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 - Semmy

#961
Off-Topic / Re: The Drunkard's Tavern.
October 09, 2013, 01:56:48 PM
Well basicly all of us man have a problem..

So far ive liked 100% of the cock i touched. As said my own...
But i only liked about 80% of the pussy i had.

Most man are the same as me..
So statisticly saiddd you shouldnt complain (-;
#962
Ideas / Re: More Turret Types
October 09, 2013, 01:38:29 PM
Quote from: Hypolite on October 09, 2013, 01:29:20 PM
Even the colonists incapable of being violent can bear arms and be drafted right now. I don't know what the limitation is exactly  :o

Tynan could you please explain these mechanics?
#963
Somebody maybe sticky this topic. if the info is helpfull enough might atleast prevent 1 or 2 topics.
#964
Quote from: AspenShadow on October 09, 2013, 01:07:38 PM
Quote from: Semmy on October 09, 2013, 01:01:07 PM
Congratulations on doubling the double of your pledge tynan.

Lets see if you can double it again.

i'll bet you a bottle of JD that tynan will make it with this awsome game.
160K will be well withing the possibilities

Haha PG x 2^3 might be a little more difficult I think.
#965
Congratulations on doubling the double of your pledge tynan.

Lets see if you can double it again.
#966
Ideas / Re: Defensive Structures
October 09, 2013, 01:00:24 PM
Quote from: AspenShadow on October 09, 2013, 12:53:20 PM
Quote from: Semmy on October 09, 2013, 12:51:01 PM
And yes the game should be able to do that. but like you said we are asking alot of tynan if he should programm this tactic d-;

Hmmm, it's looking more and more like it'd be nice to have a secondary programmer on the team at Ludeon Studios... this thought coinciding with me bumping up my pledge is unrelated lol. :P

Yeah. i pledged because i want a PK d-;
But indeed there are so many awsome ideas i fear tynan won't be done with the game before 2051
#967
Ideas / Re: More Turret Types
October 09, 2013, 12:59:25 PM
Quote from: GC13 on October 09, 2013, 12:56:37 PM
Yeah Spike, one point of the pre-alpha is to find features that need to be added.

Yes Semmy, I think further restrictions on who's useful in a fight need to be added. The fight sizes get silly otherwise (and hard to manage: see the trouble I have just getting them to line up?). If superior combatants were less likely to get hurt (and enemies could tell who the easier targets were) then I think that would help: why send out the people who are going to get chewed up without laying out much hurt unless it's really serious?

I mean, otherwise what's the use of getting some Assassin with 13 Shooting and having her do nothing but wander the colony when there's no killing to be done if my dude with the 13 Growing and 5 Shooting isn't that much less useful in a fight but can participate in the colony for the other 95% of the time?

Now you make me wonder about something else.

Imagine being able to use everybody withing the fight but having skill have a bigger impact so a lvl 5 shooty doesnt hit shit while a lvl 13 shooty is awsome.
But when you use somebody and your colonist see lesser trained civilians die in a gunfight they need to make morale checks.
This could cause your lines to waver and make openings for the raiders to flank you.

Imagine 5 of those farmers with you hitting about the same between the 5 of them as the 1 soldier hits.
1 of them gets shot and a tantrum (like in df) happens under the rest of them. And suddenly your soldier is all alone or he also fails his morale check.
#968
Ideas / Re: More Turret Types
October 09, 2013, 12:53:35 PM
Quote from: GC13 on October 09, 2013, 12:46:54 PM
Quote from: Semmy on October 09, 2013, 12:38:09 PMSo basicly your problem should be countered by bigger/better equipped/statted raiders
Not really. I mean, it could be, but doesn't it strike you as silly that practically the entire colony comes out to play with the raiders? Only the very few with Incapable: Violent stay out of it. I mean, think about the western fiction we're trying to emulate: even in the worst attacks the women and children are still away from the fighting. In Magnificent Seven, only a few guys could do the work initially.

There are probably too many raiders on the larger raids, but I still outnumber them every time because everyone has at least a mid-end weapon to bring to the party.

So what you are trying to imply is that something should prevent the entire colony from joining the defences.

For instance somebody having a trait that makes him to scared or such shitty gunskills that he wont hit unless the raider is withing melee range.
Handing a person like that grenades should be fucking dangerous.
#969
Ideas / Re: Defensive Structures
October 09, 2013, 12:51:01 PM
Quote from: AspenShadow on October 09, 2013, 12:48:52 PM
Quote from: Semmy on October 09, 2013, 12:45:05 PM
But the raiding parties should have some way of working through the mines.

For instance later in the game or when the storyteller notices it you got them the parties should be equipped with mine detectors or dogs or cannonfodder to get past it.

it would be a shame if we could make impenatrable defences like in dwarf fortress.

Agreed, but surely even at the current theoretical stage of these land mines they wouldn't be impenetrable if you through enough cannon fodder at them or herd a bunch of muffalo ahead of you to set off traps (a very good Raider AI tactic I think would be nice).

Didnt those english defenders abuse buffalo's like that in the movie Zulu's (100+ english defenders fighting off a bunch of angry zulu's)

And yes the game should be able to do that. but like you said we are asking alot of tynan if he should programm this tactic d-;
#970
Ideas / Re: Mech suits
October 09, 2013, 12:48:44 PM
altough ive been a big mechwarrior fan for a decade or 2 i cant seem to find joy in encountering them in this game.

They feel way to high tech for rimworld and way to expensive.
#971
Ideas / Re: Defensive Structures
October 09, 2013, 12:45:05 PM
Quote from: AspenShadow on October 09, 2013, 12:42:16 PM
It's starting to grate on my nerves a little that we're answering the same questions over and over. People are suggesting ideas that have already been not only suggested, but debated over for some time already on the appropriate thread or even just a few pages back on the thread they posted on.
Please try and read through as much of the forum as possible before posting.
I'll cry otherwise :'(

PS. Landmines are pretty much in the game already with Blasting Charges, it's a very simple job to add them by cloning that and changing the explosion-trigger from player-activated to enemy-distance-from-mine.

But the raiding parties should have some way of working through the mines.

For instance later in the game or when the storyteller notices it you got them the parties should be equipped with mine detectors or dogs or cannonfodder to get past it.

it would be a shame if we could make impenatrable defences like in dwarf fortress.
#972
Quote from: AspenShadow on October 09, 2013, 11:56:01 AM
Quote from: Semmy on October 09, 2013, 02:46:23 AM
But can i be a transvestite pirate king willing to steal ugly man to fill up my transvestite army   (-;

...I'm not quite sure how to respond to that. Lol it's do-able according to my limited knowledge of the game's coding I've been able to infer/deduct so far, but whether it's healthy to enable your twisted fantasies or not is the real matter.

just trying to create a laugh for people in the game (-;

I dont know if tynan has easter eggs for that fact

Ow and just for the record im happily married with a opposite sex partner d-;
#973
Ideas / Re: More Turret Types
October 09, 2013, 12:38:09 PM
Quote from: GC13 on October 09, 2013, 12:00:39 PM
Quote from: Hypolite on October 09, 2013, 11:04:02 AMThe simple fact that GC13 could fly through a combat in high speed shows that he wasn't too much worried about raiders anyway ;)
I have, pretty much, zero concern for raiders as the game is implemented right now. The turrets are helpful, but the fact of the matter is that I usually outnumber the raiders, and later in the game I have better guns too. Combine that with the fact that I'm behind cover, and losing my turrets to a solar flare isn't a big deal.

If better guns had a Shooting skill requirement, and you could only raise your Shooting skill by spending large amounts of time practicing rather than working (or worse: only in battle) then you'd be limited to having only certain colonists defending the colony (as it should be) who would in turn usually be outnumbered. It makes your turrets far more important, and would open the door for tactical considerations to be more important (including tactical retreat).

So basicly your problem should be countered by bigger/better equipped/statted raiders
#974
Ideas / Re: Backstory introduction
October 09, 2013, 12:37:18 PM
Quote from: AspenShadow on October 09, 2013, 12:36:07 PM
Also I think you're underestimating the extra work Tynan would have to put in to make this change considering we have a perfectly functioning game-start system in place already.

Tynan could use a break from hearing about complex ideas that people want him to input at some point right about now I think. Like I said in another thread, it's best to slow down the influx of ideas on this forum until we've played the Alpha.

I completely agree.

But there is always a BUT.
He has such a great kickstarter start that he could almost get a extra programmer for the complex ideas d-;
#975
Off-Topic / Re: Where are you from?
October 09, 2013, 12:36:11 PM
Quote from: Jakadasnake on October 09, 2013, 11:40:46 AM
Quote from: Semmy on October 09, 2013, 11:07:39 AM
Quote from: Jakadasnake on October 09, 2013, 10:25:15 AM
Japan, baby! It's great being a PC Gamer in Japan because the Internet is terrible and no one speaks English and wait, it sucks. Seriously though, these guys are nuts about consoles and arcade games and I think it's fucking fantastic. I might do a little iPhone video tour of the Sega arcade nearby sometime. It's like 6 stories or something.

I have been to Hong Kong. Amazing place.

Is that the big arcade near how is it called big square in tokyo?

Ive been there once and damm those arcade's are awsome. I just didnt get the spraycans with breatable air. Like everybody is a wannebe diver

Nah, I live on a little island called Okinawa. So we don't have those theme park arcades - just the ones that are huge by western standards.

Ah ok. Havent been there. I am planning on taking a road trip in japan hongkong and korea.  Awsome countries with a totally different culture than we got