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RimWorld => General Discussion => Topic started by: Mrred1 on September 27, 2015, 08:19:07 PM

Title: What would you like to see next alpha?
Post by: Mrred1 on September 27, 2015, 08:19:07 PM
Hi guys. I was wondering what you all hoped to be in the next alpha next year. New mechanics, stuff, etc.
Title: Re: What would you like to see next alpha?
Post by: A Friend on September 27, 2015, 08:53:59 PM
Tynan hinted colonist relations once so let's go with that.
Title: Re: What would you like to see next alpha?
Post by: StorymasterQ on September 27, 2015, 09:24:54 PM
Remind me, by 'colonist relations', did he mean intra-colony or with other factions?
Title: Re: What would you like to see next alpha?
Post by: Mr.Cross on September 27, 2015, 09:36:16 PM
Hopefully it's both.
Title: Re: What would you like to see next alpha?
Post by: MultiDavid on September 27, 2015, 09:40:05 PM
Quote from: Mr.Cross on September 27, 2015, 09:36:16 PM
Hopefully it's both.

Problably breeding and relationships, if we take in consideration how his break is going to help him recover, then perhaps it could be intra-colony AND other factions.
Title: Re: What would you like to see next alpha?
Post by: Thane on September 27, 2015, 09:53:29 PM
Combat overhaul to the point where turrets, in their current form as auto-tracking impact bombs, are completely removed.

More defensive options and flavor items.

Smaller raids overall with more varied gunpowder weaponry.

Maybe if he's feeling really generous a late game ability to grow your own vat soldiers.

Full release update for me would be an outpost raiding mechanic. where enemy factions have multiple tiles the smaller ones you can burn to the ground!!!

In short, forget niceties and relations give me more explosions! (yes mods do work very well for this purpose, I just think the base game should be a little more varied for steam)
Title: Re: What would you like to see next alpha?
Post by: Mrred1 on September 27, 2015, 10:06:53 PM
Great ideas guys. I particularly like colonist relationships and breeding. How about customizable weapons, e.g., scopes, lasers, etc.?
Title: Re: What would you like to see next alpha?
Post by: A Friend on September 27, 2015, 10:21:19 PM
Expanding more on the colonist relations, I'm hoping more for a friend (Oh hello!) and rivalry system where death, social interactions and harvesting your brain damaged colonists' organs have more effect on your colonists. Giving way for smaller events between your colonists like walking around chatting, fights, murder, suicide, etc. While I like some possible romantic relations, I'm pretty meh about the breeding.

All in all, making them less like robotic workers that's fueled by beer and more human-like things that actually cares about who they are working with.
Title: Re: What would you like to see next alpha?
Post by: UnityIron on September 30, 2015, 06:03:47 AM
Ok so this might be a bit of a mess but here goes, I haven't had a chance to look through the mods yet to see who's doing what so forgive me if I mention things already being modded.

-Em shielded walls + floors
-Em Turrets
-Robots for hauling + maybe the ability to extinguish fires (who need maintenance and a recharge)
-Water as a consumable resource + pipes and pumps + water sources (sprinkler systems?) (Cooling system to increase batteries energy holding duration + high temp batteries should lose energy faster)
-Maintenance attribute for colonists, (all electronic systems excluding wires to need maintenance, frequency dictated by quality of item)
-Shooting range to improve shooting attribute (Do weapons degrade when used? As time + degrading weapons would be the cost of the shooting range)
-Tram system, can be loaded with resources or colonists (transports faster than walking but wouldn't need to be super fast)
-bomb vests for dogs (thing ww2 russian tank busting dogs, would give a moral debuff)

-Generally more resources to horde, farm and sell

-Trading between colonies, resources wanted would change with time/purchase. Would require you to send 1 or more colonists to escort the goods to the other colony. Random events could happen to the convoy e.g raided, lost all goods. Or colonist captured and ransomed by other colony etc. More colonists better armed and with higher social could increase chances of success of trade.

- Other colonies demanding tribute or be raided.
- Other colonies requesting medical, military or food aid (would give buff for assisting and being good neighbors)
- refugees appearing on mass needing medical aid

Ill leave it there as its long enough but there is sooo much potential for interaction with other colonies.

P.s.
-Milk and Cheese as a resource (cheese would of course require a cheese cave to mature)
Title: Re: What would you like to see next alpha?
Post by: Owlchemist on September 30, 2015, 06:27:31 AM
I would really like to see relations as well. Rimworld is the type of game that generates stories you want to tell to your friends, and I think colonist relationships with one another would really help enhance that aspect.
Title: Re: What would you like to see next alpha?
Post by: Aristocat on September 30, 2015, 06:31:43 AM

          <def>HumanlikeBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>1.2</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>4</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>13</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>18</minAge>
        </li>

Mmhm?
Title: Re: What would you like to see next alpha?
Post by: akiceabear on September 30, 2015, 06:35:31 AM
I posted in a similar thread with details (https://ludeon.com/forums/index.php?topic=15610.msg164639#msg164639) a few weeks ago. These posts tend to pop up as soon as the last one disappears :)

My views haven't changed much. I think the most realistic features to expect in A13 are Relationships, Iron man mode, followed long behind by Colony leadership, and Preferences for colony development. The others are much larger goals to tackle...
Title: Re: What would you like to see next alpha?
Post by: postm00v on September 30, 2015, 09:13:28 AM
A colony hierarchy, where you appoint a leader, maybe even a military commander (sort of like the nobles from DF).

I know the amount of colonists usually in Rimworld isn't enough to warrant a complete hierarchy, but I think it would be cool.
Title: Re: What would you like to see next alpha?
Post by: JimmyAgnt007 on September 30, 2015, 12:24:59 PM
Id like some medical tweaking.  Bionic bits for fixing up the minor injuries like ears or fingers being shot off.  Glitterworld meds being used to treat persistent medical issues like scars, cataracts, and such.  Also the ability to make simple prosthetic parts.

After that would be a repair clothing/weapons bench where colonists can fix up items.  Clothing and melee weapons require the base material to fix up, but a chance at lowering the quality.  Charge rifles and powered armor needing plasteel to repair.

My points and a lot of others on turrets were made in a thread already so if Tynan reads all that then good.

Personal relationships and such would be amazing.  Vat grown colonists would be neat.  Also id like the prepared carefully mod assimilated into vanilla.
Title: Re: What would you like to see next alpha?
Post by: stranger080 on September 30, 2015, 02:55:26 PM
Quote from: JimmyAgnt007 on September 30, 2015, 12:24:59 PM
Id like some medical tweaking.  Bionic bits for fixing up the minor injuries like ears or fingers being shot off.  Glitterworld meds being used to treat persistent medical issues like scars, cataracts, and such.  Also the ability to make simple prosthetic parts.

Personal relationships and such would be amazing.  Vat grown colonists would be neat.  Also id like the prepared carefully mod assimilated into vanilla.
These two are the two I agree with, also, make the nose useful! Make rooms have a smell, have a cleanliness need so colonists need to clean themselves
Title: Re: What would you like to see next alpha?
Post by: Owlchemist on September 30, 2015, 07:50:41 PM
If there will be reproduction, I wonder if there will be some sci-fi magic to speed things along. 18 years + pregnancy is a long time to wait for new adults. I mean I think my oldest colony I ever had was only 4 or 5 years.

*pauses to think*

On the other hand, who cares about being 18? In pioneer days, children had to help out too. So, certain tasks could unlock as they age. Start with cleaning, then farm work, then cooking. By the time they're a teenager, they could begin an apprenticeship with a skilled trade, like crafting... or hunting with the old man ;)
Title: Re: What would you like to see next alpha?
Post by: FridayBiology on October 02, 2015, 07:42:00 AM
- Animal diseases, maybe Myxomatosis and other fun stuff to restrict breeding.
- Assistance equipment slot for colonists, walking stick, torches, fire brand, backpack or sling
- Additional cooking options
- Additional Traits from trait suggestion thread
- Grass only option for growing zone
- rotten only option for dumping zone
Title: Re: What would you like to see next alpha?
Post by: keylocke on October 02, 2015, 09:34:15 AM
game desperately needs more fluid RTS controls like : assign squads, squad hotkeys, easy group attack on same target (give warning if target is not within range of all group members), squad formations and auto-sort based on range (ie : brawlers up front, then midrange in middle row, snipers at the back)
Title: Re: What would you like to see next alpha?
Post by: JimmyAgnt007 on October 02, 2015, 10:07:21 AM
id like pawns to grab some cover if its nearby.  on both sides of the fight.  say they start shooting near some rocks.  they dive behind one and then start shooting.  obviously there would be a limit to how far they go but it would be neat.
Title: Re: What would you like to see next alpha?
Post by: TheDirge on October 03, 2015, 01:36:04 AM
Penguins.

Rimworld needs Penguins.
Title: Re: What would you like to see next alpha?
Post by: Cataphract on October 03, 2015, 07:19:55 AM
Expanded relationships between settlements (trading at the very least) and individual colonists (dunno about making babies but friendship, enmity and romance would be a great start) is definitely high on my wish list. Ditto on expanded bionics, treating scars and other age-related ills.

More weapons and gizmos for our colonists to mess around with would be great too!
Title: Re: What would you like to see next alpha?
Post by: keylocke on October 03, 2015, 09:03:15 AM
Quote from: TheDirge on October 03, 2015, 01:36:04 AM
Penguins.

Rimworld needs Penguins.

and yetis.
Title: Re: What would you like to see next alpha?
Post by: Lord Fappington on October 03, 2015, 12:25:43 PM
What rimworld desperately needs more than any
More content is efficient ui and overall reduction in micromanagement.

The micromanagement growth in the last two alphas has grown so exponentially I've really been turned off and haven't played nor continued my modding work.

Ironically enough, my mod, the romance mod introduced the ability to reproduce and relationship oriented traits.  My next step was to make dynamic relationships and children spawn.

Please address the ever growing micro crush, it's killing my game experience.  Take starting a colony, or producing obtaining new items?  How many filters do I need to fiddle with or else you got a guy with no ac and worn socks going berserk!
Title: Re: What would you like to see next alpha?
Post by: NuclearStudent on October 03, 2015, 02:35:36 PM
Maybe for A14, not A13, but-

I'd like to see the trade ship system rehauled, and replaced with traders from the factions around you. Space travel is canonically difficult. The fleets of automated trading drones sending orbital drop pods to everyone with a radio doesn't satisfy me.

There is already a mod that makes travelers come, set up traveller's tents, and offer to trade. The radio could request that a trader group come along, and then we go up to the trader's tent to talk.

We'd only be able to request a trader come along every so often. The faction would be pissed off if any of their traders die, and we could check a box off in the comns console to tell the faction to send no traders.

It would be an incentive to keep good relations with the factions. The more friendly factions, the more opportunities to trade. If each individual kind of faction has different kinds of trading opportunities (eg. outlanders are more likely to trade weapons, tribals are more likely to want exotic textiles) then that would boost that incentive even more.

Just replace the orbital drop pod with the texture of a wooden crate, and it'd probably work fine.
Title: Re: What would you like to see next alpha?
Post by: Mrred1 on October 04, 2015, 10:21:22 PM
I like all the suggestions. I agree micromanaging is way to prominent. I think there needs to be more big picture type of additions, like totally new game mechanics.
Title: Re: What would you like to see next alpha?
Post by: BetaSpectre on October 04, 2015, 11:46:39 PM
Asking for help will receive help equal or greater then the threat.
Faction relation now comes from long standing relationships instead of silver gifts.
Local Trade/Healing/Helping/Hospitality.
Title: Re: What would you like to see next alpha?
Post by: Cataphract on October 05, 2015, 01:55:19 AM
Another one I saw of the other day was the ability to tend to one's own wounds. I find it really jarring that my master-class doctor needs someone else to bandage a cut for them. Of course there has to be a limit to what one can do; it would be interesting if there was a threshold for that sort of thing depending on the traits of the colonist. Think of all those movies where a character has to, say, remove a bullet from their arm or leg or whatever and manage to patch themselves up, albeit after excruciating pain.

Hey, maybe Masochists could be great at that sort of thing! :P
Title: Re: What would you like to see next alpha?
Post by: FridayBiology on October 05, 2015, 11:11:57 AM
Quote from: Cataphract on October 05, 2015, 01:55:19 AM
Another one I saw of the other day was the ability to tend to one's own wounds. I find it really jarring that my master-class doctor needs someone else to bandage a cut for them. Of course there has to be a limit to what one can do; it would be interesting if there was a threshold for that sort of thing depending on the traits of the colonist. Think of all those movies where a character has to, say, remove a bullet from their arm or leg or whatever and manage to patch themselves up, albeit after excruciating pain.

Hey, maybe Masochists could be great at that sort of thing! :P

That would be cool, maybe operations/aid that doesn't require anesthetic could be self done?

+1 for Masochists, though maybe also allow the ability to cause self harm during a mental break aswell?