Tabbot95
Vintarian-
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Everything posted by Tabbot95
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are trousers/pants/leggings now storable in cabinets?
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Tool head and handle should have separated durability
Tabbot95 replied to GLaDOS_cz's topic in Suggestions
strongly agree; partially because I'm fond of smithing plus as a mod, while also having a fondness for toolsmith; -
think that ashes, ash cleaning, ash collection should be a mechanic. would be a way to make sodium carbonate and lye.
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having some kind of abstraction that allows for animals to migrate while avoiding traditional pathfinding demands might make a difference, would depend (as I've said a lot) on worldgen being reoriented towards an at least semi "all-at-once" generation scheme.
- 3 replies
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- animal behavior
- hunting
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(and 3 more)
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Should a melee spear really do less damage than a thrown spear?
Tabbot95 replied to DeanF's topic in Suggestions
depends on the spear length -
Should a melee spear really do less damage than a thrown spear?
Tabbot95 replied to DeanF's topic in Suggestions
okay what if the bear "thrusts itself" onto the spear as I thrust it? -
straw bedding would be a great way to implement saltpeter harvesting.
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idk my thought was "the base unit is 10cm; but it's mostly multiblocks", the 10cm allows for elevation changes more gradual than either 1m or 0.5m increments. basically the "implementable" change in VS would be "everything is slab now" as far as build/world grid is concerned. "Place on slabs" gets easier when they're not a special condition but the norm.
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I thought "10cm³" as an ideal size.. My reasoning has more to do with wanting a unit small enough to allow for things like tides to be practical. not sure if there's going to be the performance overhead on enough systems to do that though.
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at the very least there needs to be a process where you can "hard fix" the world after shutting it down and restarting it. like a "fix the seasons" button in the same menu where you can create a world backup or adjust world settings; a crude way to fix it, and something that might not always work but which I think might be helpful in some cases without having to have the game running and the chunks loaded.
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balance Instability should be significantly more dangerous
Tabbot95 replied to Byrnorthil's topic in Suggestions
my thought it's more "given existing lore what can be done?" (what additional effects can be created? additional enemies? what would they look like? is there aesthetic room for other things or would those clash too much with what presently exists?) -
balance Instability should be significantly more dangerous
Tabbot95 replied to Byrnorthil's topic in Suggestions
perhaps there should be another force other than just rust monsters? like the rustworld is just one of the dimensions/planes intersecting with the world and there are others? -
Shouldn't tier 1 shovels be wood instead of stone or flint?
Tabbot95 replied to DeanF's topic in Suggestions
think that there should be wooden mallets as well; would make more sense especially for carpentry related things; -
Should a melee spear really do less damage than a thrown spear?
Tabbot95 replied to DeanF's topic in Suggestions
true; though why stop there? I guess is a partial point. -
Should a melee spear really do less damage than a thrown spear?
Tabbot95 replied to DeanF's topic in Suggestions
idk I think that the damage of spears (and frankly all damage) might be better with relative if it depended on relative velocities; I'd honestly go full Mount and Blade; (not just Combat Overhaul, full 'lance couching', "pike bracing" (incidentally not in vanilla M&B warband), sweaty player is doing the equivalent of nunchuck drills with a quarterstaff and somehow beating everyone's battleaxes) and that there's zero harm in having multiple different spear-types/spear classes, and axe-classes and axe-types. it might confuse some people but idk they'd learn quickly that a splitting axe is good for splitting wood and bad for splitting the skulls of drifters and other players when they miss a few strikes as it is a slow, heavy axe and is suboptimal for splitting armor/flesh/bone. -
needs DF-esque cavern controls for things like "average cave density"; things that hurt worldgen more are those things that are tech-tree related and 'missing' as alternates/substitutes. (Lye/soap as a substitute for lime is one such thing).. In addition there are some issues I have with general long navigation, the big journey by elk feels very very clunky, though part of this is that singleplayer isn't the focus of balance for the first chapter of the story.
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idk people are insisting "fun rather than realism".. idk I think there's a fair way to have a bit of both. some mechanism for "work hardening" might be good to see, and having enhanced smithing techniques (more complicated production, temperature control setups, etc) would benefit the balancing of 'endgame' equipment.. (things like crossbows, plate armor, etc.).. Personally I got very attached to the way Smithing Plus worked, getting to collect bits (especially extra bits from iron blooms) was great and I liked the additional control options on the hammer/tongs.. Additional modes the anvil could be used in might be nice to see, (for things like horse-shoes), schematics being something learnable, some emphasis on WYSWG;
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are pants going to be able to be stored in cabinets?
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adding this recommendation: Spirits of Commerce. being able to sell alcohol to traders is nice, would be cool if it had the "you can only use one kind of bottle" thing fixed to be possibly more flexible about it.
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Add separate keybinds for using items/attacking
Tabbot95 replied to Spacebyrd's topic in Suggestions
full on system shock 2 style "use mode/fight mode " where you hit tab to switch between the two. -
the cost of guns would be mostly down to the level of infrastructure necessary to produce and maintain them.. any variety of flintlock or wheellock will required carefully tempered spring steel whereas a matchlock will be a simpler affair but one that has a burning matchcord. bows and crossbows are also quite effected by weather and humidity (the latter being the reason composite bows had a hard time taking off in humid Europe).. I think it was Agincourt where Italian Crossbowmen had their bowstrings so negatively effected by a torrent of rain (crossbows are not easily unstrung like longbows are) that said crossbows were made useless. so when the french heavy cavalry got stuck in the mud the english found it a turkey shoot without much in the way of return fire. however bows, and longbows especially require a not insignificant amount of logistics in themselves.. arrows are not merely sticks, they are sticks with a lot of work put into them.. moreover longbows especially require a lifetime of training to physically use for any extended period of time.. a crossbow or a gun are much much simpler to train on because they're physically less demanding.. recurve and compsite/etc bows are also physically demanding though that's often because guys like the turks, persians, mongols, etc. were using them as part of a system of mounted archery. Cannons Would be cool though, but like after carts and wheelbarrows and wagons
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halberds, billhooks, and pikes would be interesting, might be useful in pve if there's ever a sort of cavalry themed (and less claustrophobic) chapter in the story.
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I think that squeamishness kind of undermines some of the potential horror elements tbh; butchery of rust monsters could be a way to give lore details that isn't reliant on journal entries.
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would allow a second use for the falx head, might make handle shafts somewhat more important than merely being sticks.