Started by Knudsen, October 06, 2013, 09:20:54 PM
Quote from: Hypolite on October 07, 2013, 06:00:14 AMRobots as supplemental colonists that need power instead of food and can go into mental breakdowns as well, I'm all for it. Combat mechs in an otherwise survival/western background, not so much.
Quote from: AspenShadow on October 07, 2013, 07:53:34 PMAn exoskeleton (I'm assuming you don't mean organic) can be more like changing clothing/armour than an actual mech you fasten into. For that matter is there something your colonists can wear to stop them getting shot as much in mind for later versions?
Quote from: Spike on October 07, 2013, 07:59:56 PMI'd actually see it as a researched tech upgrade that gives a bonus to different action types, like the pneumatic drill for mining. Basic tech tree might be something like 1) Exoskeleton, 1a) Exoskeleton Mining Rig (requires Pneumatic Drill), 1b) Exoskeleton Construction Rig (req something). 2) Armored Exoskeleton (requires Armor tech), 2a) Combat Support Rig (requires Blasting Charge). That kind of thing.
Quote from: AspenShadow on October 07, 2013, 08:08:35 PMThen again at this point most considerations I can put forth are conjecture only until the Alpha release on November 1st.