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RimWorld => Ideas => Topic started by: Play2Jens on June 10, 2015, 06:03:47 PM

Poll
Question: What feature would you like Tynan to work on for the next Alpha?
Option 1: Relationship system
Option 2: Better factions system + interaction with them
Option 3: Water interaction
Option 4: Better inventory system
Option 5: Animal husbandry
Option 6: Glass and windows
Option 7: Advanced start of new games
Option 8: Dogs / wargs as pets (or other animals)
Option 9: More endings
Option 10: More resources
Option 11: Advanced events
Option 12: Other
Title: [Poll] What would you like for A12?
Post by: Play2Jens on June 10, 2015, 06:03:47 PM
I know you are all busy playing the new alpha release, but what would you like Tynan to work on next?
I made a short list with the things I saw the most on the suggestions subforum

Relationship system:
- Colonists keep track of how much they like/dislike other people. They will start to like others more by talking with them, having traits or backstories in common and experiencing things together like a rescue or fighting off enemies side by side.
- Colonists with a lot of relationship points will form a romantic relationship or a lasting friendship, giving positive bonus moods, new art work and new events.
- Events might pop up that will ruin the friendship or relationship, or might turn people who don't like each other in friends.
- Will also work towards other factions. Becoming best friends with a chief might give huge bonuses, but is only possible by common traits or certain events.

Better factions system + interaction with them:
- Faction relationships are calculated by talking to their boss, sending one of your colonists away as an ambassador or making sure their pawns won't get killed on your grounds. Certain events might pop up asking if you could send them spare food, weapons or silver. You can also defend them when they get attacked on your grounds. (Currently player would rather seem them killed because they drop loot)
- Factions get their own characteristics. Tribes might like you because you don't use too much technology and raiders might like you because your colonists eat people.
- Friendly factions might come with gifts or help you put out a fire or finish of a building
- You can send one of your colonists on a spy mission to sabotage the enemy by destroying something, killing their leader or stealing weapons/tech. This will result in their raids becoming weaker or less frequent. This spy can also be discovered and hurt or even murdered.
- Factions should be discovered, either by scouts/traders/travelers passing by the colony; or by the player sending scouting missions to places on the map.
- New faction suggestions. (Evil corporation, Vikings, High-technological city, environmentalists, ...)

Water interaction:
- Enemies arrive by boat on coastal maps
- The world generator will spawn rivers which are visible in maps
- New joy activities with water
- Late game feature: able to "dig" water tiles, useful for defense or pools or whatnot.
- The ability to build hydraulic dam, bridges and boardwalks.
- Ground next to water automatically becomes very fertile soil (except for beaches or rock).

Better inventory system:
- Colonists can possibly equip a secondary weapon, giving a negative bonus to balance it.
- Colonists can equip meals and medicine to use it during a fight. They will automatically use it once they are in cover and not attacking anyone.
- Craft a backpack, which slows pawns down but will increase their capacity to carry/haul things.

Animal husbandry:
- Basically the ability to build fences and keep muffalos or other animals. They will automatically reproduce and when there are too much of them in a pen, the hunter will come and slaughter them.
- They need to be captured, but won't be that easy. (otherwise hunting would become obsolete)
- No need for gender, but would need at least 3 of a kind. Animals sleep at night.

Glass and windows:
- Colonists are able to produce glass, which is used in building windows, lamps and some other decorative things.
- Windows will give light by daytime and will make the buildings feel more like real life buildings

Advanced start of new games:
- EdB's Prepare Carefully mod converted to the vanilla game.
- Maybe we get to see the spaceship before it crashes and make some choices which will influence the beginning of the game?

Dogs / wargs as pets (or other animals):
- Dogs need to be tamed or obtained.
- They might do simple tasks like hauling weapons and stuff
- Used by raiders and colonists the attack/defend
- Joy activities

More endings:
- http://ludeon.com/forums/index.php?topic=11275.0 (http://ludeon.com/forums/index.php?topic=11275.0)

More resources:
- http://ludeon.com/forums/index.php?topic=13277.0 (http://ludeon.com/forums/index.php?topic=13277.0)

Advanced events:
- Events where the player has a choice what the outcome will be. These outcomes might spawn reactionary events, making them some sort of a small story arc.
- http://ludeon.com/forums/index.php?topic=13477.0 (http://ludeon.com/forums/index.php?topic=13477.0) (story arc events)
- http://ludeon.com/forums/index.php?topic=9755.0 (http://ludeon.com/forums/index.php?topic=9755.0) (normal events)

Other Suggestions are always welcome, but try to post complete new ideas in the suggestions forum! This is merely a shortlist of features I have often noticed lately. Feel welcome to discuss these ideas, or expand them further.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 10, 2015, 07:01:10 PM
Relationships would be fun, although I would prefer it happen dynamically without the player being able to "force" relationships on characters via right clicking or whatever.

Pets would be fun too, although they would definitely need to be scripted to follow the allowed/not allowed zone markings since otherwise they probably wouldn't survive most of the new A11 events.

The associated new traits that would go along with these game parts would interact in fun ways too, since the "dog person" would gain substantial mood boost from taking in a stray while the "allergic to animals" person is debuffed, which could well effect the relationship these two colonists formerly had.

Being able to train your pets to hunt would also be pretty cool, and the cats could help keep the squirrel population int he garden under control, and with a high enough animal handling skill a colonist could train them to bring the dead kills tot eh freezer on their own. (assuming you have auto doors built so the animals can move through the colony freely.
Title: Re: [Poll] What would you like for A12?
Post by: Riftmaster on June 10, 2015, 10:47:31 PM
I like the idea of water interaction.  You could even make it a resource, and add desert water generation/collection equipment or something.

And I like the idea of animal husbandry, it could even be tied into water resource - as in, they have to have a pond or artificial water source in their pen.
Title: Re: [Poll] What would you like for A12?
Post by: ZestyLemons on June 11, 2015, 02:16:18 AM
I'd love to see relationships fleshed out sometime soon, but I'd also love to see some more tiered building stuffs.

Lots of the crafting is resource -> product right now. It's pretty simple, but I miss the Dwarf Fortress crafting of resource -> refined resource -> combine with other refined stuff for product.

I found myself very wealthy, but didn't really have anything to invest into but more medicine. I would've loved to have some gunsmithing, armor crafting, and technology crafting stuffs to fill my colonist's time.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 11, 2015, 10:42:46 AM
Quote from: ZestyLemons on June 11, 2015, 02:16:18 AM
I found myself very wealthy, but didn't really have anything to invest into but more medicine. I would've loved to have some gunsmithing, armor crafting, and technology crafting stuffs to fill my colonist's time.

Having a weapon/armor repair table would be nice too, it can be frustrating having a amazing piece of armor (or dropping 10 grand on a superior power armor suit) and see it slowly whittled down to junk over time with there being nothing you can do about it.
Title: Re: [Poll] What would you like for A12?
Post by: Negocromn on June 11, 2015, 11:00:41 AM
I'd really like to see animal taming, I usually spend a lot of time with it in any game that has it.

And Tynan please, if you ever do add this, stay away from cage traps, can't think of anything more antifun than cage traps.
Title: Re: [Poll] What would you like for A12?
Post by: Play2Jens on June 11, 2015, 04:01:46 PM
Quote from: Negocromn on June 11, 2015, 11:00:41 AM
I'd really like to see animal taming, I usually spend a lot of time with it in any game that has it.

And Tynan please, if you ever do add this, stay away from cage traps, can't think of anything more antifun than cage traps.

How would you get them tamed then? Right click and feed them food? And later on when they get used to your colonists, pet them, learn them new tricks and so on?
Title: Re: [Poll] What would you like for A12?
Post by: llunauk on June 11, 2015, 04:18:34 PM
I was a bit torn between some of the options!
Title: Re: [Poll] What would you like for A12?
Post by: RickyMartini on June 11, 2015, 04:38:14 PM
It seems like people really want to see those faction relations. :)
Title: Re: [Poll] What would you like for A12?
Post by: Negocromn on June 11, 2015, 05:54:38 PM
Quote from: Play2Jens on June 11, 2015, 04:01:46 PM
Quote from: Negocromn on June 11, 2015, 11:00:41 AM
I'd really like to see animal taming, I usually spend a lot of time with it in any game that has it.

And Tynan please, if you ever do add this, stay away from cage traps, can't think of anything more antifun than cage traps.

How would you get them tamed then? Right click and feed them food? And later on when they get used to your colonists, pet them, learn them new tricks and so on?

idk, anything that is simple and functional

that also doesn't involve littering the map with 500 cage traps like in Dwarf Fortress

edit: my answer was inside the quote x.x
Title: Re: [Poll] What would you like for A12?
Post by: LanMc on June 11, 2015, 06:22:32 PM
Wow, only two?  Well, ok, but I think all of them are pretty nifty.  Thank goodness for mods!!! 
Title: Re: [Poll] What would you like for A12?
Post by: TheSilencedScream on June 11, 2015, 07:57:15 PM
Quote from: LanMc on June 11, 2015, 06:22:32 PM
Wow, only two?  Well, ok, but I think all of them are pretty nifty.  Thank goodness for mods!!!

Well, in theory, people should want everything they can get, since the game's still in development. Limiting it to 2-3 means you can only pick the things that you want most. I had a hard time choosing, too. ;)
Title: Re: [Poll] What would you like for A12?
Post by: TLHeart on June 11, 2015, 08:04:51 PM
I had a very easy time picking the first one, need interactions with the other factions... a whole long list of them.

that was my vote.
Title: Re: [Poll] What would you like for A12?
Post by: Toggle on June 11, 2015, 08:18:06 PM
Massive post incoming.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 11, 2015, 08:35:15 PM
Another thing that would be cool to see in A 12 would be limited building along the z axis?

I understand the issue with letting us build upwards in that you have to then calculate attacks on higher floors from ground level and the hassle of how the mountains are shaped as you go up in altitude.

However, what about just being able to build downwards into the ground by a single level? This would give us the ability to fortify a bit more on flat terrain, and open up mining the ground for minerals instead of relying solely on what's in cliff sides.

Pre A11 I could see the issue with building a sprawling underground complex with only a single kill box entrance and being pretty much immune to attacks, but now with the enemy bright enough to runnel through weak points in your walls I can see them doing the same and just digging down into your underground rooms from above if you didn't keep some decent topside fortifications as well.

Title: Re: [Poll] What would you like for A12?
Post by: RickyMartini on June 11, 2015, 08:40:47 PM
Even slightest ideas into z levels are a huge step in regards to coding. No chance that this will ever happen in this Alpha stage. Maybe after Tynan has left Alpha and Beta stage, has sold out his 1'000'000th Rimworld copy on Steam and is currently on vacations with his wife and family sipping on a cuba libre in Hawaii.
Then maybe he will stand up from his hammock and say "Well, it's about time I introduce Z levels".
Title: Re: [Poll] What would you like for A12?
Post by: Toggle on June 11, 2015, 09:03:17 PM
Ah, being able to take in pets, an idea I've really liked for a while. With wargs being flesh eaters, even better, as they make great guards. Let's go over this ludeon forumers! So, I agree with nego, I'd prefer not having cage traps. How it would likely happen is we'd need some new equipment. You'd need a dog bed, which would take up 2 spaces, and work like a normal colonists bed. The dogs(Wargs, but since domesticated lets call them dogs, it's easier) would have a lot of in common with colonists, enough to be able to control them, yet be different, as we don't want them taking up colonist spaces and doing little.

Lots to go over. Lets start with getting a dog. You'd need a dog bed first, and unlike colonist beds, dog beds serve for medical and sleeping, as they're dogs, they don't really care and it makes it less complicated. I'm pretty sure wargs can be incapacitated like other animals(Have yet to play alpha 11), makes sense, so if one is, you're able to rescue it to a dog bed, which automatically becomes theirs. Thing is, to make it make more sense, you have to tame it with a colonist, and it becomes theirs! So the wargs all have somewhere in their stats requiring say 5-15 of the social skill (Skills are only stuff that is always relevant, we don't want to require a new one, and hunting wont make sense). If a colonist has enough of that, say the warg that's down requires a level 10 social, you can go have your colonist assigned to 'tame' that warg. That means it becomes theirs, they deal with it. One you have the dog (Warg) assigned to a colonist, you can have it rescued and healed by a doctor on a dog bed. Heal it up, you got yourself a new dog!

Now, lets go over what it does and stuff that's going to get in the way. Firstly, animal doors. You can place them in the wall, it requires maybe 2-5 extra steel. It's small enough to let wargs, bunnies, squirrels, boomrats, deer in. It does not allow muffalo, the mechanoid enemies, or humans at all. This is all because wargs cant operate doors, and if automated doors don't trigger for normal animals, even muffalo, wargs probably can't trigger it. So we need a door for wargs, but anything smaller then wargs could probably get in too. Lets pretend for the sake of the game though the humans can't crawl in it while wolves can. So when you decide your bed location for the dog/warg/wolf, you want it by your entrance, in a room separated from it but also from everything else, just for the dog beds. This is so you can heal it, and have a room for the wargs, but don't need to have them outside, and other animals may come in but the wargs will probably kill them.

So, how wargs work is next. Wargs require a bed, the door to go outside, and food bowls, which is also assigned to a warg. This is because the person taming the warg feeds the warg, brings it food. So wargs...This pretty much ALL depends on whether they feed on normal animals and food, but just don't prefer it. You can feed it to them, but they get a negative bonus for eating it, just either normal meat or veggies so it's less complicated, micro management and stuff. Let's see. Wargs, when you select them, have an option at the bottom of the screen like the furniture tab and such tabs, and like humans. It allows you to put down a flag, and a cube distance to a certain max and minimum. That flag is where the warg will spend it's day when not eating/sleeping, and while still tamed.

So the flag is basically where the warg guards. The warg will have options to attack enemies, humans (Not yours), and animals within the distance. By default, it attacks animals around it and raiders. So you'd place the flag in front of your base, in your killbox if you had one likely, and when raiders come in or animals, it'll attack em. Hunted animals will be attacked right away, animals that aren't only when it's hungry. When the warg becomes hungry enough, it wanders away from the flag area and kills animals, which it eats. It'll bring back the animals it kills near it's bed, and eat them (I'm assuming, as I saw in the alpha 11 video, they don't actually eat the humans off the ground but just kill them.). So they'd 'eat' the animals and it would probably eat away about half the durability of the animal or such depending on it.

This is just full of holes, but it's how stuff is made. Gotta make a base idea and build. So let's talk a bit about how the warg acts for joy and mood. They could get a mood negative for eating anything but human flesh, but since that would be a lot, it would be better to just add a mood boost if it's human flesh. They need space, and lots of it, while awake, more then humans. Instead of cabin fever, they'd get upset at not being able to go outside, I don't know the exact name but basically too much energy. They could have an energy bar too, which refills after sleep, and they get upset if it fills, the longer it's full like cabin fever the more it effects the mood for a negative. They wouldn't care much for beauty, so the negative would be much less for them. In order to not have pointless managing, they'd just have a much higher tolerance. There's the part about small rooms remember, so yeah.

I make too much of this up off the top of my head and building off previous stuff. So I think I covered mostly everything... Let's discuss food again though, as it's the biggest problem. They'd need to be able to eat off human corpses and animal, and I'm not sure about if they can or probably can't at the moment. If they got hungry enough, unlike a human, they'd go off from the area, kill an animal, haul it back and eat it.
Here's an idea though: If they 'break' like a human from low mood, they'd run off from the area. They'd be made to roam the map for a bit, maybe a week eating animals and humans, but not being hostile to the colony, until the time is up, and then they'd leave the map. In that time, because of them breaking from the effects, their social requirements would raise. Instead of being say 10, they'd grow to around 15, due to the humans. So someone with a higher level (Which may even be the same colonist, they might of even slowly leveled high enough from the animal, which they could play with) could try to tame it again. They'd have a chance like a prisoner, maybe just 20% at the lowest, goes up 10% for every level higher then the required, maxium 90%. (So a level 5, breaks, requires a level 10, the level 17 would have a perfect 90% chance to tame it and be it's new master).

Okay, so I just spent I think about an hour writing this. Let's talk the last bit about some other stuff for it. They'd enjoy sharing a bedroom with other dogs, being around them, more then being alone, which might even give a negative, to combat that could even make it so if they're with a human they're okay. There could be a "Playing around with dog" boost, like socializing with humans, and the dog could get the boost 'Playing around", which would work for humans and other dogs. You could have playing fetch and such, as there's the horse shoes, but I'm not sure how well that would be for putting in and might be too much trouble for what it's worth for Tynan, as most of this post is. Dogs, domesticated, tamed wargs would be pretty much mostly useful for guarding. You could make it so they could also hunt though, by having an option for "Hunting" on the bottom too, where they'd drag back the animal close to their room as possible. The wargs could be poisoned by food like humans, pretty sure none of the food currently would actually kill them as normal wolves even or dogs, they'd vomit. They might also shed in warm weather, because why not. Wargs would not haul, they would not do other things, because it just seems unlikely. Dragging a sled, maybe, but I don't feel like having a moving sled hauling an object attached to a dog is very rimworld-like at the moment, just imaging how it would move and such around things.

So yeah, I know I've spent at least an hour on this so far, maybe a bit over by 10 minutes or something. Thank you for reading this stuff that come off the top of my head as I wrote it all pretty much, which is why it's not in any order and I probably say stuff that contradicts myself. Have a nice day Ludeon Forumers! Or night... since the suns pretty much coming down for me right now and it was shining an hour ago. Looking at this in preview, this is a lot of text! Damn you'll enjoy reading this.

I wish I could tl;dr read this, I really wish I could, but if you're hoping for one, sorry mate.
Title: Re: [Poll] What would you like for A12?
Post by: Toggle on June 11, 2015, 09:04:50 PM
Quote from: Skissor on June 11, 2015, 08:40:47 PM
Even slightest ideas into z levels are a huge step in regards to coding. No chance that this will ever happen in this Alpha stage. Maybe after Tynan has left Alpha and Beta stage, has sold out his 1'000'000th Rimworld copy on Steam and is currently on vacations with his wife and family sipping on a cuba libre in Hawaii.
Then maybe he will stand up from his hammock and say "Well, it's about time I introduce Z levels".

As for Z-levels, yeah, in no specific terms it's pretty much a big can of "NOPE" for Tynan to go into. It isn't happening now, it probably is never happening, or at least not 2015 and probably not 2016.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 11, 2015, 09:27:05 PM
Quote from: Z0MBIE2 on June 11, 2015, 09:04:50 PM
As for Z-levels, yeah, in no specific terms it's pretty much a big can of "NOPE" for Tynan to go into. It isn't happening now, it probably is never happening, or at least not 2015 and probably not 2016.

Ah, a pity, but makes total sense.

Another neat thing to see would be a meteor shower event.

In the event huge flaming balls of rock would randomly rain down across the map, occasionally starting fires and possibly damaging structures some.

After the event's passed the meteors could be gathered for rock, and rarely, ores. This kind of random event would help add needed resources to flat maps that are otherwise hard to come by and one happening during a raid would be pretty hectic but fun.
Title: Re: [Poll] What would you like for A12?
Post by: kyzy_4399 on June 11, 2015, 09:50:47 PM
I want family, baby and baby crib. There has bed for 2 persons to use after all..
Title: Re: [Poll] What would you like for A12?
Post by: TLHeart on June 11, 2015, 09:53:50 PM
Quote from: kyzy_4399 on June 11, 2015, 09:50:47 PM
I want family, baby and baby crib. There has bed for 2 persons to use after all..

have you successfully played a game long enough for a baby to grow up to be useful?  you know 10 plus game years.
Title: Re: [Poll] What would you like for A12?
Post by: TankaaKumawani on June 11, 2015, 10:08:59 PM
A lot of these are good options, although I'd prefer to go with improving the faction system as the long-term goal. 

Advanced start would be a good one to take care of off the bat, though.

(Tynan, If you're tinkering around with including more pieces of the lore, you can always explore the wonderful world of genetically modified organisms.)
Title: Re: [Poll] What would you like for A12?
Post by: orchxiu on June 12, 2015, 12:32:51 AM
I choose Relationship system and Better factions system + interaction with them
Because survial is not a problem in rimworld, updates from A1 to A11 are all about how to survive.
However, social and diplomacy( Relationship between people and people, faction and faction) can be a new branch of the game.
The question is, Is Tynan ready for open a whole new social system for rimworld?
Title: Re: [Poll] What would you like for A12?
Post by: xrumblingcdsx on June 12, 2015, 01:06:22 AM
My first post... mainly because of reason #4.

Things I want to see:

1. Armor Crafting/Repairing (I never have armor because it's constantly worn down/destroyed Let me craft something basic like chainmail not asking to craft power armor).
2. Firs, Bones, and Barrels. (I want my guys wearing pelts from wolves, using all these useless bones, and barrels for added storage of item up to 750).
3. Relationships (for pawns, aka friendship, romance, hatred).
4. Tyran to correct the question "The Primary Colors are Red, Green, and What?" on the registration questions. Seriously.
Title: Re: [Poll] What would you like for A12?
Post by: b0rsuk on June 12, 2015, 03:06:48 AM
A button that spawns more free time to play Rimworld when pressed.
Title: Re: [Poll] What would you like for A12?
Post by: TrashMan on June 12, 2015, 03:56:28 AM
Glass should be simple enough.
Isn't there already a mod for it?
I'm surprised Tynan hasn't just merged that mod with the main game.

I'm all for more water interaction - being able to build on water (like a pier), enemies arriving on boats, rivers,etc..

animal husbandry sounds nice, as are expanded relations and having pets.

Wandering traders. There's already a mod that did that.
Less space ships - the trade beacon and comm console should be a late game thing - more caravans/traders.
Title: Re: [Poll] What would you like for A12?
Post by: DoctorNick on June 12, 2015, 05:55:01 AM
Hmm, I'm going to go with 'other.'

I believe I've seen that this is on the list of Things That Are Probably Going To Be Added Ideally, but still:

Colonists that aren't baseline humans.

If I've interpreted the background metastory document correctly there's a veritable diversity rainbow of genetically engineered/divergently evolved critters running around 'out there' for potential interaction.

Imagine the possibilities!

Planet of the Apes-esque Apemen!

Strange metahumans with adaptations for living in zero gee!  Or others adapted to heavy gravity worlds!  Or toxic worlds rich in heavy metals!  Or whatever!

Uplifted dolphins in robotic mobility rigs!

Green skinned space babes/dudes!

Intelligent dogs created as beasts of war, clinging together in a pack wandering the wastes after being abandoned because their creators lost the catastrophic war they were created for!

'Elves!'  Tall, fine featured, greatly extended lifespan!

Hell, really advanced near transcendence glitterworlds might even go as far a creating full on anthropomorphic animal people as boutique pets/servants/companions/'companions'!

...

I could go on, but that's probably enough.  Man, out of all of the things I'd like to see in the game that is easily what I hope to see get put in the most.
Title: Re: [Poll] What would you like for A12?
Post by: Odibey on June 12, 2015, 06:18:00 AM
I would like new new factions.
  Insterstaller Colonist: They are the ones who come this planet as colonist with good tech. They might interact with space ships and do more trade. They dont have a great army but if we attack them they can gather a big milita force to defend themselves. Of course this force mostly use civilian weapons(rifles and some pistols).
  Old survivors: who stranded here and used to know good tech but in time lost most of it and fell to musket rifles (basicliy colonial times on earth). They have normal sized army using very little captured modern rifles and pistols and mostly musket stuff. They need alies on this planet and want to live like interstaller Colonist so they want to trade with us mostly but doesnt like locals.
   local Tribes: They are locals. Using some odd language so it is hard to talk with them. Also they dont like outsiders and raiding them wheneven they want. They usualy use spears, clubs, stone knifes and short swords(rarely metal ones) and bows. They are a different race and their speed and stamina is high so they get close very quickly and make it up for their lack of tech.
   Local Kingdoms: They are like Dark age kingdoms of our world. Using metal weapons and armour also some times captured more modern stuff. Also they are same race as tribes so they are still dangerous.
Title: Re: [Poll] What would you like for A12?
Post by: Zanfib on June 12, 2015, 06:36:37 AM
I voted for 'other'.

The thing I most want to see right now is an improved trading system.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 12, 2015, 07:40:28 AM
Having colonists automatically turn off lights when they leave rooms/go to sleep, and workbenches when they're done using them would be another nice improvement and help a lot on power conservation without needing to do so much micromanagement.
Title: Re: [Poll] What would you like for A12?
Post by: RickyMartini on June 12, 2015, 08:05:24 AM
Quote from: Lady Wolf on June 12, 2015, 07:40:28 AM
Having colonists automatically turn off lights when they leave rooms/go to sleep, and workbenches when they're done using them would be another nice improvement and help a lot on power conservation without needing to do so much micromanagement.

Well, they kinda need the light while sleeping or they get a negative moodifier. I'm not sure if that applies while sleeping though.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 12, 2015, 08:07:29 AM
Quote from: Skissor on June 12, 2015, 08:05:24 AM
Quote from: Lady Wolf on June 12, 2015, 07:40:28 AM
Having colonists automatically turn off lights when they leave rooms/go to sleep, and workbenches when they're done using them would be another nice improvement and help a lot on power conservation without needing to do so much micromanagement.

Well, they kinda need the light while sleeping or they get a negative moodifier. I'm not sure if that applies while sleeping though.

I don't notice the meg modifier when they're sleeping so I think it only applies when they're awake and trying to do something.
Title: Re: [Poll] What would you like for A12?
Post by: Ramsis on June 12, 2015, 09:15:29 AM
Wish me luck... Try to revive Project K9 again.

http://ludeon.com/forums/index.php?topic=13664.0
Title: Re: [Poll] What would you like for A12?
Post by: b0rsuk on June 12, 2015, 02:33:24 PM
Quote from: Lady Wolf on June 11, 2015, 10:42:46 AM
Quote from: ZestyLemons on June 11, 2015, 02:16:18 AM
I found myself very wealthy, but didn't really have anything to invest into but more medicine. I would've loved to have some gunsmithing, armor crafting, and technology crafting stuffs to fill my colonist's time.

Having a weapon/armor repair table would be nice too, it can be frustrating having a amazing piece of armor (or dropping 10 grand on a superior power armor suit) and see it slowly whittled down to junk over time with there being nothing you can do about it.

An amazing piece of armor is easier to replace than an amazing colonist. I can put a triggerhappy shooter with a devastating but short-ranged weapon into combat and not worry much.
Title: Re: [Poll] What would you like for A12?
Post by: Play2Jens on June 13, 2015, 07:42:46 AM
Quote from: b0rsuk on June 12, 2015, 02:33:24 PM
Quote from: Lady Wolf on June 11, 2015, 10:42:46 AM
Quote from: ZestyLemons on June 11, 2015, 02:16:18 AM
I found myself very wealthy, but didn't really have anything to invest into but more medicine. I would've loved to have some gunsmithing, armor crafting, and technology crafting stuffs to fill my colonist's time.

Having a weapon/armor repair table would be nice too, it can be frustrating having a amazing piece of armor (or dropping 10 grand on a superior power armor suit) and see it slowly whittled down to junk over time with there being nothing you can do about it.

An amazing piece of armor is easier to replace than an amazing colonist. I can put a triggerhappy shooter with a devastating but short-ranged weapon into combat and not worry much.

Maybe some repair table like in Fallout ? Where you need two kinds of the same weapon, combining them together will raise the first weapon's value but consume the second weapon.

Also; I left:
- Colonist raiding or exploring other maps
- Different heights and z-levels
- Breeding and children
of the suggestion list since Tynan already stated that it probably never will be implemented into the game since it would be really hard and take much longer to implement than all the other ideas
Title: Re: [Poll] What would you like for A12?
Post by: laser50 on June 13, 2015, 11:28:53 AM
More medical stuff, more advanced medical stuff, ALL OF THE MEDICAL STUFF

Is what I'd find enjoyable. Augments are fun and all and ripping out organs are cool, but I just want the whole health system to be a lot more complex and cool.
Title: Re: [Poll] What would you like for A12?
Post by: Devon_v on June 13, 2015, 11:56:32 AM
Quote from: ZestyLemons on June 11, 2015, 02:16:18 AM
I'd love to see relationships fleshed out sometime soon, but I'd also love to see some more tiered building stuffs.

Lots of the crafting is resource -> product right now. It's pretty simple, but I miss the Dwarf Fortress crafting of resource -> refined resource -> combine with other refined stuff for product.

Superior Crafting does this, and it actually slows the game down a lot. It's interesting for an increased challenge, but brings in a lot more micromanaging of who is refining what in what quantity. It's also very annoying in conjunction with pawns' current refusal, even on right click, to add resources to a project they cannot complete right now if there is another they can, regardless of the relative importance of either.


My picks were for relationships and water. They are two core concepts of survival that are simply not present. Access to fresh water could be as simple as a pipe and pump block, could be done manually with buckets as a standard resource, and could be included similar to steam geysers marking a good place to dig a well. It would give more significance to the existing water tiles. Water and wood could provide the steam engine as a new power source, could introduce coal as something that fan be mined, just overall add some new stuff to the game.
Title: Re: [Poll] What would you like for A12?
Post by: akiceabear on June 13, 2015, 12:00:06 PM
More advanced/long-term events - e.g. on the scale of months/years. Potentially related to starting environment, or starting colonist traits. Make playthroughs more than just a collection of raids - flavor the entire colony with game changing events.

More dynamics within the colony - colonists from different backgrounds have a harder time getting along, food preferences, etc.

Water would be great.

Integration with Steam Workshop for mods once available there.

Fog of war.
Title: Re: [Poll] What would you like for A12?
Post by: Mechanoid Hivemind on June 13, 2015, 12:13:43 PM
I think its high time for a large update. As in reworking something adding more complex things like the water idea or something. Atleast to make the start of the game feel less repetitive. Or to draw out the colonies advancement in the tech tree cause if i wanted to i could rush and have everthing unlocked and done in an hour or so. That gets boring, Trust me i have tried to draw it out my self with mods and things, but i dont wanna do that anymore.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 13, 2015, 12:14:44 PM
Quote from: Devon_v on June 13, 2015, 11:56:32 AM
Access to fresh water could be as simple as a pipe and pump block, could be done manually with buckets as a standard resource, and could be included similar to steam geysers marking a good place to dig a well. It would give more significance to the existing water tiles. Water and wood could provide the steam engine as a new power source, could introduce coal as something that fan be mined, just overall add some new stuff to the game.

Water could also be acquired from some kind of solar powered atmospheric condenser unit too, and once the base has a steady water supply being able to install a sprinkler system would be nice as well to control fires on flat maps when you wind up building your base mostly out of wood.
Title: Re: [Poll] What would you like for A12?
Post by: Devon_v on June 13, 2015, 04:31:53 PM
Quote from: akiceabear on June 13, 2015, 12:00:06 PM
Integration with Steam Workshop for mods once available there.
Almost 100% positive Tynan already said this is Alpha 14.
Title: Re: [Poll] What would you like for A12?
Post by: SSS on June 14, 2015, 12:54:55 AM
Events are the bread and butter for a game like this imo, the more the better. I do understand the need to develop other core aspects of gameplay, though.

The faction system could use some work. I've been hoping for that for a long time now.
Title: Re: [Poll] What would you like for A12?
Post by: Blizz on June 14, 2015, 01:19:06 AM
Quote from: Play2Jens on June 10, 2015, 06:03:47 PM
Better factions system + interaction with them:

This is my favorite of them all. We need more things to do when we call the other colonies! We should be able to have a friendly conversation about spaceships and such

Hearing that a legitimate strategy is to lock these colonists in a room and kill them with extreme heat or cold? That's even worse than putting a bullet in their heads; should make the colony insta-hostile if you do something like that.

I love all of these, but some mods like the Cybernetic Storm mod really makes me like the idea of more resources to make different and more sophisticated weaponry.
Title: Re: [Poll] What would you like for A12?
Post by: Play2Jens on June 14, 2015, 05:35:36 PM
Better factions system it is then!  ;D

I didn't add Fog of War to the list because there were sooo many arguments against it.
Also, I don't know if water should be implemented as a resource. As it is right now, not dying because of hunger is already pretty hard at the beginning of a game in certain biomes. Acquiring a water source in the beginning of the game can be a frustrating thing because you already have to focus on everything else. Besides, in real life we would go look for a water source (like a river or lake). This isn't really possible in the game, since we're stuck in the map we landed in.
Title: Re: [Poll] What would you like for A12?
Post by: Mechanoid Hivemind on June 14, 2015, 08:08:01 PM
Quote from: Play2Jens on June 14, 2015, 05:35:36 PM
Better factions system it is then!  ;D

I didn't add Fog of War to the list because there were sooo many arguments against it.
Also, I don't know if water should be implemented as a resource. As it is right now, not dying because of hunger is already pretty hard at the beginning of a game in certain biomes. Acquiring a water source in the beginning of the game can be a frustrating thing because you already have to focus on everything else. Besides, in real life we would go look for a water source (like a river or lake). This isn't really possible in the game, since we're stuck in the map we landed in.
True it would be alot harder to get well on some biomes atleast i say add it but make it simple to start like a test you know add boiling sea water for a fresh drink of water then go from there, Huh?
Title: Re: [Poll] What would you like for A12?
Post by: Blizz on June 14, 2015, 08:16:37 PM
Quote from: Zerg HiveMind on June 14, 2015, 08:08:01 PM
True it would be alot harder to get well on some biomes atleast i say add it but make it simple to start like a test you know add boiling sea water for a fresh drink of water then go from there, Huh?

It would be damn near impossible to play on Tundra unless they added something like underground springs you can tap into. Ice Sheet you could like, mine ice to melt into water... And the desert would be insane unless there was something like an aquifer.

Unless that's implemented, or you keep having to buy water, it would pretty much make those biomes unplayable.
Title: Re: [Poll] What would you like for A12?
Post by: fizban1978 on June 15, 2015, 08:04:32 AM
As a first post, I voted for water interaction.
Getting water isnt that hard in most biomes.  Just build a simple reserve tank for rainfall and you are covered for a long time. On Tundra and Icesheets you dont even have to wait for rainfall.
Also i suggest putting water in the meals you cook, instead of making 'drinking' as an extra activity for pawns.
plants can get water from the soil. You need more water for Hydroponics. Showers can boost mode.
You can also chemically make water, if you have oxygen and nitrogen in the atmosphere (though it requires energy). You can also use wind power to move cooled blades to make water of air (moisture) up to 500 gallons per day at optimal conditions (you can even charge the blades with electricity)
Lake and rivers contain fish. Also you can grow fish in tanks and use them as food. That would be cool.
Title: Re: [Poll] What would you like for A12?
Post by: Mechanoid Hivemind on June 15, 2015, 01:29:42 PM
Quote from: Blizz on June 14, 2015, 08:16:37 PM
Quote from: Zerg HiveMind on June 14, 2015, 08:08:01 PM
True it would be alot harder to get well on some biomes atleast i say add it but make it simple to start like a test you know add boiling sea water for a fresh drink of water then go from there, Huh?

It would be damn near impossible to play on Tundra unless they added something like underground springs you can tap into. Ice Sheet you could like, mine ice to melt into water... And the desert would be insane unless there was something like an aquifer.

Unless that's implemented, or you keep having to buy water, it would pretty much make those biomes unplayable.
You could drill for water or use it on the ice sheets that are scattered around, With the possible chance (being stupidly low) of cracking a geothermal vent. If your not drilling on the ice sheets that is.
Title: Re: [Poll] What would you like for A12?
Post by: fizban1978 on June 15, 2015, 02:05:49 PM
Drilling is also an option. But if the planet has breathable atmosphere, you could extract water from the moisture in the air, as i wrote before. Instead of making wind turbine for electricity, you make a water extractor powered by wind and store it somewhere in tanks.
Title: Re: [Poll] What would you like for A12?
Post by: Mechanoid Hivemind on June 15, 2015, 05:50:47 PM
Quote from: fizban1978 on June 15, 2015, 02:05:49 PM
Drilling is also an option. But if the planet has breathable atmosphere, you could extract water from the moisture in the air, as i wrote before. Instead of making wind turbine for electricity, you make a water extractor powered by wind and store it somewhere in tanks.
+like 6 for this. I like it i would love to see a planet with no o2 on it at all that would be a neat challenge to get past. Means new items new production. New clothing, God yes do it please Tynan this is a great idea
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 16, 2015, 05:14:53 AM
Another thing I'd dearly love to see is being able to equip a secondary weapon on colonists.

Having the option to give my sniper a pistol, or my assault rife wielder some frag grenades would be extremely helpful, especially when facing a mixed group of melee and ranged combatants. (And is realistic given nearly every soldier/warrior through recorded history carried, and still carries, at least one additional weapon beyond their primary.)
Title: Re: [Poll] What would you like for A12?
Post by: fizban1978 on June 16, 2015, 06:45:15 AM
Quote from: Zerg HiveMind on June 15, 2015, 05:50:47 PM

+like 6 for this. I like it i would love to see a planet with no o2 on it at all that would be a neat challenge to get past. Means new items new production. New clothing, God yes do it please Tynan this is a great idea

Actually i was talking about extracting water vapors from Planets with breathable atmosphere.  It think that if a planet doesnt have O2 and water on it, it wont sustain life as we know it.  People landing on this king of planet are probably doomed. No trees to harvest, no animals to hunt and every bullet hole in a suit means instant  death.
Title: Re: [Poll] What would you like for A12?
Post by: Mechanoid Hivemind on June 16, 2015, 09:11:41 AM
Well yes but i think it be nice. You could help the planet (aka your square) gain o2 by makeing oxygen producers. In turn will help the planet gain o2 it will take time. but that means you can make "airtight" rooms. Balance and fixes not included
Title: Re: [Poll] What would you like for A12?
Post by: doll32 on June 16, 2015, 09:18:40 AM
i would realy like some z levels because i ussualy play at mountains and the mountais are ussualy just some rock that you can mine, not a really good mountain
Title: Re: [Poll] What would you like for A12?
Post by: fizban1978 on June 16, 2015, 09:29:02 AM
Z levels are cool, but i think that it would involve major changes and performance challenges.
Its a nice to have feature after all other features are implemented. At least from my point of view. Maybe if they were limited to -1,0 and 1 z levels.
Title: Re: [Poll] What would you like for A12?
Post by: doll32 on June 16, 2015, 09:38:40 AM
Quote from: fizban1978 on June 16, 2015, 09:29:02 AM
Z levels are cool, but i think that it would involve major changes and performance challenges.
Its a nice to have feature after all other features are implemented. At least from my point of view. Maybe if they were limited to -1,0 and 1 z levels.
true, we could always mod some more later
Title: Re: [Poll] What would you like for A12?
Post by: thedee05 on June 16, 2015, 10:28:50 AM
I would like to see more dynamic cargo pods and individual colonist bucket lists. Bucket lists might be to complex for an A12 release but it could be one of those things that creates relationships between faction members and other colonists. 

http://ludeon.com/forums/index.php?topic=13296

http://ludeon.com/forums/index.php?topic=11738
Title: Re: [Poll] What would you like for A12?
Post by: kingtyris on June 17, 2015, 06:48:20 PM
I would really like to see more late-game events. Events that are tailored for larger/richer colonies instead of being scaled-up versions of raids and such. Like say, in a colony over 25 population there is a rare chance that a colonist turns out to be a human-looking mechanoid spy that tries to fight his way out of the colony, and you have to kill them to prevent them escaping and triggering a huge mechanoid raid.
Title: Re: [Poll] What would you like for A12?
Post by: Lady Wolf on June 17, 2015, 09:25:50 PM
Quote from: kingtyris on June 17, 2015, 06:48:20 PM
Like say, in a colony over 25 population there is a rare chance that a colonist turns out to be a human-looking mechanoid spy that tries to fight his way out of the colony, and you have to kill them to prevent them escaping and triggering a huge mechanoid raid.

You do know there's already a spy event similar to the one you describe right?  ;)
Title: Re: [Poll] What would you like for A12?
Post by: Xerxes99 on June 17, 2015, 10:34:39 PM
Long overdue is a better progression system that considers early, mid, and late game experiences. Allowing an gameplay that feels much more like labored, earned progression - starting from desperate survivors to a fully fledged high tech colony.

Several great mods have added a barriers to certain resources, and the use of tiered tech trees, that structures the game in a simple stepladder through which you slowly gain access a lot of the existing content. It's an aspect of the games design that has been overlooked for a while: that we have access to a lot of advanced tools from the very start. E.g multiple sources for generating electricity, auto turrets, and access to trade beacons at the very start of the game that allow us to leapfrog into an advanced well protected colony within the first few minutes or hour of play.

Hiding content that we then have to earn adds a surprising amount of satisfaction. Even having to research and construct manned turrets before we get access to auto turrets would be a great way to match the tools we're given to suit our place on the difficulty curve. Even being able to know you have access to a spaceship at the start, in the current build, erks me a bit. As a rookie player I wish this potential end game was a surprise I'd had to work at for hours and hours and hours to uncover.

I'd love to see an early game limited to rough wood structures, primitive weapons and tasks that really forces you to battle the elements and struggle for food. A mid game that really opens up base building, mining and the foundations of a production economy, before finally opening up to advanced technology, space trading, sophisticated defenses and faction diplomacy at the end.

We all enjoy the experience of playing this for hours and hours and this would really provide the game with the structure to start something small and see something grow in scale and complexity the longer we played. So lets see that happen in A12!
Title: Re: [Poll] What would you like for A12?
Post by: Kirid on June 17, 2015, 11:01:42 PM
Other: I want to see roles, like df. Leader, Head doctor, commander,etc. It's a bit meaningless, but it would help tell stories.
Title: Re: [Poll] What would you like for A12?
Post by: akiceabear on June 18, 2015, 01:48:43 AM
Quote from: Xerxes99 on June 17, 2015, 10:34:39 PM
Long overdue is a better progression system that considers early, mid, and late game experiences. Allowing an gameplay that feels much more like labored, earned progression - starting from desperate survivors to a fully fledged high tech colony.

-snip-

We all enjoy the experience of playing this for hours and hours and this would really provide the game with the structure to start something small and see something grow in scale and complexity the longer we played. So lets see that happen in A12!

I wholeheartedly agree with this. My guess is that this is also probably the "easiest" big update to implement into vanilla, given the wealth of mods available, some of which are very vanilla compatible already (e.g. Superior Crafting). I think the most basic summary is that end game development isn't needed - early and mid game is! The current vanilla experience allows us to skip the early pain of a fresh colony in a couple days of industrious planning/building.

I also second Kirid's comments on leaders. I recently suggested in another thread (maybe on Reddit?) that it would be great if raid leaders add buffs or debuffs to allies/enemies. Moreover, if our own colony naturally selected its own leader among the colonists based on some algorithm. Once a leader is selected it buffs nearby colonists passions/mood/efficacy when in distance, and sours their mood if they die. These are just a few ideas of many possibilities - I think this is potentially a very rich area for development.
Title: Re: [Poll] What would you like for A12?
Post by: BattleFate on June 18, 2015, 02:25:20 PM
How about the ability to rename a colonist's job so I no longer have a 'chef' as my colony healer and a 'shipwright' as my farmer.
Title: Re: [Poll] What would you like for A12?
Post by: nobrainer on June 19, 2015, 06:40:02 AM
This poll is really difficult to answer because all the options are good. Personally I hope all those things eventually make it into the game.

But we can only choose 2 so I picked things that I believe could be the imediate focus of alpha 12:

  • more endings - different objectives for the player to pursue;
  • relationships - another way to affect colonist mood since they already have traits and joy related activities.

Colonist relationships could also provide another way to increase population, the old babies discussion, but on a much "smaller scale/slower pace". Couples would only think about having a baby if certain requirements were met:

  • extra bed in their "room area";
  • enough food stored for x weeks/days, assuming 3 meals per colonist per day;
  • some traits could prevent couples from reproducion: "infertile", "child intolerance", etc.;
  • chance of having a baby would be affected by the biological age of the couple;
  • each baby a couple has would reduce the chance to have another one so that sooner or latter that couple permanently stops creating more babies;

the intention would be to make relationships able to create extra colonists but at a much slower pace and only if your colony is stable enough for it, so only mid and late game.
Title: Re: [Poll] What would you like for A12?
Post by: TLHeart on June 19, 2015, 01:59:00 PM
Quote from: nobrainer on June 19, 2015, 06:40:02 AM
This poll is really difficult to answer because all the options are good. Personally I hope all those things eventually make it into the game.

But we can only choose 2 so I picked things that I believe could be the imediate focus of alpha 12:

  • more endings - different objectives for the player to pursue;
  • relationships - another way to affect colonist mood since they already have traits and joy related activities.

Colonist relationships could also provide another way to increase population, the old babies discussion, but on a much "smaller scale/slower pace". Couples would only think about having a baby if certain requirements were met:

  • extra bed in their "room area";
  • enough food stored for x weeks/days, assuming 3 meals per colonist per day;
  • some traits could prevent couples from reproducion: "infertile", "child intolerance", etc.;
  • chance of having a baby would be affected by the biological age of the couple;
  • each baby a couple has would reduce the chance to have another one so that sooner or latter that couple permanently stops creating more babies;

the intention would be to make relationships able to create extra colonists but at a much slower pace and only if your colony is stable enough for it, so only mid and late game.

you want the colonist to be able to produce offspring. okay sounds good.... but how long does it take an offspring to grow up to actually be a productive member of the colony. A five year old is not productive, 8 years, 10 years, and just how long have you actually survived in rimworld.
Title: Re: [Poll] What would you like for A12?
Post by: Simulacrum on June 19, 2015, 07:05:02 PM
Guys, I think you're forgetting what's unambiguously the most important missing feature.

Hygiene and waste management! My Colonists neither poop nor shower! Not only must they smell worse than your dog after it rolled in that rotting cow cadaver, but they're all chronically constipated too! Cleary, this desperately needs to be remedied.
Title: Re: [Poll] What would you like for A12?
Post by: Axelios on June 19, 2015, 07:52:12 PM
^ +1!

Free the poop!
Title: Re: [Poll] What would you like for A12?
Post by: Play2Jens on June 20, 2015, 05:19:32 AM
For all the people suggesting "drinking water", "showering" and "going to the toilet"; I don't think it's such a good idea. These are all minor features which doesn't add anything to the gameplay. Colonists are currently already sleeping 8 hours a day, eating and having joy activities. In my opinion, these things are meant to be in games like the Sims, which is a real-life simulation.

This game on the other hand is a survival sim, which imo should focus on survival, progressing and telling a story. That's why relationships and advanced factions is such a good idea, it adds to the sense of tale going on.
Title: Re: [Poll] What would you like for A12?
Post by: Simulacrum on June 21, 2015, 04:34:15 AM
Quote from: Play2Jens on June 20, 2015, 05:19:32 AMThis game on the other hand is a survival sim, which imo should focus on survival, progressing and telling a story. That's why relationships and advanced factions is such a good idea, it adds to the sense of tale going on.
Cleanliness and proper waste disposal is extremely important to survival, and accomplishing it functions both as another challenge to overcome in terms of the gameplay, and as another source of stories through putting demands on the characters and the base design. It's also somewhat conspicuous in its absence, considering just how important it is. It feels a bit weird that my characters are more concerned with cloud watching or meditating than they are with what happens to the waste in their hermetically sealed bunker with no toilets or sewer system. In fact, I'm kind of concerned about it on their behalf!

Sure, there are strong objections to the features, such as that the opportunity cost to implementing them might be too high, or that the way time is managed in the game makes it impractical to have pawns dedicate time to it (though I would argue that's just another challenge when it comes to base design, and in any case I'd rather see them spend time showering than cloudwatching, but I digress), but that it doesn't "add anything to the gameplay" or doesn't have anything to do with "survival, progressing" or "telling a story" I don't agree with at all.
Title: Re: [Poll] What would you like for A12?
Post by: nobrainer on June 21, 2015, 06:05:32 AM
Quote from: TLHeart on June 19, 2015, 01:59:00 PM
Quote from: nobrainer on June 19, 2015, 06:40:02 AM
This poll is really difficult to answer because all the options are good. Personally I hope all those things eventually make it into the game.

But we can only choose 2 so I picked things that I believe could be the imediate focus of alpha 12:

  • more endings - different objectives for the player to pursue;
  • relationships - another way to affect colonist mood since they already have traits and joy related activities.

Colonist relationships could also provide another way to increase population, the old babies discussion, but on a much "smaller scale/slower pace". Couples would only think about having a baby if certain requirements were met:

  • extra bed in their "room area";
  • enough food stored for x weeks/days, assuming 3 meals per colonist per day;
  • some traits could prevent couples from reproducion: "infertile", "child intolerance", etc.;
  • chance of having a baby would be affected by the biological age of the couple;
  • each baby a couple has would reduce the chance to have another one so that sooner or latter that couple permanently stops creating more babies;

the intention would be to make relationships able to create extra colonists but at a much slower pace and only if your colony is stable enough for it, so only mid and late game.

you want the colonist to be able to produce offspring. okay sounds good.... but how long does it take an offspring to grow up to actually be a productive member of the colony. A five year old is not productive, 8 years, 10 years, and just how long have you actually survived in rimworld.

The question of how long have players been able to survive in the game is a false question since the game is still in early alphas and nobody can garantee that the final game won't take longer to complete.
That's why I choose more endings together with relationships because different endings may require different strategies from the player, and may take longer to complete.
Besides, in a situation of survival, I really doubt that children won't be put to work at a very young age, even if it's only in simple tasks like hauling and cleaning.

But hey! I don't mind having this thing optional. Place a checkbox in an options menu to enable/disable offspring and play the way you want. That's fine for me.
Title: Re: [Poll] What would you like for A12?
Post by: keylocke on June 22, 2015, 01:41:57 AM
yea, i agree with the water and hygiene features, since water management is different for each biome (ie : lack of water and rain in deserts, water turning into ice in cold biomes, etc).

meanwhile, hygiene should be a feature that lowers the chances of disease and infection. it is important if tynan wants to simulate the effects of a plague more believably. (quarantine)

---------------------

also, i'd like to add that i think tynan should also try to consider the "scaling" of the game with regards to it's population.

i think the game was initially designed for around 16 colonists. so the battle system starts to "break down" when needing to command larger amount of colonists. which tends to be how most people like to play the game anyways. (like others, i also like large colonies)

large battles are glorious.  ;D

however, rimworld seems to lack some of the basic battle features of most other RTS games like starcraft/warcraft/total war which could optimize the organization of troops. which is why it is such a pain to command large armies.

like for example, here's a list of stuff that is easy to do on low-pop colonies, but tedious to do on high-pop colonies :

-trying to force attack X number of colonists on a single target : the player needs to initiate the order repeatedly for each colonist. (iirc)
-trying to force melee attack X number of colonists on a single target : same as above
-trying to sort colonists into groups/squads. (starcraft/warcraft allows ctrl+ groups) : it's annoying trying to sort my minigunners from my snipers and brawlers, trying to hunt and draft each bugger down across the map.

then there's also commands such as :
-attack target / area : which orders the troops to go to X location and attack any hostiles they come across.
-defend target / area : which tells troops to act as guardsmen or escort a target
-being able to queue commands..
-battle formations : like in total war series (being able to easily arrange selected troops into a tight/loose row or column)
-etc..

these are just some of the basic features that most RTS games already have that seems to be lacking in rimworld. (something that i'd like to see in the near future)

since large badass battles are friggin awesome.
Title: Re: [Poll] What would you like for A12?
Post by: Pink Photon on June 22, 2015, 02:07:53 PM
I didn't select animal husbandry, because it wasn't really interesting. It just seemed like a slight variation on hunting. But then I realized that I was only thinking about raising animals for meat. If we're talking about milk/eggs/wool, then it's a lot higher in my priority list.
Title: Re: [Poll] What would you like for A12?
Post by: Rafe009 on June 22, 2015, 08:22:40 PM
Water. I'de like to see hydration added to the game as it would make desert survival a sort of inverse challenge of icesheet survival. Stillsuits, urine recycling, rain condensation collection, drilling to aquifer, channeling existing water sources, water purification.

It would also make heat more deadly as high heat levels would result in dehydration.
Title: Re: [Poll] What would you like for A12?
Post by: Mechanoid Hivemind on June 22, 2015, 10:47:31 PM
Quote from: Rafe009 on June 22, 2015, 08:22:40 PM
Water. I'de like to see hydration added to the game as it would make desert survival a sort of inverse challenge of icesheet survival. Stillsuits, urine recycling, rain condensation collection, drilling to aquifer, channeling existing water sources, water purification.

It would also make heat more deadly as high heat levels would result in dehydration.
+1
Title: Re: [Poll] What would you like for A12?
Post by: Jstank on June 23, 2015, 01:31:39 AM
I don't know. Some of these things are pretty ambitious and I would go to say at this point we are pretty close to a beta....due to certain steam'ing integrations....

With that being said, lets go with water as a resources and animal husbandry. They would go well together and add one final layer of depth before we hit beta.
Title: Re: [Poll] What would you like for A12?
Post by: Rafe009 on June 23, 2015, 01:45:33 AM
I think water could be pulled off without the need for a fluid model like Dwarf fortress has. No need to even simulate water, which is very expensive processor wise and would be a nightmare to code. In fact i think the model for the electrical code might serve as a good base foundation for instilling behavior in water.
Title: Re: [Poll] What would you like for A12?
Post by: Psyckosama on July 03, 2015, 04:38:34 PM
What do I want? An actual relationship system with the Colonists.

What do I expect? Raiders with Teleportation suits and Orbital Death Lasers who can appear anywhere on the map at any time and kill you by pointing because it's not Rimworld unless every update contains some new method of rendering the game even more unplayable hard.
Title: Re: [Poll] What would you like for A12?
Post by: SilverCoin on July 03, 2015, 05:05:19 PM
If you're looking for tiered construction "Superior Crafting" is a mod where you have to research building with steel and power (Fun in theory hard in practice)
Quote from: ZestyLemons on June 11, 2015, 02:16:18 AM
I'd love to see relationships fleshed out sometime soon, but I'd also love to see some more tiered building stuffs.

Lots of the crafting is resource -> product right now. It's pretty simple, but I miss the Dwarf Fortress crafting of resource -> refined resource -> combine with other refined stuff for product.

I found myself very wealthy, but didn't really have anything to invest into but more medicine. I would've loved to have some gunsmithing, armor crafting, and technology crafting stuffs to fill my colonist's time.
Title: Re: [Poll] What would you like for A12?
Post by: killer117 on July 08, 2015, 10:14:43 AM
I want to be able to craft guns. Not R4's and stuff but assult rifles, pistols, shotys, sniper rifles and PDW's. And to able to repair them. It just makes life easier when it means i dont have to go round looting raiders and grabbing thier crappy, worn down guns, but i can instead craft myself some fresh and badass firearms