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RimWorld => Ideas => Topic started by: AspenShadow on October 07, 2013, 10:00:09 AM

Title: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 07, 2013, 10:00:09 AM
While I have no idea what stage the pre-alpha has grown to by this point; and will have by the time we have access to it after the Kickstarter's done hit its time limit, I think the issue so far has been a lack of general content.

So this is just a list-style brainstorm open to the forums about possible ideas for buildable content in your colony.
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 07, 2013, 10:01:53 AM
•   Fountain

•   Big Fountain

•   Vending Machine

•   Cold Storage Unit - It's pretty much a big fridge, but only food? Or science samples?

•   Automated Artillery Post (AAP)

•   Automated Turret Post (ATP)

•   Shower - Even if hygiene isn't implemented as I'm quite uncertain about it myself, it can still be useful for washing away accumulated terrain from workers [sand] for  example, and give a boost to mood for a brief while if they're forever caked in dirt then disease and unhappiness is more likely.

•   Doormat - Stops colonists tracking acquired dirt (shown in pre-alpha) into base and gives a psychological welcoming/homely effect.

•   Upgrade to Doors: Fortified Door, Airtight Seal, and Trapped Door (drops shut and won't open if enemy comes through into base).

•   Upgrade chairs to be comfortable with carpet/textiles research completed.

•   Stasis Pod - Essentially the next level of bed, which gives more restful sleep and means they can wake up earlier in the morning at the same level of rest (more work hours in day allowed then) but at the price of it not being very comfortable? I've not got a solid con worked out yet.

•   Physician's Operating Table (POT?) - Essentially while the recovering patients can use beds to sleep in, someone quite diseased or with an unknown illness has to be diagnosed by hopping on the POT and getting a doctor to examine them. Sometimes this might help them with their current Biology/Humanities research project.

•   Musebox - A universal player of stored television/music in people's bedrooms or the general lounge for morale.

•   Cooker - At first a stone-age fire will suffice for cooking meat/food that is poisonous to eat raw, but hasn't wronged you enough to be ground into nutrient paste, after all it's much tastier when using the all-in-one microwave/oven/stove/hob! Introducing the CookerTM, it's a step up from fire!

•   Architect's Table - A pretty unique idea I think, if you have a snobbish medieval lord who you want to use his construction skill more, than have him sit at the Architect's Table to plan out your buildings better and delegate with more command to the peons who actually build! (While someone is at the Architect's Table all construction goes a little faster, maybe it also has less chance of decaying due to environmental concerns?)
Title: Re: Brainstorm: Buildable Future Content
Post by: Hypolite on October 07, 2013, 10:22:43 AM
You can have an idea how varied the content is by looking at the RimWorld wiki (http://ludeon.com/forums/index.php?topic=53.0). I'm adding new things once I see them in the game. However, Tynan is not working on expanding content yet. Currently he is working on improving the adaptability of the storyteller to improve early game fairness and late game challenge.

Still, it's a good idea to make that list :)
Title: Re: Brainstorm: Buildable Future Content
Post by: Spike on October 07, 2013, 10:45:12 AM
Quote from: AspenShadow on October 07, 2013, 10:01:53 AM
•   Architect's Table - A pretty unique idea I think, if you have a snobbish medieval lord who you want to use his construction skill more, than have him sit at the Architect's Table to plan out your buildings better and delegate with more command to the peons who actually build! (While someone is at the Architect's Table all construction goes a little faster, maybe it also has less chance of decaying due to environmental concerns?)

Hmm, a fine idea.  Perhaps having an Architect's Table would also reduce the amount of materials needed, due to cutting out a bit of wastage?

Food:
Fertilizer - increased crop yield.
Irrigation - increased crop yield.
Spice Rack Nutrient Paste Dispenser upgrade; add flavor to that bland paste!

EDIT:  Was glancing at the wiki, had a few more!
Trash Compactor - reduces debris size, now you can fit more trash into your Dumping Area!
Recycling unit - some debris might have parts that can be re-used.  +x metal (or other resources if added).
Compost unit - organic garbage might be re-purposed as fertilizer (negative happy thoughts if pirate/colonist bodies are used, animals are ok).
Incinerator - completely remove some types of garbage (pirate bodies no prob, colonist bodies maybe cause a slight negative reaction).
Title: Re: Brainstorm: Buildable Future Content
Post by: Starkiller on October 07, 2013, 11:32:05 AM
Some hard sci-fi stuff:
3D printers - all purpose tools, weapons and parts builder
vat grown meat - increased food production, maybe mood boost (tasty homey beef)
robot assembly unit - build various various types of robots (farming, mining, construction, etc.)
robot control unit - colonists teleoperating robots
automatic surgery table - like the one in Prometheus (film)
water condenser - use electricity to condense water from air
water recycling - waste less water
heating system - for cold nights and eclipses
genetic lab - modifying animals, plants and colonists for a better future
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 07, 2013, 11:45:52 AM
Quote from: Starkiller on October 07, 2013, 11:32:05 AM
robot control unit - colonists teleoperating robots*

water recycling - waste less water*

Genetic lab - modifying animals, plants and colonists for a better future*

Like the ideas, keep them coming.
A few notes: I'm not sure having robots that required a colonist to operate would be worthwhile.
Water Recycling would benefit better as an upgrade researched to an existing water-regulatory-construction.
Atm I don't think buildings exist (or will) in Rimworld, it would be easier to re-label it as a "Genetic Sequencer", a 2x2/3x2 device.
Title: Re: Brainstorm: Buildable Future Content
Post by: Spike on October 07, 2013, 11:49:35 AM
Quote from: AspenShadow on October 07, 2013, 11:45:52 AM
A few notes: I'm not sure having robots that required a colonist to operate would be worthwhile.

What if it's a robot soldier?  ;)  Sure, you're safe in the control room... but if the robot dies, and had your only gun, you have to go out to pick up a weapon.
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 07, 2013, 12:23:06 PM
Quote from: Spike on October 07, 2013, 11:49:35 AM
Quote from: AspenShadow on October 07, 2013, 11:45:52 AM
A few notes: I'm not sure having robots that required a colonist to operate would be worthwhile.

What if it's a robot soldier?  ;)  Sure, you're safe in the control room... but if the robot dies, and had your only gun, you have to go out to pick up a weapon.

I'm not sure of robot soldiers, certainly labour-bots but it sounds similar to the mech-suits debate for me. And would have the added issue of removing risk of beloved colonist death from the story after you can produce robots.
Title: Re: Brainstorm: Buildable Future Content
Post by: Zeiph on October 07, 2013, 12:55:53 PM
Quote from: AspenShadow on October 07, 2013, 10:01:53 AM
•   Stasis Pod - Essentially the next level of bed, which gives more restful sleep and means they can wake up earlier in the morning at the same level of rest (more work hours in day allowed then) but at the price of it not being very comfortable? I've not got a solid con worked out yet.
Sorry aspen but on that I don't follow you. In most of the sci-fi culture, stasis pods are made for long term sleeping, usually to preserve bodies from the damages of time for long time space flights. Thus I don't find it could stick to the fast-sleeping idea.

I would add on the list one thing:
manned turret: like an automated turret but you need to provide a drafted colonist for it to be operational, but on the other side doesn't need energy to work
Title: Re: Brainstorm: Buildable Future Content
Post by: Starkiller on October 07, 2013, 01:19:44 PM
AspenShadow you are right, with the term "genetic lab" i mean some tech that will allow to modify your colonists, also some cyber-improvements would be nice; i think that giving the game a little bit of transhumanist's feeling would distinguish it a lot from others sim games. Also as a side note i was thinking about waste recycling, i don't know if is planned but some type of sewage management like building sewer pipes and black and grey water holding tanks is needed. And for last according to me installing artificial lights on walls and/or ceilings is better than building small lamps.
P.S.
My english is not so great (nor my primary language) so with the last sentence i didn't want to sound presumptuous i know that programming a game is not an easy task.
Title: Re: Brainstorm: Buildable Future Content
Post by: Adamemnon on October 07, 2013, 05:16:35 PM
Mine Shaft - Considering that the game is 2D, this building would enable mining underground, so that you don't have to mine whole map to get materials.


Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 07, 2013, 05:48:35 PM
Quote from: Zeiph on October 07, 2013, 12:55:53 PM
Quote from: AspenShadow on October 07, 2013, 10:01:53 AM
•   Stasis Pod - Essentially the next level of bed, which gives more restful sleep and means they can wake up earlier in the morning at the same level of rest (more work hours in day allowed then) but at the price of it not being very comfortable? I've not got a solid con worked out yet.
Sorry aspen but on that I don't follow you. In most of the sci-fi culture, stasis pods are made for long term sleeping, usually to preserve bodies from the damages of time for long time space flights. Thus I don't find it could stick to the fast-sleeping idea.

I would add on the list one thing:
manned turret: like an automated turret but you need to provide a drafted colonist for it to be operational, but on the other side doesn't need energy to work

True enough, I was kinda reaching on that one. Though the manned turret that doesn't require power is just  a cannon which is already being implemented in future content I heard... wait I forgot where I heard it... Lol if anyone can confirm that'd be nice?
Title: Re: Brainstorm: Buildable Future Content
Post by: Finjinimo on October 07, 2013, 11:34:23 PM
On the Wild West Frontier vibe...

Distillery: A place to brew Moonshine.

Moonshine Keg: Like the food dispenser, but more fun.

Saloon: A place to drink moonshine. (req: chair, table, keg)


I just really like the idea of making my last stand in a saloon...
Title: Re: Brainstorm: Buildable Future Content
Post by: Zeiph on October 08, 2013, 12:32:18 PM
Quote from: Finjinimo on October 07, 2013, 11:34:23 PM
On the Wild West Frontier vibe...

Distillery: A place to brew Moonshine.

Moonshine Keg: Like the food dispenser, but more fun.

Saloon: A place to drink moonshine. (req: chair, table, keg)


I just really like the idea of making my last stand in a saloon...

Maybe not a whole saloon, because in the end of the day it is just another room, but maybe some kind of bar furniture to have your saloon (and the mandatory double saloon door with a *schlak schlak* noise when you go through it).
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 08, 2013, 01:23:29 PM
Quote from: Zeiph on October 08, 2013, 12:32:18 PM
Maybe not a whole saloon, because in the end of the day it is just another room, but maybe some kind of bar furniture to have your saloon (and the mandatory double saloon door with a *schlak schlak* noise when you go through it).

I like the idea it adds more to the Frontier theme established in the Alpha, a distillery can be used to brew various alcoholic drinks and similar to power & batteries, you store a type of booze in a keg because maybe it takes too much time to distil the drink and have it on request?

And whether it's saloon doors or not I do hope Tynan adds in some double-doors.
Title: Re: Brainstorm: Buildable Future Content
Post by: Spike on October 08, 2013, 01:34:27 PM
Quote from: AspenShadow on October 08, 2013, 01:23:29 PM
I like the idea it adds more to the Frontier theme established in the Alpha, a distillery can be used to brew various alcoholic drinks and similar to power & batteries, you store a type of booze in a keg because maybe it takes too much time to distil the drink and have it on request?

"Yes sir, Mr Pirate.  One cocktail coming up.  Molotov, correct?"
Title: Re: Brainstorm: Buildable Future Content
Post by: Spike on October 08, 2013, 02:03:42 PM
While watching Blitzkriegsler's latest video (http://www.youtube.com/watch?v=pg5rIgtPA-I&feature=c4-overview&list=UUK3eoeo-HGHH11Pevo1MzfQ), I had this idea:
* Outdoor Walls - Simple barrier that does not conduct power, nor is a load-bearing structure.  Enclosed areas will not be roofed over.
* Indoor Walls - as current walls in the game.  Conduct power, will be roofed over when an area is enclosed.

I remember someone talking about disconnected walls spamming them with messages about no power, or saw it somewhere.  This would help eliminate it.  Could also use different resources (rock) if more are added.
Title: Re: Brainstorm: Buildable Future Content
Post by: Hypolite on October 08, 2013, 02:15:35 PM
I like the idea of thin walls to separate rooms. They wouldn't take a whole square and would sit on the separation between squares, preventing movement between squares but not taking any floor space. This would allow less bulky buildings.
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 08, 2013, 02:20:10 PM
Quote from: Spike on October 08, 2013, 02:03:42 PM
While watching Blitzkriegsler's latest video (http://www.youtube.com/watch?v=pg5rIgtPA-I&feature=c4-overview&list=UUK3eoeo-HGHH11Pevo1MzfQ), I had this idea:
* Outdoor Walls - Simple barrier that does not conduct power, nor is a load-bearing structure.  Enclosed areas will not be roofed over.
* Indoor Walls - as current walls in the game.  Conduct power, will be roofed over when an area is enclosed.

I remember someone talking about disconnected walls spamming them with messages about no power, or saw it somewhere.  This would help eliminate it.  Could also use different resources (rock) if more are added.

I'd wondered about the disconnect spamming as well, a good idea that's pretty much bound to be implemented. In fact I think Tynan stated that he intended to have outside 'fence' walls somewhere along with 'room' walls... once again my memory fails me.

Quote from: Hypolite on October 08, 2013, 02:15:35 PM
I like the idea of thin walls to separate rooms. They wouldn't take a whole square and would sit on the separation between squares, preventing movement between squares but not taking any floor space. This would allow less bulky buildings.

You'd know better than me if that was possible, but the current engine looks like it only operates in constructing on a tile-based system not the divides between tiles. If it's too much extra work I'd be happy with just an indoor and outdoor wall, outdoor perhaps being slightly more reinforced and not carrying power.
Title: Re: Brainstorm: Buildable Future Content
Post by: Haplo on October 08, 2013, 02:42:27 PM
- A Rocket Turrent:
High destructive power, but after 1-2 shots it needs to be reloaded, (manually)  which uses up metal. Additionally it could destroy accidentally your own home.
- Windows:
The occupant of the room is a bit happier as he can watch the outside, and you can shoot out of it, defense as a sand barrier (pos. or neg.)
- Upgrades for Turrent:
Hardening - can absorb more enemy fire, but is much slower rotating
Targeting Computer - hits better, but is costly and get destroyed when get hit right


Title: Re: Brainstorm: Buildable Future Content
Post by: Hypolite on October 08, 2013, 03:05:21 PM
Windows sound like a great idea, making troglodyte base hard on morale without special attention to decoration.
Title: Re: Brainstorm: Buildable Future Content
Post by: Zeiph on October 08, 2013, 03:09:14 PM
And it would be a good balance for having a pretty easily defendable base.
Title: Re: Brainstorm: Buildable Future Content
Post by: British on October 09, 2013, 04:20:13 AM
Outdoor walls would be a good addition indeed, as are windows.
Now we'd have to figure out if/how windows are to be crossed: if we (or raiders) can cross it, and it's faster for them to go through windows rather than doors, then what's the point ?

As AspenShadow noted, thin walls would be a pain more than anything else: hard to see, hard to figure out which side of a "brick-unit" they are on... the list goes on.
Title: Re: Brainstorm: Buildable Future Content
Post by: Haplo on October 09, 2013, 11:36:20 AM
I think that you should only be able to see and shoot through windows. If you can climb through windows it should,  if at all possible, slow the climber drastically down and he shouldn't be able to shoot while climbing through.
This way it should only be an emergency entry/exit. If possible, other ways should be prefered.
Title: Re: Brainstorm: Buildable Future Content
Post by: hoggerlivestwice on October 11, 2013, 06:29:29 AM
Game needs to focus on mod support mostly, cuz most people here seem to have their own idea whats best for the game. barring anything that doesnt fit their own idea of perfection for a game. lulzworthy i knos.
Title: Re: Brainstorm: Buildable Future Content
Post by: Hypolite on October 11, 2013, 01:34:44 PM
Game needs to focus on being it self. What many people think of what the game should be is not relevant to what the game will be. Before thinking about mod support, thinking about making it how it is supposed to be should be the priority. ;)
Title: Re: Brainstorm: Buildable Future Content
Post by: kronicmeerkat on October 11, 2013, 01:53:11 PM
this seemed like a good place to put my ideas:
My ideas

1. this is the big weakness of al RTS and AI management. make sure to add in a easy to get but also detailed AI management order thing. imagine you have your main base and you have an outpost on the other end of the map. you might not be able concentrate on one base for very long so it is important to make sure that your troops and farmers and others all know what to do when they are under attack for example if a pirate attacks the workers all know to flee to a safe house and the guards know were they are supposed to be when the enemy attacks. if too many of the players troops die needlessly because they didn't notice or is they get overwhelmed by negative or confusing information they will likely get angry and rage quit and will give bad reviews. a good example is the war-game series or men of war assault squad.

2. if your playing as a colonist then surely then your from an empire or a bigger civilization? meaning are there other species who want to colonize here as well? (allowing for trade routes to be established or wars between of colonies)

3. is this planet habitable? is there already life on this planet like tribal villages or an underground city with a more intelligent race that doesn't quit know how space travel works.
4. this is sort a carry on note from idea 3 but it seemed like it needed its own point. you could have hives of semi intelligent creatures, I drew a bit of inspiration from that war-hammer game "space hulk" it's on steam and their gene stealers. this was more my inspiration but from there they can be moulded into any shape or form to fit the game play, though you could have a day night cycle where they come more dangerous or something.
5. it seemed like you had some tunnel digging mechanic in the trailer, you could have caves to explore which could be used to hide traps, creatures and pirate groups. however you could also make them so you can hide your own bases and out posts, in them to reduce pirate raids and the creatures finding you.
6. maps and level design. now I don't know how you intend  to design the game and how the map will be generated, as in is it going to be like mincraft big map  with lots of land to explore and build on. or small map like prison architect that you just micro mange, (hopefully not bigger map allows for multiplayer) or prison architect, but with a bigger map that is split up into grids that can be explored. (again go with the first one) even if the map is not infinite but just big is allows for loads of options for the players and you get more people interested. as well as this it will allow you to do future expansion and will also attract the moding community which will attract more people and make the game more awesome.
7. make it mod friendly and also make it easy to run on any PC (it's no good if a game can only run on high end PCs).
8. I shall make this my final point as your probably getting tired of reading this (you haven't skipped my ideas XD) one thing that always annoyed me in RTS is when there is a race that you can't play as even if they aren't very powerful it still adds content.
Title: Re: Brainstorm: Buildable Future Content
Post by: hoggerlivestwice on October 12, 2013, 03:01:21 PM
Id like some kind of vacuum, temperature, and atmosphere simulator. Later leading into full blown space stations perhaps.

and Id like to take what makes the story teller AI tick, and make an autonomous NPC type character called an Artificial being, it just does random things and aids (or ails) your colonists autonomously, like some kind of AI manager found in Guild 2 or something... but more nefarious.
Title: Re: Brainstorm: Buildable Future Content
Post by: salt1219 on October 12, 2013, 03:13:29 PM
i think we need a bad idea thread, a thread for content that shouldn't be part of the game.
that way people can check and see if their z-level, multiplayer and other ideas have already been shot down.
Title: Re: Brainstorm: Buildable Future Content
Post by: rsdworker on October 19, 2013, 08:03:47 PM
well i seen lets play videos

i had idea - the doors could be have bigger - double doors also fire doors - fireproof doors to stop spreading and walls could be fireproof to protect the equipment also fire sprinkers could be ideal with water tank nearby to supply also fire extinguishers could be placed
Title: Re: Brainstorm: Buildable Future Content
Post by: miah999 on October 20, 2013, 06:31:03 AM
Here's my list, consider duplicate ideas a "second" to that idea.

Ranching and Farming:
Different Size Growing areas - Larger and smaller.
Fencing - Keeps animals out of growing areas.
Ranch Fencing - Allows you to keep Muffalo in a confined area. (For when they can used for meat.)
Note: fences could also slow raiders.
Feed Trough: Lets you feed your Muffalo.

Interior improvements:
Interior walls - Cheaper, prettier walls, that are only used in a completed "room" to separate out smaller spaces, like multiple bedrooms and bathrooms.
Interior door - Doors for interior walls.
Ultrasonic Shower - Removes carried filth. Will improve hygiene (if implemented) and happiness.
Chemical Toilets - I find it weird my colonist never poop.
Holo-Game Table - Entertainment device.

If we get relationships:
Double Bed - For colonists that start to pair up.
Sofa - Mostly for looks but couples could sit together.

If we get water:
Water Tower - Holds water for later.
Water pump - Pumps water from source (stream, lake, river, aquifer, etc.).
Water Filter - Prevents waterborne disease events (must be researched).
Sewer Treatment Plant - Recycles waste water for reuse.
Flush Toilets - Because by the time you research all these water tech your colonist will really have to go.
Real Showers - Like the sonic ones, but cheaper, and use water instead of electricity.
Swimming Pools - Because my colonists are all Lordling wannabes.

Utilities:
Wind Turbine - Generates power from wind.
Nuclear Reactor - Generates power from Uranium.
Large Battery - Self-explanatory.
Power Switch - Lets you control the flow of power through a conduit.
Diode - Makes a power conduit one way. This is useful for emergency battery banks for turrets etc.

Defenses:
Barbwire - Slows raiders, and does some HP damage when crossed.
Fortified Walls - Thicker heavier walls, more expensive, but double the HP.
Fortified Doors - To go with the walls above.
Spiked Walls - Walls with spikes poking out of them, can only be destroyed with ranged weapons.

I'm sure I can think of more, but this is enough for now.
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 20, 2013, 10:45:19 AM
Very nice additions  :)

A lot of them depend on future advances ofc, but some of them I've yet to see mentioned anywhere on the forums.
Title: Re: Brainstorm: Buildable Future Content
Post by: miah999 on October 21, 2013, 02:37:33 PM
A few more thoughts... Just as before, repeats equal "seconded."

Storage:
Large and Small Stockpiles - Stockpiles in 3x3 and 9x9 sizes.
Munitions Dump - Like a Stockpile for guns.

Lighting:
Spot Light - Shines a cone of light in a single direction for a long distance, great for tunnels or your perimeter.
In-Line Light - This light is installed inline with a power conduit like so ---O---, takes up less space the a standing lamp next to a conduit.
Lighted Wall - A wall panel that provides light. Might be a bit complicated though.

Interior:
Tile Floor - Traditional ceramic tile flooring, very pretty.
Small Table (or desk) - A 1x3 table, mostly for looks.
Compact Com System - A 1x3 com system.

Food:
Tasty Nutrient Paste Dispenser - Makes yummy yummy paste, mmm paste.
Compact Paste Dispenser - A NPD that is only 3x2 tiles, also available in a yummy version.

If we get cooking:
Stove - For cooking.
Refrigerator - For food storage.

Security:
Electric Fence: Does major damage to anyone who tries to cross it.
Laser Security Grid: Enemies / Animals that cross it are set on fire. (Not sure how you'd build it, I'd think you'd build a device at each end, and the lasers would beam between them.)

I've mentioned this elsewhere:
The Molecular Recycler - Colonist put in guns or debris, and get metal out. Or they put in corpses and dead animals and get food out.

May have more later.




Title: Re: Brainstorm: Buildable Future Content
Post by: Discotehk on October 31, 2013, 01:47:12 AM
Quote from: miah999 on October 21, 2013, 02:37:33 PM

Security:
Electric Fence: Does major damage to anyone who tries to cross it.
Laser Security Grid: Enemies / Animals that cross it are set on fire. (Not sure how you'd build it, I'd think you'd build a device at each end, and the lasers would beam between them.)



Heh I had the same idea, except with an optional upgrade of Tesla posts for the electric fence which will zap anything that happens to wander within say 3 squares. Additionally a complimentary item could be Farraday suits which would allow your colonists to survive getting zapped by the fence without having to turn it off.
Title: Re: Brainstorm: Buildable Future Content
Post by: dogboy357 on October 31, 2013, 01:59:32 AM
Maybe adding in a few cooking/farming buildings, such as a windmill. For power, you could add in lightning rods for harvesting energy from lightning strikes near it, or a watermill if rivers are to be added (for continuous power, like the geothermal gyser.). For comfort (such as carpets) you could add in air conditioners/heaters. For disposing of unwanted bodies, maybe add a pyre/bonfire that may or may not spread fire (chance that the fire burns out of hand), but will slowly burn up corpses.

I'm too lazy to look through the 2000+ posts in the suggestions section to see if any of these have been mentioned yet...
Title: Re: Brainstorm: Buildable Future Content
Post by: British on October 31, 2013, 06:02:20 AM
Quote from: dogboy357 on October 31, 2013, 01:59:32 AM
I'm too lazy to look through the 2000+ posts in the suggestions section to see if any of these have been mentioned yet...
The level of laziness required to use the Search (http://ludeon.com/forums/index.php?action=search) function is much lower, though, you should give it a try :P
Title: Re: Brainstorm: Buildable Future Content
Post by: AspenShadow on October 31, 2013, 08:19:19 AM
Quote from: British on October 31, 2013, 06:02:20 AM
The level of laziness required to use the Search (http://ludeon.com/forums/index.php?action=search) function is much lower, though, you should give it a try :P

Lol this is quickly starting to become your signature, poor British :P
Someday they will discover the function, tbh I didn't notice it at all until my third day in the forums I only avoided stepping on toes because I read through everything and it was much less crowded back then.
Title: Re: Brainstorm: Buildable Future Content
Post by: Jimbob on November 14, 2013, 06:31:01 AM
Shooting range: Hones the skills of those with guns when used by them.
Colored lights: Purely aesthetic, or could influence colonists' mood. Heck, they could even change color.

I'll think of something else later.
Title: Re: Brainstorm: Buildable Future Content
Post by: Jimbob on November 14, 2013, 08:34:37 PM
Disco Ball: Induces a euphoric state on your space cowboys.
Barbed Wire: Cuts the clothes of those who cross them. Would provide a little cover.
Title: Re: Brainstorm: Buildable Future Content
Post by: Clint on November 15, 2013, 01:33:56 PM
I know this has already been suggested, but I'd like to see more power generators first, before anything too fancy.
A nuclear reactor to make use of the Uranium item already ingame would be perfect.


On the more fancy and outlandish side of things:
I'd also like to see some sort of computer complex, "Main computer" or "AI base controller" however you want to phrase it.
Basically it would be a building that would let you set generic settings for your base e.g:

"Lock all doors"       Toggle on/off
Useful to stop escape attempts or perhaps to trap incoming raiders in specially designed chokepoints without having to let them smash their way in.

"Lights"                  Toggle on/off (with option to have them turn off only when room is empty)
Would be mostly aesthetic (or to find out which of your colonists suffer from epilepsy) but having an option to have the computer only have lights on in rooms that are being used would save on power.

"Defenses"             Toggle on/off
Would no longer be able to double click and select all turrets manually, instead you either have to turn them on/off using a colonist or install this main computer to control them all simultaniously, adds a degree of difficulty in early game.

I'm sure we could think of other uses for a central computer and it would be a nice RP room for the base to have as well, perhaps you could put your comms console in there and have a sort of command room.
Title: Re: Brainstorm: Buildable Future Content
Post by: Calistyn on November 15, 2013, 02:19:13 PM
I would really like to second double doors. More than anything else, I'd love double doors. Likewise the various lighting improvements such as inline or wall lights.

My own ideas:

Campfires and tents (with sleeping bags in them, presumably). Especially for the beginning. I feel like that would be an acceptable 'mid-point' between sleeping on the ground in the darkness, and sleeping in a proper bed in a bunker, with an always on floor lamp.

Bow and arrow, and crossbows. We have differing levels of civilization, why not?
Title: Re: Brainstorm: Buildable Future Content
Post by: ZyChrome on December 24, 2013, 01:59:42 PM
have a computer set to control the power to items in events like:
Title: Re: Brainstorm: Buildable Future Content
Post by: shaunxD on December 26, 2013, 03:13:33 PM
How about a boomrat cage so instead of shooting them and risking damaging nearby buildings or growing areas you can trap them and move them outside of your base and for fun how about arming the cage to kill the boomrat when raiders get within damaging distance also how about a rock grinder so you don't have to spam dump areas but the down side to it is it produces alot of dirt and uses maybe 900+ energy and how about decreasing the amount of energy the sun lamp use's because 800 is a tad bit excessive.
Title: Re: Brainstorm: Buildable Future Content
Post by: Coenmcj on December 30, 2013, 11:21:34 PM
Everyone is asking for new and improved stuff that changes what living in the colonies means. Meanwhile I want the game to work so it's not a big TD, it seems everyone just sets up killboxes or long, long, long tunnels for your snipers to shoot raider skeet which come in ever increasing waves. Perhaps some alternatives to defense and wanton destruction?
Title: Re: Brainstorm: Buildable Future Content
Post by: Galileus on December 31, 2013, 03:07:29 AM
Quote from: Coenmcj on December 30, 2013, 11:21:34 PM
Everyone is asking for new and improved stuff that changes what living in the colonies means. Meanwhile I want the game to work so it's not a big TD, it seems everyone just sets up killboxes or long, long, long tunnels for your snipers to shoot raider skeet which come in ever increasing waves. Perhaps some alternatives to defense and wanton destruction?

Amen, brother!
Title: Re: Brainstorm: Buildable Future Content
Post by: Skie Killer on January 03, 2014, 04:05:14 AM
Game needs mine detection.
Like 25% chance of detection per raider.
Also it needs armors.
From kevlar to somekind exo skeleton.
Kevlar 20% of damage off if weapon power is less then 6? Armor save from death 25%?
Exo skeleton 75% damage off if weapon power less then 12? Armor save from death 60%?
Title: Re: Brainstorm: Buildable Future Content
Post by: Jack 123 on April 28, 2014, 05:36:49 PM
I've got a few.

- Arcade machines to improve happiness.
- Pools possibly.
- Squirell cages like pets or something.
- Sleeping bags or tents basically something between nothing and a lovely bed.
- And finally tribal stuff.