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Topics - ratzlaff

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Game discussion / Raiding questions.
« on: January 14, 2019, 06:29:02 am »
First, I have limited exp. with raiding, so some of the questions may just be due to my limited knowledge.

1. Dear Devs, is there a vision/concept how raiding should play out in the finished project? What benefits should the player get by doing it?

2. In the current state, raiding is not cost-effective, mostly due to the fact, that when you have breached several wall rings, you still need to destroy caches with bombs, one of the most expensive items in the game. Am I missing something here? Is this intended? (I tried pickaxe/axe, but the damage was abysmal, could take years to destroy even wood chests)

3. Will the bombs stay that expensive relative to the other items?

Thanks!


2
Ideas and suggestions / My Ideas
« on: January 08, 2019, 08:41:52 pm »
1. At the moment my greatest wish is to reduce the long walking, even more if you plan to make the map even bigger.

I know something like teleporters are planned and I look forward to them. But they may be something of a late-game feature right?

Another idea for this: Something like a bike, which gives running speed 4x.
To balance this for combat:
-Short Setup time, where you need to be static.
-If you get hit while you are on a bike you are stunned, or lose some portion of health or bleed or something to make it dangerous to use bike in a fight. Shooting could also be disabled.
Note: It doenst have to be a bike, could be a mule, I just like to have that function. If its an animal you would have to feed it and so on.

2. A pump with a higher throughput than the current well, tier 2/3, higher building costs.

3. All shots from firearms should be tracer rounds if technical feasible, so you get instant feedback where you shoot. If they are hitscan, an instant line would be ok.

4. Recycling (tech and building)
You can put any intermediate product in and it will give you a part of the original ingridients back.

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