Head Today, Gone Tomorrow

Started by Travinsky, April 10, 2016, 11:10:15 AM

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Travinsky



So here lies my third and final original colonist, killed by accidentally triggering a trap, and by that I mean the first three you are burdened with at the start of the colony. Sorry for the mess, I would have cleaned my colony up but we had just been raided and this lass was either cleaning up the corpses or resetting the traps, her final moments will sadly never been known. Now when my final original colonist dies, I always begin the process of building the ship, which is now underway as I type this. Why? Well I see it as my goal, my purpose, to keep the original colonists alive as long as possible and when the final one dies I see it as a signal that the colony has failed and so I begin evac-ing the remaining colonists under the belief I cannot be trusted to keep them alive anymore.

Now this colonist had an interesting life on this planet despite the comical if not horrible death at the hands of a trap she likely built herself. Her first husband was another of the original colonists (Not lovers initially, but they married later on) who managed to lose both him arms, an ear and a nose as well as his left foot over several raids before dying rather boringly of the flu. Her mother, who due to the magic of cryostasis was actually her junior by a decade, was then killed two seasons later in a insectoid infestation along with her second husband (Who I recall, I did not like for some reason) and she was instrumental in wiping out said infestation out though it would not be the last time. She then married again, for a third time and has been the only colonist to get married or get some lovin' at all, before finally dying in a simple accident, resetting a trap after another colonist's brother called for aid from pirates.

In short, this update has been a fantastic one in which I have managed to sample a bit of everything from it in this colony. I believe the relationship system is ideal, I don't believe being stranded on a inhospitable land would instantly make everyone get off with each other and I think the reliance of the system on both attraction and compatibility is perfect. The introduction of components and the expansion of the crafting system has made the game much more balanced and extended its playtime in the oh so fervent dream of achieving the "perfect colony". And the addition of trade caravans and the reduction of trade ships makes the game feel much more realistic (I was constantly left wondering why my colonists didn't barter for passage on this ship given that they were prone to being so miserable in my colonies) and gave me the dilemma of attacking a trade caravan when times were tough and forcing me to weigh up short and long term benefits.

Please post any interesting encounters you guys have had and whether you think this update lived up to your expectations!