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Topics - UsF

#1
Ideas / Hostile zone (like home zone but the opposite)
November 03, 2013, 06:59:17 AM
I would like to propose the addition of a hostile zone, similar to home zone. It would be a zone that people would try to avoid if possible (as in if there is another route to the target through non hostile zone areas.

The reason for this is the following:
1. Imagine you build a base outside and have a layered defense like in the screenshot attached
2. The outside of the perimerter, right next to the wall would then be marked as hostile zone

This would have the effect (I hope) that people would then repair damaged walls from the inside as they are under fire by the enemy or a fire is happening outside. People wouldn't walk straight through burning flames to get to the place they want to extinguish and they'd be safe from any outside hazard by being in the home zone. It would allow sieges to happen naturally as people inside your walls try to contain a breach, while people from the outside might be trying to smash through. Your own people would never walk outside to try and repair the wall from the wrong side getting them killed and you could therefor have better siege situations. It would also mean that Raiders could be more violent towards walls with their fists (and occasionally grenades) and the siege would happen somewhat different, because Raiders could be spawned to be highly likely making their own path.

An alternative to this would be to prefer reaching a zone through the home zone, but I'd like to tell my people to (almost) never walk into an area more, as this would remove all the dangers of people messing up.

[attachment deleted by admin: too old]
#2
Ideas / Harvesting from growing areas
October 31, 2013, 01:41:31 PM
I think plants that grow in a growing area should automatically be flagged for harvest to reduce the micromanagement a bit. The farm itself should be click-able, so you could set to harvest/not harvest, which would in turn automatically set a flag on full grown plants or not set it/remove it if already set.

This would make the growing of plants and setting up of a food production more convenient, since I do not think it should require a lot of user input. It might get tedious quickly.

Edit: I think to combat the idea of having too much food/not enough food, rather than making the player balance it, the game should set a hard limit on the amount of resources being able to be stored in a stockpile, so if you want to have more food, you would need to assign more stockpile areas for storage.
#3
Ideas / Power conduit vs door graphics
October 31, 2013, 01:39:49 PM
I think the power conduit graphics should get the current door graphics, because the blue light-ish color it represents looks like a powered cable. It would make sense. A door should get a new graphic in general.

I know the graphics aren't final, but just wanted to point it out.
#4
Ideas / Wall building tool for diagonal lines
October 12, 2013, 10:12:07 AM
It would be nice to have an option of building a line diagonally at any angle and have the game make a wall placement accordingly that would set up a secure wall. Horizontal and vertical should be default options, but by using a modify key or a toggle button, people might want to be able to place walls at a more natural angle without having to click each individual wall part to wall of an area with a diagonal line. Basically allow the free placement of a line of wall however the player sees fit.
#5
Ideas / Job interface suggestion
October 12, 2013, 10:08:01 AM
In the videos that I have seen, the overall job interface shows the checkboxes for people and what they can work on. I think it would be nice that instead of checkboxes, there should either be white numbers, indicating their skill when the job is disabled, green numbers to show that they are enabled or red X to show that they cannot work the job, because of limitations. It would make it very easy to see the skill of a person and set the jobs accordingly.

I do not know if this would cause problem with colorblind players though. One way to solve this would be to add the enabled-disabled icons as a small icon next to the number instead of the numbers replacing it completely. I just would like to have the numbers there in general to make it convenient for the player to set up his people.
#6
General Discussion / Suggestion for the front page
September 16, 2013, 11:25:31 AM
Hello,

I just wanted to post a suggestion for your front page at http://ludeon.com/blog/

The top bar with the words Blog, Studio, RimWorld and Forum has a nice mouseover color effect, however I think it would be made more intuitive if the whole box could be clicked, not just the word within that box (similar to the way the Recent Posts box works on the left side).