Tynan, you CANT do that!!! (Theoretically)

Started by userfredle, March 05, 2015, 04:26:24 PM

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userfredle

I was reading in the changelog that tynan implmented hunger levels affecting conciousness, Which is cool!

--BUT--

This is just further aggravating the situation with offensive sniper teams (For sieges, ship parts, etc) And them not being able to carry portable rollout beds and meals and quickly losing potency.

SO!

Is this a sign our lord tynan is going to bless us with portability survival for our colonists in the next alpha?!

Or damn us to the depths of a wanting alpha with stockpile micromanaging!

Hype? Thoughts?

Mathenaut

At worst, this just made me set up a forward camp to fend off the sieges with.

Sleeping mats don't require anything and I can just make a temp stockpile of food about halfway out.

Vexare

Definitely needs to implement the ability for colonists to carry at least 1 meal kit with them the way traveling colonists and raiders do. Why do they get the convenience and benefit but my colonists don't?

userfredle

#3
Quote from: Mathenaut on March 05, 2015, 04:41:48 PM
At worst, this just made me set up a forward camp to fend off the sieges with.

Sleeping mats don't require anything and I can just make a temp stockpile of food about halfway out.

Thats pretty terrible Actually... No one likes to micromanage as far as i know. You never know where theyll land so have to build it on the spot, + Hauling Building materials and supplies across the map (If your not a woodsie area)

Yes you can just not set up a building or proper beds, but then you have a nightmare of mood drops left and right, Eating off the ground, sleeping on the ground, sleeping outside, you get the point

By the time you get a sustainable area gets set up, Quite a few chunks of your colony is going to be taken out

But i dont think anyones arguing the point that Portable food and sleep is a necessity

REMworlder

#4
Players have a nice chunk of time after eating a meal before a colonist hits full-on starving, especially if eating high quality or survival meals. I don't think this is really such a big deal, since I doubt there will be a significant debuff for for simply being hungry. I'm much more excited for the way consciousness works with blood loss.

I play 325x325 regularly, and spending days away from the base taking pot shots at siege campers like in previous alphas is a kind of boring way to play. Granted that used to be the best way, but we have so many more tools for taking on threats now. You can counter-mortar enemy mortars because of the improved accuracy, for example, and literally melee down crashed ship parts under fire by using personal-shielded colonists.

And you still can keep sniping, it just will have slightly declining returns at some currently undefined point due to poorer consciousness debuffs (that we don't know the magnitude of) your colonists will get while starving in the field.

Regarding lots of micro, if it's a big deal just place a 1x1 stockpile set to meals and with critical priority near the staging area.

ctgill

Yes. Yes, this is a fertile land, and we will thrive. We will rule over all this land, and we will call it... "This Land.".

userfredle

Quote from: REMworlder on March 05, 2015, 06:20:11 PM

Regarding lots of micro, if it's a big deal just place a 1x1 stockpile set to meals and with critical priority near the staging area.

Idk if your saying thats less micromanagement, but thats exactly what i meant by micromanaging, Make a stockpile, select a guy designate haul, its not a HUGE deal but can deffinetly be simplified. it would be cool to be dwarf fortress style, Military units (In our case everyone) Can hold on to meals and alcohol that they wont consume unless on potrol

tommytom

I don't mind it. More realistic.
However, I don't like the fact you go into starvation in about 1 day and by about 2 days, they are dead. THAT is not realistic. Even worse now, you could have a famine and little over a day and no one can collect/make food.

I'm more concerned about not being able to grow trees. Really breaks the survival/builder/etc feel and feels really cheap that you can just buy wood from suppliers. Granted, I like that option as well in a pinch and it makes sense since you can sell wood but previously couldn't buy it.

Frozen tundra is literally screwed without buying wood (at least some things don't require wood now and can be all steel?). Unless natural trees in frozen tundra will grow in the cold like evergreens, but I don't know if those even grow IRL, I just know they survive and don't shed their "leaves" like other trees.

Tynan

Hunger doesn't affect anything but their mood. But yes, someone who is starving and on the brink of death won't be able to move. But it takes a long time with zero food intake to get there. You have to run down your hunger bar and then spend days and days slowly starving to death.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Mathenaut

Quote from: userfredle on March 05, 2015, 05:15:46 PM
Thats pretty terrible Actually...

You're right. It is.

For some reason, people think this is 'realistic' and that monotony and mindless micromanagement count for depth.

tommytom

Quote from: Tynan on March 05, 2015, 11:50:32 PM
Hunger doesn't affect anything but their mood. But yes, someone who is starving and on the brink of death won't be able to move. But it takes a long time with zero food intake to get there. You have to run down your hunger bar and then spend days and days slowly starving to death.
If I read that correctly, you extended the length of time it takes to starve to death? If so, that's perfect and like this much better. More realistic. I always felt you should get "malnutrition" without food for a few days and should die roughly 7 days later from starving.

Tynan

I think you'll like the way it's tuned in Alpha 10.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Darkhymn

I've started keeping a couple of "outbases" with small food stocks, maybe some medical supplies if I can spare them,  and a couple of beds around the map near places where sieges are commonly set up. I then use them as bases of operations for my siege busters - who are usually outnumbered - in cases when they need to rest or eat or receive emergency medical care without needing to return to the main complex. It's still a little micro heavy and requires some planning, but I like it as a long term solution.

Daemoneyes

#13
Quote from: Tynan on March 06, 2015, 12:46:57 AM
I think you'll like the way it's tuned in Alpha 10.

I am sure you will fine tune it but right now,
hungry colonists are the most likely to get a breakdown which leads them to not eating at all, which leads them to starve, which would leave them unconscious on the ground.
Can you make them go eat once they breakdown?
It just feels so wrong when someone 5m before he reaches his luxus meal that he could eat next to this 10k silver statue on his silver char and silver table, stops dead in the tracks and says fuck it and begins to wander around starving..

Darkhymn

Quote from: Daemoneyes on March 06, 2015, 01:46:38 AM
It just feels so wrong when someone 5m before he reaches his luxus meal that he could eat next to this 10k silver statue on his silver char and silver table, stops dead in the tracks and says fuck it and begins to wander around starving..

I feel like the soft breaks could use some work. If it's primarily due to trauma - such as injury, seeing friends die, being surrounded by gore, vomit and burnt ruins on a dark night, etc - I can understand the pawn wandering around somewhat aimlessly in a daze. That's not outside the realm of possibility. However, if the big reasons for the break are hunger or exhaustion, it would make more sense to me if they simply dropped what they were doing - regardless of what was going on around them - to find a meal and a bed, outside of the player's control until they rise above the break threshold.