From watching the videos, we can see that individual colonists have a (currently) limited set of skills, one Childhood backstory, one Adult backstory, and two traits (currently not implemented). We can also see that each colonist can pick up one weapon for combat use. They also have Loyalty, Happiness, and Fear ratings, along with many event-driven bonuses or penalties, such as seeing bodies, having a good meal, or living in cramped quarters.
What I'd like to talk about is how the current setup might be tweaked, with regard to other aspects of the game.
One aspect would be the "Character Inventory". I would suggest two Equipment slots:
Body: Any kind of "suit type addition" of gear, for combat, working or survival need.
These would of course tie in with any kind of Manufacturing System that would be put in place, or that would have to be purchased/looted.
I don't see the need to make an overly complicated gear/clothes system that would cover every tiny detail; these two slots would be enough for a bit of diversity in how well your colonists do with regard to how they are equipped. You might have a construction worker equipped with a Construction Mech Suit and a Pneumatic Drill who can chop through rock and build walls with ease - but if you send them into combat next to the person wearing Combat Armor and carrying an Assault Rifle, they will be pretty ineffective (and know it).
What I'd like to talk about is how the current setup might be tweaked, with regard to other aspects of the game.
One aspect would be the "Character Inventory". I would suggest two Equipment slots:
Body: Any kind of "suit type addition" of gear, for combat, working or survival need.
- Armor (damage reduction)
- Mech Suits - with possible different varients, combat or construction.
- Upgraded survival suits if Biome's or vacuum environments are implemented.
- Weapons
- Mining equipment
- Medical equipment
These would of course tie in with any kind of Manufacturing System that would be put in place, or that would have to be purchased/looted.
I don't see the need to make an overly complicated gear/clothes system that would cover every tiny detail; these two slots would be enough for a bit of diversity in how well your colonists do with regard to how they are equipped. You might have a construction worker equipped with a Construction Mech Suit and a Pneumatic Drill who can chop through rock and build walls with ease - but if you send them into combat next to the person wearing Combat Armor and carrying an Assault Rifle, they will be pretty ineffective (and know it).