Do you save scum?

Started by MisterVertigo, January 02, 2016, 09:49:09 PM

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Listen1

I really hope that it dosen't evolve to a giant mechanical butterfly with lasers and shit

Awesome drawing A Friend!

A Friend

"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

Listen1


Reviire

I do, but it's getting less frequent. Mostly when a new mechanic rears it's head and completely destroys everything.

Otherwise, the only time I really do it is when the game forgets difficulty scaling. "Oh, yesterday you had a 4 person raid that you could barely deal with? Today it's 20 people with Glitterworld tech."

Quote from: Gizogin on March 16, 2012, 11:59:01 PM
I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

Saw Candyman

Quote from: MarcTheMerc on January 03, 2016, 10:36:06 AM
Quote from: Britnoth on January 03, 2016, 01:55:33 AM
Quote from: dotsnake on January 02, 2016, 11:56:24 PM
I do save frequently, but I only reload if something unfair happens.

Example:

I sent all my colonist to destroy the ship and a centipede came out. 4/6 of my colony were severely injured and I only had 1 doctor who were up all day and night trying to save my colonist. Then the next day, I had another big event that would have destroyed my colony. I managed to save after the centipede fight, so I reloaded. I wasn't ready, and there should be a wait time between events, but that's not the case.

- a centipede came out = fair. Actually just 1 centipede is a pretty weak ship part.
- 4/6 of my colony were severely injured = entirely your fault. How do you get anyone hurt by one centipede is beyond me.
- and I only had 1 doctor = unlikely. the chance 5 of 6 random colonists are barred from doctoring sounds extreme.
- I wasn't ready, and there should be a wait time between events, but that's not the case. =

There is a minimum wait time between events. If you take too long to deal with a ship part crash, then you can get another bad event happen while you are dealing with it.

Unless of course you are playing on Randy. Which is your choice to play with the storyteller AI that does not obey the rules.

It is more than likely that another raid ends up fighting the centipede than anything else. Do you reload when that happens instead? No? Didn't think so.  ;)

Actually it really depends on situation, I have lost an entire colony to one centepede with an inferno cannon because it smashed through my wall like kool-aid man and torched my rec-room.
OH YEAH!
Magic Conch, my least favorite colonist (who has cataracts and is incapable of Dumb Labor) is bleeding to death! What should I do?

"Nothing."

THE MAGIC CONCH HAS SPOKEN!

Sens

This...!

A group of Mechanoids have dropped right on top of you.

[attachment deleted due to age]

Shurp

This is why you build your base out of wood and burn it down to kill the critters inside :)
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

RoboticManiac

I'll only reload if my most (Or second most) useful colonist is killed. I tend to accept the base sacrifice if the story teller decides I simply have to die- so long as I can get a few survivors to 'restart' the game with.

Listen1

I've been playing without save scum this weekend, my colony is 2 years old and I lost 6 colonists so far, still have 9 left.

Combat realism is too real, just because you got shot by a pump shotgun in the chest dosen't mean you will die... just kidding, love the mod.


Reviire

My most frequent save scum if when visitors go beserk and annihalate my colonists, and I don't get any notifications. The worst part is they don't even fight back, they just keep trying to work.

Quote from: Gizogin on March 16, 2012, 11:59:01 PM
I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

sojerboy08

I'm so guilty of this myself, I've been telling myself to stop doing it, and I've resorted to resorting to it when "BS" happens, like a raider with 2 shooting kills my colonist with a vest and helmet with 20 shooting and a rifle across the map, or when something like scythers kill my entire colony. and heat waves, fluff heat waves. Now that I look back on it, I'm just making excuses :(

Shinzy

Quote from: sojerboy08 on February 15, 2016, 11:11:11 PMNow that I look back on it, I'm just making excuses :(

There, there. Turn that frown upside down!


There you gooooo! much better

Making excuses is important so you don't feel completely incapable of dealing with loss and disappointment!

mumblemumble

I only reload if something colony ending happens,  like a mechanoid raid against an indefensible area, or a geothermal plant burning itself and several batteries down. But besides that i ironman most of it.

That reminds me, we should get an ironman mode option. 1 save per world which is a routine autosave
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Lhoto

I don't really save scum at all (though when I started out, I did). One thing new people miss is that you can continue your colony even if all people leave or die (see also: putting speed on maximum and waiting for some poor sap to join your colony), and there's a lot of fun to be had in that. So, the next time you lose to some crappy raid, consider making a copy of your save and playing it out -- might be funny to see a group of tribals attack that huge mechanoid group in your base.

Shurp

How long does it typically take for someone to decide to sign up for your ruins?

Which reminds me of another idea -- has anyone tried serial ship launches?  Instead of taking off with everyone in your colony, intentionally leaving one or two behind (probably two so they can survive squirrel attacks :) to recruit more travelers to Hale Bopp?
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.