Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - isistoy

#286
Hey!
I was a little surprise when I built my 1rst weapon workbench to find that there was no guns and no maintenance.
Now, reverse engi, why not, but it could drastically change the game's balance.
Through only a subtle, long and expensive process, that could be a nice addition.
It should need several instances of the same weapon to achieve the complete process and should destroy the gun every time. Weapon quality could also speed up or slow down the process of learning, etç...

Best,
isis
#287
Hi,

I agree the slider is of limited use and the filtering system, not quite ready. It's Alpha, after all! :P

I quite like the idea of layers: create your clothing collections and then these would give a mask to filter out the available stockpile items ( Ooops, professional deformation :D), but don't know if/how complex it would be to program it in the current state of the game.

Also, what should trigger the change and how frequent should it change, is a question.
- On Notif event: a new item arrives in the stockpile?
- On Reset event: after applying the layer?
- On Timer event: regularly every day?

I just saw that a game mechanic automatically ordered my 3 existing clothing groups to check for/equip with a Parka, when temp. went down under 0C (or was it a calendar trigger, I cannot be sure). Interesting!
#288
Ideas / Re: upgrade to every action through research
April 25, 2015, 08:52:00 PM
With a gradually hard to get, long time research base upgrade system, it could give research a real life after early game.
Some subtle changes should apply only and scale correctly, though. No big +20% increase, imho, or as a ultimate legendary end research that you can only go through if you have 100 ship cores to spend, or sthg :)

Best,
isis
#289
Played 20 hours Alpha 10f, with Cassandra classic - Challenge - Temperate Forest/Large Hills (-3°C/22°C) - Day 255 - 25 Months:

- First year: Good whole balancing, got escape pods, spontaneous joins-in, some easy fights, a good setup for food and power sources.
Clothing went immediately wrong, so I had to make it raw at the start, to refine it later on with the help of craft/loot/trade.
Realized, I could get Shifts in place through the planner. It really helped making the best of my workbenches and particularly engage "Do Until" cooked food, after having enough colonists and placing them correctly.
No big trouble with enemy flows, only my own mess ups here and there, like opening a hidden zone full of ancient mechanoids inside the base, with just a few colonists and a bunch of turrets :)

- Second year: A hell of a Winter, with a hard 5-6 days Cold Snap, plus Current Overload discharging batteries, all at once, just at the end of March! Can you believe it! Hardly made my hydrocrops survive (-24°C outside, 1-2°C inside, all exterior crops just starting killed in 2 days)! It helped proved we were just nealy in capacity for Just-In-Time cooking : ]
Still no big trouble with enemy flows as of yet, turrets and shooter plus melee intervention squad work altogether nicely.

Overall:
- Fights are a little bit easier than Alpha 8 (my last game sessions before this one), apart from mechanoids. The quality / beauty applying to enemies also changes it, I suppose. Feared of the moment I won't be able to keep the pace and have a too big equipment gap but it has been manageable so far.
- Joy bar is nice, though I am still to get into the game's subtleties for beauty and quality influences.
- Prisoners recruitment is fine, even with Joy not applying.
- Really like Melee shields and weapon crafting and got me a bunch of "Finishers" or "Tactical defense team", depending on the threat.
- Time table is a nice addition to the game. I am still to micro some of its effects (long working tasks, like mining Plasteel, particularly), but nothing showstopping at all!
- Temperature is giving me hard time for planning, added to difficulties in dealing with Stone specialization (Marble, Slate, etc...) and isolation/ventilation. Good mechanic!
- Basic medicine crops helps a lot!
- Clothing system is great: it keeps adding some pace to work-benching, forces you to adapt to make this skill evolve as well, which is good, imho. Now, colonist behavior against it might need some complements.
- Filters can be tricky/wacky sometimes, but help manage zones and activities greatly as well.
- Had a good amount of trading during a while but it changed and is now quite rare, which is a bit frustrating...
- Drinking can go wrong, guys!
#290
Bugs / Re: Closed spaces not working properly
April 25, 2015, 07:10:02 PM
I don't know if this is a bug (seeing the current cursor on your "Space" indicator showing really small space) or if the past moments of space stays for a while in this bar.
I certainly found my colonists to be less annoyed by closed space, but not all the time.

Best,
isis
#291
Ideas / Re: Clothing System Upgrade
April 25, 2015, 06:50:01 PM
Currently, setting changes in the global "Clothing Set" global changes triggers all concerned colonist to select another piece of gears that fits them, since the last change. Of course, it is not automatic, so yes, it would help avoiding retrigger the whole thing to have then choose something else and adjust by themselves.

Best,
isis
#292
Ideas / Re: Labels/Signs
April 25, 2015, 06:40:46 PM
+1
Aren't these similar to zones, but with no container collection/behaviors?

Best,
isis
#293
Ideas / Re: "Cramped environment"
April 25, 2015, 06:36:50 PM
Yep, it's a bit too much also here!
Japanese hotels, hey? :D

Best,
isis
#294
Ideas / Re: Guest Healing
April 25, 2015, 06:28:36 PM
I think it would make sense, as well.
The factions relationship is a whole topic in itself, that could introduce several interesting/expandable game mechanics, imho.

Best,
isis
#295
Ideas / Re: Making brawlers viable
April 25, 2015, 06:24:22 PM
Hi,

maybe a dumb question: do the melee guys "look for targets" and are able to auto switch targets in some way, when in a fight?
I can say yes with shooters, but when my melee guys are in for some troublw, I find targeting to be quite hard (plus groups of guys packing up on the same spot makes visibility a micro management hell in itself).

Best,
isis
#296
Ideas / Re: Sorting in grids
April 25, 2015, 06:15:55 PM
Sure:

Let's look at the Work grid (the skills matrix 2d table), with Fire, Cooking, etç... as columns and colonist name as lines: clicking on the column label of any skill or on the "Name" column label (we don't have one for this first column) would sort the complete table by this skill's importance (or alphabetically if clicking the "Name" one).
#297
This is interesting. Interactions with other factions...
Also, the symetry of sending colonist to any ally could begin to make some sense, then...
Group actions also, I like it! It could add depth and be applicable to hunting missions, collect missions, defend missions (your own raids!).

Best,
isis
#298
Ideas / Re: Game Too Based On Turrets? Ideas?
April 25, 2015, 05:58:50 PM
Tech tree would look like a sensible thing to add later on.
Traps and things like trap rooms could be giving nice options on the path to your base as well, imho...

Best,
isis
#299
Ideas / Hunting with melee guys
April 25, 2015, 05:52:09 PM
Hi again,

I went into a challenge of a game, for once and used a lot of hunting to survive in this one.
The most annoying thing was to have to check if any melee guys were going to hunt boars, cause of the beast itself :P.
So I thought: Could it be possible to have some additional filter mecanic, for hunting only specific animals for certain people?

Best,
isis
#300
Ideas / Sorting in grids
April 25, 2015, 05:43:58 PM
Hi again,

Could the Overview Grids (Work, Timetable, Outfits) be sortable by any columns (Name only in the Timetable), in the future?
It would help when quickly going into reallocating skill priorities.

Best,
isis