World Ending Fallout

Started by Simking123, September 17, 2015, 07:38:15 PM

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Simking123

I don't have anything against the Toxic Fallout mechanic, its pretty cool to be honest. But perhaps it shouldn't happen in the first year or at the very least, shouldn't last for a month and a half when you have barely built your first bed. Kind of a game breaker. You can manage your colonists exposure, but all plants and animals are wiped out for months to follow. Can we perhaps tweek the fallout a bit?

CB elite

Had this happen to me in the past as well. Would recommend setting a minimum points for the toxic fallout, much like the evil ship part (takes time for colony to reach a certain amount of points).

I'm sure it wouldn't be too difficult to mod in, but would be nice to see the change in vanilla.

Toxic fallout is fun; just not when it's too early to possibly deal with it.

LaMizzy

LOL. This reminds me of the game where I got Randy and a back-to-back fallout as the first 5 events. Got my freezer up, done my crops (useless), and got a barrack to sleep in...but all require to walk outside.

Had to micromanage my pawns to focus on a specific task. Like 2 working 1 resting to get rid of the toxic.
Manage to get a solar panel up and a small indoor farm and very narrow hallway to ensure my entire base is accessible under a roof.
Had to also micromanage food consumption (only eat when almost starting to lose HP) to stretch out my food.
Barely pulled through (had to eat my dog at the end)...

And of course, Randy...decide its a good time for raids when I am dry of food.
At that point I think its Randy telling me to start new game.

Jamini

No, he's telling you to switch over to long pork.

JimmyAgnt007

I agree that there maybe should be a longer wait before its possible but i do love this event.  When i does start, id like to see it get worse and worse before it starts to get better, rather than an on/off status.  Id love to see visitors arrive when its at its worse and die in droves as they try to visit my colony lol

FridayBiology

personally i think adding in a few more early/mid game events would push fallout back abit.
> maybe large forest/brush/bush fire within the region. clears everything and makes player think about possible fire danger (basically try to bring back Fire storm mod)
> Tribe Settler Event : multiple tribal groups spawn and settle over two to three days. If you allow them to survive they'd plant food and build structures, however will attack you if sighted... Could use Rikiki's Mining&Co.Outpost generator (https://ludeon.com/forums/index.php?topic=14711.0)
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

Canaris

My most recent fallout lasted almost 16 days.
It was really cool to watch every animal die around the map, as my survivors slowly emptied food stockpiles ( of course i had a blight in the middle of that fallout because why not ) and it provided very tense experience of real danger :)
I liked it and rather than shorter fallout i would like to see ways of countering this like Hazmat suits, oxygen mask, enchanced hydroponics etc.
Phoneposter - typos will happen.

LaMizzy

Quote from: Canaris on September 22, 2015, 01:16:20 PM
My most recent fallout lasted almost 16 days.
It was really cool to watch every animal die around the map, as my survivors slowly emptied food stockpiles ( of course i had a blight in the middle of that fallout because why not ) and it provided very tense experience of real danger :)
I liked it and rather than shorter fallout i would like to see ways of countering this like Hazmat suits, oxygen mask, enchanced hydroponics etc.

Right right?? LOL, starve your people till they ABSOLUTELY need to eat. So the food will tick at 0.002 instead of 0.004 =P help keeping your people running longer.

JimmyAgnt007

Ive got stasis pods for my most important people just in case.

Canaris

#9
Quote from: LaMizzy on September 22, 2015, 02:20:53 PM
Quote from: Canaris on September 22, 2015, 01:16:20 PM
My most recent fallout lasted almost 16 days.
It was really cool to watch every animal die around the map, as my survivors slowly emptied food stockpiles ( of course i had a blight in the middle of that fallout because why not ) and it provided very tense experience of real danger :)
I liked it and rather than shorter fallout i would like to see ways of countering this like Hazmat suits, oxygen mask, enchanced hydroponics etc.

Right right?? LOL, starve your people till they ABSOLUTELY need to eat. So the food will tick at 0.002 instead of 0.004 =P help keeping your people running longer.

Hey it was a great story. ;)
Four of my prisoners ( waiting to be sold to a slaver ) starved to death and in the middle of that fallout ive had to rescue ( my damn soft heart ) 79 old male from a crashed escape pod. I burned trough my supply of Xerigium in a hopeless attempt to save him, only to lose him to infection. And that doomed my "Original Trinity" and one more of my six person colony because i had nothing to patch them up when 4 days later, crazed squirrels ( so far more dangerous than fricking mechanoids ), send them all to hospital beds. They also died from infections and i was left with one incapable of violence empath and one noble that was extremely limited with her selection of skills :)
I've managed to recover from that but boy it was TENSE as fuck. ;)

I've felt like a fricking Vault dweller when fallout finally ended and i was ready to leave the house, only to find skeletons and wasteland everywhere :)

I would even vote for making the fallout longer but with some kind of warning beforehand so one can stockpile food and meds. It would make a great "race against time" theme and feel.
Phoneposter - typos will happen.

JimmyAgnt007

animals that die from fallout should dissolve quickly on their own rather than make us incinerate them to get rid of them.  i like my terrain corpse free.