Ideas? Most of them if not all were definitely already mentioned or already existing mods but I don't have time to read all posts on all forums.
1) craftable robots
- ideally three groups: fighter/hauler/cleaner
- very late game. Either requiring lot of research and resources or new materials (like a "CPU" only dropped by mechanoids)
2) offense/defense upgrades
- turrets that are not over the top. Let's say three types: manned/light/heavy
where light would be quite weak but cheap, manned would be considerably stronger, but colonist shooting from it would be a targeted, heavy - strong, expensive, consuming lot of energy, maybe limited ammo (crates of machine gun ammo)
- animal traps (to capture smaller animals)
- stun weapons (preferably melee)
- remote charges (colonist who set them would have the remote)
3) Storage!!!
- boxes, crates, racks, lockers... to keep clothes and weapons in.
- maybe even some bigger containers for materials.
4) Water/thirst! That is the most important part of survival. Wells, rain collectors, water filters, water tanks. I don't think there should be an action that colonists would need to do (drinking every few hours) but it should work like power. The would be consumption, amount of water stored and production. If you have no production and you run out, colonist would have reduced consciousness, then they start to hallucinate, then die.
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)
there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...
1) craftable robots
- ideally three groups: fighter/hauler/cleaner
- very late game. Either requiring lot of research and resources or new materials (like a "CPU" only dropped by mechanoids)
2) offense/defense upgrades
- turrets that are not over the top. Let's say three types: manned/light/heavy
where light would be quite weak but cheap, manned would be considerably stronger, but colonist shooting from it would be a targeted, heavy - strong, expensive, consuming lot of energy, maybe limited ammo (crates of machine gun ammo)
- animal traps (to capture smaller animals)
- stun weapons (preferably melee)
- remote charges (colonist who set them would have the remote)
3) Storage!!!
- boxes, crates, racks, lockers... to keep clothes and weapons in.
- maybe even some bigger containers for materials.
4) Water/thirst! That is the most important part of survival. Wells, rain collectors, water filters, water tanks. I don't think there should be an action that colonists would need to do (drinking every few hours) but it should work like power. The would be consumption, amount of water stored and production. If you have no production and you run out, colonist would have reduced consciousness, then they start to hallucinate, then die.
5) Fix the damn traders. Either make it possible to invite the kind of trader you want or let them buy/sell more stuff. I never have enough steel and components and if I do, I have not silver to trade with because they never buy my clothes, sculptures or even guns in most cases.
6) Other intelligent species on planet! Not just humans you can recruit. Let's make some other alien being you can talk to trade goods/techs with and potentially add to your colony (after you research how to communicate with them or something like that)
there are tons of good ideas around. The game is fun but it lacks depth. If I don't play on higher difficulty I can start on colony ship during the second year and that is no fun...