Search found 24 matches

by Wilcol
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.
by Wilcol
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...
by Wilcol
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...
by Wilcol
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.
by Wilcol
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...
by Wilcol
Tue Jan 08, 2013 2:35 pm
Forum: General
Topic: Chris.
Replies: 19
Views: 4853

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 ...
by Wilcol
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.
by Wilcol
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...
by Wilcol
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...
by Wilcol
Thu Dec 27, 2012 1:33 pm
Forum: Gameplay
Topic: Firearms?
Replies: 166
Views: 61972

Re: Firearms?

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.
We are, it just hasn't been implemented yet.
by Wilcol
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...
by Wilcol
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.
by Wilcol
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.
by Wilcol
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.
by Wilcol
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...
by Wilcol
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.
by Wilcol
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.
by Wilcol
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.
by Wilcol
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.
by Wilcol
Mon Dec 24, 2012 3:25 pm
Forum: General
Topic: Gas masks
Replies: 28
Views: 10653

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.