling.
Why would they be able to carry around a full second inventory?
#583
That doesn't speak to what is intended, only to what is currently implemented.
Ive been lurking and interacting here enough to know development changes happen frequently and sweepingly enough that implemented can = temporary..

@christhekiller it doesn't have to be Halo or Warhammer armor, but it does have to be better than caveman weapons.
At the very least it needs to be useful. Currently power armor is worthless against neolithic raids.
Because of the neolithic numbers per raid and health bonus you are guaranteed to be embroiled in melee, and apparently there is no defense capable of defeating the all powerful stone club.
#584
Ideas / Re: Parka = winter cold is meaningless
January 06, 2015, 10:34:23 PM
I was actually just thinking racks flagged as closets would be attached(via code) to the doors of the room they are in.
Then its just a simple check of temp on both sides of the door that the colonist wants to pass through before he decides to 'get a coat'.

And the idea was definitely not for 'closet' racks to prevent or force a colonist to go into a dangerous environment, just offer a coat to wear if available and to be ignored if not.
#585
If I set the temp to 100F what happens?
Do they just act as heaters on the normal cool side? or does something else happen?

Im curious because Im wondering if I need to add heaters to my colonist rooms as well as the coolers?
(It gets hot in summer and the rooms may need to be cooled)