Search found 24 matches
- Mon May 13, 2013 12:30 pm
- Forum: Feature Requests
- Topic: Epic Combo Kills!
- Replies: 11
- Views: 2492
Re: Epic Combo Kills!
Yeah, I'm sure there will be plenty of extra animations when it's finished.
- Mon May 13, 2013 12:29 pm
- Forum: Feature Requests
- Topic: Small suggestions
- Replies: 13
- Views: 3522
Re: Small suggestions
I like the warehouse idea. It would be essential for larger bases. As for alchemy, I support it, but within the bounds of things that actually exist. For example, multiple groups of people around the world have used plant extracts to send themselves into a rage, granting increased stamina and resist...
- Mon May 13, 2013 12:22 pm
- Forum: Feature Requests
- Topic: Dyes and Painting
- Replies: 14
- Views: 5552
Re: Dyes and Painting
Dyes could be interesting, especially if at higher research levels other liquid plant compounds were able to be created. Antibacterial compounds to create advanced medkits, and perhaps some sort of poisons you could coat weapons with could be interesting. That way rather than having a limited use D...
- Mon May 13, 2013 12:05 pm
- Forum: General
- Topic: Where do you spend your cats?
- Replies: 9
- Views: 3031
Re: Where do you spend your cats?
Now that I think about it, a treasury building would be awesome.
As for spending, I just buy the best gear I can find that I have the money for, and that would benefit me. Basically, if I have the money, and there is some armour that would be an upgrade, I'll buy it.
As for spending, I just buy the best gear I can find that I have the money for, and that would benefit me. Basically, if I have the money, and there is some armour that would be an upgrade, I'll buy it.
- Tue Jan 08, 2013 2:38 pm
- Forum: General
- Topic: Info on the upcoming 0.40 update
- Replies: 58
- Views: 27492
Re: Info on the upcoming 0.40 update
Later on there will be AI guilds that offer various workers for hire, to run your base for a wage. I'm still undecided about food and water. I would like it as a survival requirement because it makes your base management more interesting, but I don't want the micro-management of making sure all you...
Re: Chris.
Hey Chris, My last post may seem very critical, but that's because I want your game to succeed. I want it to be a mind-blowing success. It's rare to see a developer take on a task such as yours. Kenshi is original, innovative, and ambitious. You're going a fantastic job right now, keep up the good ...
- Tue Jan 08, 2013 2:32 pm
- Forum: Gameplay
- Topic: Game Starts (Requests & Discussion)
- Replies: 16
- Views: 7393
Re: Game Starts (Requests & Discussion)
What about Bandit Lord, or something to that effect? You start with a massive boost to your skills, but you are hunted by basically EVERYONE, meaning you need to assemble your stuff fast.
This could present an interesting scenario where you are already set to go raiding and that kind of thing.
This could present an interesting scenario where you are already set to go raiding and that kind of thing.
- Fri Dec 28, 2012 12:07 pm
- Forum: Gameplay
- Topic: The Merchant's Handbook (Updated!)
- Replies: 23
- Views: 8583
Re: The Merchant's Handbook (Updated!)
Wow, you've really improved it. Nice work.
Hmm, maybe it's just for me that narcotics look different, but I could've sworn...
Hmm, maybe it's just for me that narcotics look different, but I could've sworn...
- Thu Dec 27, 2012 1:40 pm
- Forum: Gameplay
- Topic: a bad upcoming feature?
- Replies: 209
- Views: 65467
Re: a bad upcoming feature?
Seriously? Every single game I can think of that actually has a cohesive story gives reasons and explanations as to how there is a zombie apocalypse. I didn't say they don't say "It's some kind of virus." Or some other half assed explanation before getting back to using them as a metaphor...
Re: Firearms?
We are, it just hasn't been implemented yet.Marilous wrote:Plus no one has died of infection in my game so I don't think we are going for full medical accuracy here.
- Thu Dec 27, 2012 1:30 pm
- Forum: Gameplay
- Topic: The Merchant's Handbook (Updated!)
- Replies: 23
- Views: 8583
Re: The Merchant's Handbook
Nicely done. Two things. One, and I realise this would take up a bit of your time, but if you really want to improve things, adding images of the supplies instead of descriptions could help. Secondly, I'm pretty sure Narcotics have a SLIGHTLY darker shade applied to them, but yes, they have the same...
- Thu Dec 27, 2012 1:19 pm
- Forum: Feature Requests
- Topic: Airships
- Replies: 18
- Views: 6710
Re: Airships
Yeah, fast travel speed increase would also be good. I think it was said that fast travel would be like Fallout, in which case, this makes perfect sense.
- Wed Dec 26, 2012 9:23 am
- Forum: Feature Requests
- Topic: Set travel speed to squad member button.
- Replies: 6
- Views: 2235
Re: Set travel speed to squad member button.
Actually, I reckon this could be incorporated into a formation type thing. So you could arrange your people in different ways, and to stay in formation, they all have to move at the same speed.
- Tue Dec 25, 2012 9:54 am
- Forum: Feature Requests
- Topic: Character Wheel
- Replies: 6
- Views: 3210
Re: Character Wheel
You could have a wheel with multiple tiers. So, the first tier is stuff like actions, formations/movement, inventory, that sort of thing. Then you select one, and go to the next tier. So, you select actions > medical > first aid, or actions > medical > splint.
- Tue Dec 25, 2012 9:41 am
- Forum: Feature Requests
- Topic: Deflecting arrows skill - for future ranged weapons
- Replies: 30
- Views: 15578
Re: Deflecting arrows skill - for future ranged weapons
T'is a game, though. In reality, katanas and stuff suck vs european broadswords and the big sabres and stuff like the fragment axe would be entirely unusable. But they are in because of the cool factor and the style of the game. Katanas are crap against Broadswords? I'm pretty sure Japanese steel w...
- Tue Dec 25, 2012 9:37 am
- Forum: Feature Requests
- Topic: Rename it please
- Replies: 32
- Views: 10169
Re: Rename it please
I thought it was a bit bizzare until I realised it was just a contraction of 'Catan', which I think sounds pretty good. So no, keep it.
- Tue Dec 25, 2012 9:17 am
- Forum: Feature Requests
- Topic: Airships
- Replies: 18
- Views: 6710
Re: Airships
Yeah, I thought fast traveling would probably be the most practical. I really like the idea of having them randomly crash, though, so you could find the wreckage sitting in the sands.
- Mon Dec 24, 2012 3:54 pm
- Forum: Feature Requests
- Topic: Kenshi Weapon Concepts
- Replies: 60
- Views: 23335
Re: Kenshi Weapon Concepts
Just... beautiful. Keep it up.
- Mon Dec 24, 2012 3:43 pm
- Forum: Feature Requests
- Topic: town manager
- Replies: 2
- Views: 1052
Re: town manager
Making prisoners work. Now THAT I like the sound of. Whether you set up a penal colony and punish bandits, or kidnap citizens and use them as slave labour, this would making having prisoners REALLY worthwhile.
Re: Gas masks
On the actual topic, what if masks were needed because there were sandstorms? Hoods and maybe some crude form of goggles would also help.