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RimWorld => Ideas => Topic started by: Tynan on October 09, 2013, 12:17:07 AM

Title: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 12:17:07 AM
UPDATED: This thread is still great for players to discuss ideas and modding concepts with each other, but it's not being reviewed by developers. Please see this thread (https://ludeon.com/forums/index.php?topic=49934.0) for more info.

What ideas do you have for the game that are really cheap to implement? Ideally these are things someone could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.

What are your cheapest ideas?

An idea is cheap if a modder could sit down today and have the feature finished in four hours or less. If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted in its own thread.
Title: Re: Your Cheapest Ideas
Post by: turnip on October 09, 2013, 12:25:31 AM
Adding of turnips as a growable crop.

In all seriousness, adding some more happiness items (Coaches, televisions, bookshelves, weight benches etc), since the game could use some more objects to boost happiness and they should be fairly easy to put in seeing as the mechanic's already there.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 12:38:08 AM
Pretty good, guys, but think cheaper!

A lot of these suggestions require entirely new classes of behaviors (e.g. using entertainment objects, carrying shells to heavy turrets), which would have to be integrated into the AI and prioritized against everything else. New kinds of behaviors are really expensive.

Or, they require entirely new systems to do properly (e.g. I wouldn't do air conditioning on its own in a cheap way; I'd only do it if I was doing a temperature system that could also handle refrigeration/overheating from fire.. and such a system would be expensive.) Single-cases of what should be broader systems aren't the best suggestions.

Keep 'em coming guys!
Title: Re: Your Cheapest Ideas
Post by: Spike on October 09, 2013, 12:40:02 AM
Structures
* Indoor Walls - as current walls in the game.  Conduct power, will be roofed over when an area is enclosed.
* Outdoor Walls - Simple barrier that does not conduct power, nor is a load-bearing structure.  Enclosed areas will not be roofed over.
* Window - (Either two versions as Outdoor/Indoor, or separate item like a door).
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.)

Buildings
Wind Generator - works day and night, cheaper to build, lower power output (an average, instead of having to track of wind speed), 2x2 size (like a turret).
Title: Re: Your Cheapest Ideas
Post by: Spike on October 09, 2013, 12:49:04 AM
Build the Research Tree (http://ludeon.com/forums/index.php?topic=10.msg1737#msg1737).  At the very least, you could figure out what branches you want available and set them up.  No need to actually add any new research items, just set the basic layout in some way.  That would let us suggest things that fit your ideas better.
Title: Re: Your Cheapest Ideas
Post by: GC13 on October 09, 2013, 01:03:34 AM
Cheaper, eh?
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 09, 2013, 01:15:45 AM
How about new ores, they would all count as metal when mined but look different in game and require more/less time to mine.

You already have grenades, how about landmines? You would build it like a turret and it would detect enemies (only at a much shorter range) and explode instead of firing.  Actually most of the code could just be turret code.

Rock pile/wall basically a sandbag wall only its stacked rocks and holds up a little better to explosions.

Bigger battery, does the same thing as the small ones but holds more power.

Prison door, only lets colonists in and out.

Dartgun, doesn't kill raiders.  Takes several shots to capture enemies

Fence and gate (same as a door), keeps animals out of crops
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 01:16:42 AM
Good stuff up in here!
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 09, 2013, 01:20:47 AM
Gravestones on the graves that say how the person died and lists their name.
Title: Re: Your Cheapest Ideas
Post by: Conti027 on October 09, 2013, 02:17:15 AM
Being able to hunt and cook (grill/fire pit) animals. (might be going deep on this part but being able to gate up animals having them breed so you have have a supply of meat and not have to grow or harvest crops.

Items
- Hanging lights
- Bigger doors. 2 units big
- Restrooms
- Laser turret
- More animals. maybe alien like
- Different building materials
- Flame thrower
- Med bay so people just don't heal while in bed
- Different kinds of food

I have a lot more ideas but most are cosmetic and without an artist I'm not sure if you wanna spend time on it.
example: nicer walls, flooring more plants/trees.

Title: Re: Your Cheapest Ideas
Post by: Finjinimo on October 09, 2013, 02:26:47 AM
 * Ditch: It would really just be an aesthetic thing that would work something like a poor-mans version of the sandbag (similar movement costs, less cover provided) but not require resources to build -- aside from time I suppose. And perhaps much later down the track it could be utilized for irrigation etc. But for now, just a plain old dirty ditch.

 * Anger the Herd: I am not sure how your muffulo act in game, but if you shoot one dead it'd be rad to see at least one other muffulo get angry about it.

 * Menacing Spikes: I see you have a gibbet cage or whatever, perhaps some additional things to increase fear.

 * Noise Maker: Increases fear. (I'm thinking tribal warnings, rather than electronic).

 * Dust Storm: I saw on one of the vids that people were tracking sand around (or filth or something?). Perhaps a Dust Storm increases filth or whatever in exterior areas.

 * Wash Basin: Can be used to remove filth.

 * Personal Locker: claimed like a bed, increases happiness.

 * Reinforced Door: A more expensive door that is harder to breakthrough.

 * Inquisitive Squirrel: It's taken a liking to your "Home" area. Depending on your current ability to attack things other than colonists, perhaps it could also be incredibly curious about trying to eat your power supplies...

 * The Creep: A plant that increases the rate that you get sleepy within its radius.

Title: Re: Your Cheapest Ideas
Post by: miah999 on October 09, 2013, 02:54:18 AM
Bunker Walls - Walls with double HP, that have "Gun Ports" the colonists can shoot through.

Fire Trench - A trench that slows movement that you can set on fire to really screw with the Raiders.

Furniture add-ons -
Small 1x2 table,
Double sided equipment rack (2x4),
Smaller Nutrient paste Dispensers,
Larger Solar Panels (maybe research-able),
Privacy Screen (cheaper then a wall to separate beds, but less effective then separate rooms.),
Sofas?,
Some different potted plants for visual variety,
Maybe some colored furniture for more "pretty environments" (again that might need research).
Title: Re: Your Cheapest Ideas
Post by: Matt.All on October 09, 2013, 08:31:44 AM
Difficult to dig/undiggable rock -- When digging deep into rockface, you might get to areas that are harder or impossible to dig. The limitations could be overcome with higher pickaxe tech.

CB/portable radio tech -- Allows a colonist to have social interactions when not next to other colonists. (Takes up the weapon slot maybe?)

Workbench -- Allows a colonist to improve equippable items, like weapons.

Melee weapons -- Gloves, brass knuckles, bats...
Title: Re: Your Cheapest Ideas
Post by: Starkiller on October 09, 2013, 09:07:29 AM
I have a question: implementing in the game a sewer system is difficult? I already written an example in another post:
Sewer pipes are similar to electric conduits (already in the game), connet on one end to toilets and the other to a black water tank; so you have a simple sewage system. Add some other thing like a "Hi-Tech something purifier" for clean water reclamation and maybe a few "algae-vats" for food or biomass production ; then you have a waste disposal/recycling system. Otherwise you can simply dump it somewhere. A grey water removal system maybe is an overcomplication, so the showers (for health and morale) could be linked to the sewer.
Maybe this isn't the right place to ask, but i really want to hear Tynan's and other's opinion on this subject.
Aside that, here other ideas:
- robotic surgery table (like in Prometheus film): rapid healing, basically a type of bed where you can't sleep with another skin.
- 3D printer: faster equipment production, similar to a workbench.
- walls and/or ceilings lamps: providing illumination without taking space.
- refrigerator/"stasis pod": long term food and other perishables (like dead bodies) storage.
- vat grown meat - like hydroponics but giving more energetic food.
Title: Re: Your Cheapest Ideas
Post by: mumblemumble on October 09, 2013, 10:37:55 AM
Colonist behavior :
*Sadism / "dark minded" : People with this stat are not bothered by dead bodies, or watching people die, and can in fact gain happiness from it. Could also make them more prone to mental breaks of a violent nature, or frightening people around them.
*Animal person: Can have limited control over some animals (yaks, boom squirrels) Not guaranteed, but could for instance convince yaks to haul supplies, or even convince boom squirrels to help in combat on rare occasion. Down side could be wasting food on animals.
*Pyro : Enjoys the sight of fire and flames, seeing them will brighten the persons mood, and perhaps has a combat bonus with fire weapons. may try to play with fire on occasion if on a mental break though. (lighting fires at random)
*Night owl : person prefers being up at night over daytime, has chance of having their mood better for being up late.


Items :
*Fire bombs : similar to demolition charges, but can start fires.
*Fire extinguishers: carry-able items which give a bonus to putting out fires.
*Tranquilizer gun : A weapon with a high chance to take someone alive. Low damage and lower range, but good for capturing alive.
*"hardened" wiring : A much more expensive wiring setup, but is immune to solar flares, and perhaps resistant to explosions / fire.
*Towers / elevated platforms : Provides combat bonus of better aim from high vantage point, as well as being harder to hit. If the tower is destroyed while someone / a turret is inside it, the person / turret dies, or is injured horribly from the fall.
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 09, 2013, 02:19:22 PM
I thought of a few more as well:
Title: Re: Your Cheapest Ideas
Post by: Adamemnon on October 09, 2013, 02:39:05 PM
Title: Re: Your Cheapest Ideas
Post by: Hypolite on October 09, 2013, 02:50:37 PM
I second the common grave. My cemetery is taking ridiculous real estate, and only for pesky raiders.
Title: Re: Your Cheapest Ideas
Post by: AspenShadow on October 09, 2013, 02:54:17 PM
I second the common grave. My cemetery is taking ridiculous real estate, and only for pesky raiders.

What about a mass grave?

A cemetery is a little too respectful for raiders and it's more of a place than an object.
Title: Re: Your Cheapest Ideas
Post by: Adamemnon on October 09, 2013, 02:56:56 PM
I second the common grave. My cemetery is taking ridiculous real estate, and only for pesky raiders.

What about a mass grave?

A cemetery is a little too respectful for raiders and it's more of a place than an object.

What about a crematorium? You can keep individual graves for colonist and burn all other dead bodies.
Title: Re: Your Cheapest Ideas
Post by: Nero on October 09, 2013, 03:17:56 PM
Racism - If the relationship module makes it then have different races for the randomly generated characters. If a character has the Racist trait they get a massive penalty to relations with characters of X race.

Title: Re: Your Cheapest Ideas
Post by: AspenShadow on October 09, 2013, 03:21:02 PM
What about crematorium? You can keep individual graves for colonist and burn all other dead bodies.

Once again it's more of a building and someone's already conceived of an incinerator for that same use as well as fulfil others.

...I'm really not sure about Racism, it's too much of a sticky subject for me to get involved in but I'd be against it going in the game I think. All colonists are born equal and atm don't have races, it'd serve no real purpose to give them a race as skin colour doesn't affect who they are.
Title: Re: Your Cheapest Ideas
Post by: Nero on October 09, 2013, 03:23:58 PM
It's a real thing though and could be an interesting story telling option, and wouldn't be hard to put in. I am a fan of colonist in-fighting and tension. After 5 months in close quarters with 5 or 6 other people you aren't going to be best friends with them in most cases.
Title: Re: Your Cheapest Ideas
Post by: CommieKazie on October 09, 2013, 03:58:07 PM
Smoke grenades — Some means for raiders to obscure their movements and gain ground without getting slaughtered.

Perhaps on this note, flashbangs, etc...

I saw a youtube assault where the raiders just walked through a fatal funnel.  They should have more strategic options.  (Might sound costly, but this game is built on a strategic-shooter framework, no?  So these things should be in already).

Also, less-than-lethal weapons to 'increase recruitment'
Title: Re: Your Cheapest Ideas
Post by: Blitz on October 09, 2013, 03:58:58 PM
Powerless walls.

When building a large enclosed structure, the game comes up with a prompt saying you cannot finish the roof due to it being too far away and to add support. If you add a single wall block, you get a constant message saying that you have a disconnected building. If we had a powerless wall that could be used as a pillar (cheaper than regular walls) it would help this problem.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 04:07:06 PM
Powerless walls.

When building a large enclosed structure, the game comes up with a prompt saying you cannot finish the roof due to it being too far away and to add support. If you add a single wall block, you get a constant message saying that you have a disconnected building. If we had a powerless wall that could be used as a pillar (cheaper than regular walls) it would help this problem.

I actually disabled this warning for walls entirely in the latest build after seeing this in some Youtube vids.
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 09, 2013, 04:21:32 PM
Tynan, glad to see you're taking easy to implement ideas. Having a lot of small elements together could add a lot of depth to RimWorld, and make for some interesting details in stories. A couple of thoughts on this thread:

1. People without programming experience might not understand what's easy to implement and what's not. Tynan did a good job pointing out things that require extra behavioral planning or entirely new mechanics are not cheap. There have been a lot of good ideas in this thread, but some of them are pretty complex.

2. Having too many elements or variations visible to the player could be overwhelming or unapproachable to new players. An example from Dwarf Fortress: there are numerous different types of metal ore. 99% of the time the existence of separate Hematite, Limonite and Magnetite instead of just a generic "iron ore" serves no purpose other than to confuse new players.

As for cheap ideas, one I haven't seen mentioned yet:
EMP Grenade - grenade that only damages electronics. Hopefully easy to implement like the Molotov.

Otherwise there seem to be a number of good ideas already posted by people who have presumably played the game. Something like a common grave seems like it should be easy if graves already exist. Also I think GC13's idea of Bed Ownership - Wounded would be good if the ownership behaviors already exist so it only took an "if (wounded)" branch or such.
Title: Re: Your Cheapest Ideas
Post by: Haplo on October 09, 2013, 04:44:13 PM
I'd like position markers (like the home zone, only one square size per click) to be occupied if attacked.
So you build a sand barrier and mark three squares behind it like this.
If an enemy attacks, three fighters try automatically to man up these positions.

Additionally a retreat zone, where non fighters retreat to, while an attack is occuring.

With this you can build some tactical defenses before the fight and don't need to micromanage everything manually while the attack occures.

OK, I'm not sure if this really qualifies as a cheap idea... :)
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 09, 2013, 05:16:23 PM
I'd like position markers (like the home zone, only one square size per click) to be occupied if attacked.
So you build a sand barrier and mark three squares behind it like this.
If an enemy attacks, three fighters try automatically to man up these positions.

Additionally a retreat zone, where non fighters retreat to, while an attack is occuring.

With this you can build some tactical defenses before the fight and don't need to micromanage everything manually while the attack occures.

OK, I'm not sure if this really qualifies as a cheap idea... :)

This is always useful.  Just generally more zone markers and stuff for planning and organizing your colony in multiple circumstances.  Being able to set bed ownership, medical beds, etc.

Showers to remove dirt.
Title: Re: Your Cheapest Ideas
Post by: C4ptMiles on October 09, 2013, 05:35:54 PM
Emergency Power and Backup power supply - Simple you can switch batteries between normal and backup. In Normal the have a yellow bar, in backup a blue maybe.
And you can designate every energy consumer if it works only on normal, only on backup or on both.

For Example:
You are defending your underbround base and your energy is getting low, cause your gerneratores are destroyed. your batteries are empty and from now on, all the turrets you had designated are running on the backup batteries. everything else is powerless.


(hope you understand what i mean)

grettz
Miles
Title: Re: Your Cheapest Ideas
Post by: Haplo on October 09, 2013, 05:38:33 PM
I've just seen the video of Das24680 and seen that you use kJ as the unit for the batteries, but W for power consumtion of turrets and lights.
Most people can't really guess how long the batteries will supply a turret when fully loaded.
To get a better comparabillity how about using Wh instead of kJ for the batteries? (3600kj = 1kWh = 1000Wh)
So... Batteries have 26000kJ => around 7222Wh => It can support 7222 W for the time of 1 hour...
(I know, I know,.. it's not really importent, but it is easier to guess the supply-time when the unit is similiar than to look up the conversion Joule <=> Watt and it's something that catched my eye :) )
Title: Re: Your Cheapest Ideas
Post by: Hypolite on October 09, 2013, 05:44:52 PM
Agreed, I was guessing how long it would last by guesstimating the rate at which batteries were used. A more convenient unit is cheap to show, and adds a little bit comfort.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 06:39:58 PM
How about I switch it over to Wd (watt days)? Just because smaller numbers are nicer and an "hour" is a bit ambiguous in this game anyway.

Thanks everyone; some of these ideas are quite good (especially the ones that address specific issues in the game as it stands).
Title: Re: Your Cheapest Ideas
Post by: huxi on October 09, 2013, 07:23:01 PM
Wd (watt days) would be fine, I think.

I haven't played the game, just watched videos, so this may already exist:
mouse-over over turrets should show their radius.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 07:24:46 PM
mouse-over over turrets should show their radius.

How about when selected? I can do that...
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 09, 2013, 07:25:33 PM
That would definitely be handy for planning defenses.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 09, 2013, 07:42:02 PM
so i noticed you seem to only be able to haul rubble, how about being able to destroy it too? maybe as a added use to blast caps.  alternately maybe allow colonists to mine it, this would clear it but also give a low % change to yield a little metal.

bodies should attract boomrats, if you don't clear/bury them they attract boomrats and if they are close to your buildings that could be dangerous.

raiders don't seem to seek cover, at least not in the youtube videos i've seen, maybe they should.  i don't know if this would make the game too difficult.

   
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 07:44:07 PM
so i noticed you seem to only be able to haul rubble, how about being able to destroy it too? maybe as a added use to blast caps.  alternately maybe allow colonists to mine it, this would clear it but also give a low % change to yield a little metal.

bodies should attract boomrats, if you don't clear/bury them they attract boomrats and if they are close to your buildings that could be dangerous.

raiders don't seem to seek cover, at least not in the youtube videos i've seen, maybe they should.  i don't know if this would make the game too difficult.

You can blow up debris if you really want. But they're not supposed to be easy to get rid of. As for raiders, they definitely seek cover.
Title: Re: Your Cheapest Ideas
Post by: huxi on October 09, 2013, 07:49:57 PM
Radius on select makes even more sense since this would work better for future touch device versions.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 09, 2013, 08:04:30 PM
so i noticed you seem to only be able to haul rubble, how about being able to destroy it too? maybe as a added use to blast caps.  alternately maybe allow colonists to mine it, this would clear it but also give a low % change to yield a little metal.

bodies should attract boomrats, if you don't clear/bury them they attract boomrats and if they are close to your buildings that could be dangerous.

raiders don't seem to seek cover, at least not in the youtube videos i've seen, maybe they should.  i don't know if this would make the game too difficult.

You can blow up debris if you really want. But they're not supposed to be easy to get rid of. As for raiders, they definitely seek cover.

cool, i didn't know that.  guess we had the same idea :)
Title: Re: Your Cheapest Ideas
Post by: Conti027 on October 09, 2013, 08:06:50 PM
A way to empty your Dumping Area.
A junk/salvage trader will take your trash off you for a price.

Edit: Fire extinguisher!!!!!

Unfortunately I haven't played but from Youtube videos it seems like fires can be a big problem.
Title: Re: Your Cheapest Ideas
Post by: Xanting on October 09, 2013, 08:10:22 PM
Fortifications, like sandbags but impassable.
Title: Re: Your Cheapest Ideas
Post by: Hypolite on October 09, 2013, 08:12:48 PM
A way to empty your Dumping Area.
A junk/salvage trader will take your trash off you for a price.
Yes please, I had trash problem in my current game, had a few guys throwing grenades at the dump areas while other colonist were putting new stuff...

Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.
Title: Re: Your Cheapest Ideas
Post by: turnip on October 09, 2013, 08:18:37 PM
Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.

Oh yeah, there should be more colors of carpet as well. All the basics (White, Black and Yellow) should be added for the purpose of making cool things on the floors.
Title: Re: Your Cheapest Ideas
Post by: huxi on October 09, 2013, 08:39:34 PM
Oh, another cheap idea:
We should probably temporarily move the discussion over to the Kickstarter comments section as much as possible since more comments increase the ranking on Kicktraq if I'm not mistaken. And Kicktraq means exposure. I found RimWorld that way and it's currently #20 on http://www.kicktraq.com/hotlist/ (#7 in the video game section). Top Ten would likely help quite a bit since it would show up on the start page...

http://www.kicktraq.com/projects/tynansylvester/rimworld/
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 09, 2013, 09:03:50 PM
Cheap idea: Yellow carpet. Only three colors prevents me from doing cool patterns.

Yeah I mentioned that earlier, but I think having a color wheel would be better then having a ton of different set colors, so you can pick the color yourself.  (Everyone has their own favorite colors)
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 09, 2013, 09:32:13 PM
Yeah I mentioned that earlier, but I think having a color wheel would be better then having a ton of different set colors, so you can pick the color yourself.  (Everyone has their own favorite colors)

Any kind of user interface requires some testing, but I think it would be worthwhile to develop a generic color selection interface that could be used for carpet, clothing, etc. Rather than a color wheel I would prefer to see a small number of preset options plus an RGB value input. 80% of players would probably be fine choosing from a dozen presets or such, while the RGB value input lets the other players use any color they like. A color wheel would work too though - it all depends on what is going to be most effective for the most players.

How about I switch it over to Wd (watt days)? Just because smaller numbers are nicer and an "hour" is a bit ambiguous in this game anyway.

Thanks everyone; some of these ideas are quite good (especially the ones that address specific issues in the game as it stands).

This seems like a decision of realism vs. user-friendliness, in which case I think you should always choose the latter. I definitely think measuring the power in days is a good idea. For batteries, since you already display the amount of stored energy and the capacity, wouldn't it be easy would it be to display a "% charged" value as well? That would save the player some math.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 10:41:05 PM
There won't be a color wheel because passing parameters like colors to a material means running a new draw call, which could push up the draw call count and destroy performance in cases with a good number of varying colors.

Anyway - back on topic! More cheap ideas, I love 'em!
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 09, 2013, 11:44:51 PM
@Tynan how about a short list of restrictions such as the draw call, that way we can make better suggestions

here's a quick one.   make a new selection type, its like a mining area but it marks the area as a blasting area, mining in a blasting area would use up metal equal to the number of caps required to blow it up.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 09, 2013, 11:49:13 PM
@Tynan how about a short list of restrictions such as the draw call, that way we can make better suggestions

Well, drawcall stuff is pretty technical; there's no need to go that deep. A cheap idea is just a really simple variation or re-use of existing systems. Ideally something I could write in a handful of hours. That's all I'm after.
Title: Re: Your Cheapest Ideas
Post by: Finjinimo on October 09, 2013, 11:59:49 PM

 - "No Go Zone": Allows you to forbid areas of the map so that colonists won't go there.

 - Can you add equipment / items that you use the weapon slot? I'm thinking basic things like Hoe, Pick, Hammer to give a bonus to farming, mining, construction.

 - Corpse Skeletons: I see corpses have a "dead since day03" or whatever tag. Perhaps after a little while the corpse art asset can be swapped for a skeleton.

 - Random Skeletons: I like the idea of finding random skeletons already on the map when we arrive. Who were they, how did they get there, how did they die, can we avoid their fate...

Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 10, 2013, 01:19:58 AM
There won't be a color wheel because passing parameters like colors to a material means running a new draw call, which could push up the draw call count and destroy performance in cases with a good number of varying colors.

Anyway - back on topic! More cheap ideas, I love 'em!

Well I'll hope that purple is added in to the color option of carpets then!  Didn't realize it would be that involved.
Title: Re: Your Cheapest Ideas
Post by: Conti027 on October 10, 2013, 01:21:00 AM
Modular turrets.

Instead of a whole bunch of different turrets you put down a turret base and have different shooting mechanisms that go on the turret base.

Once again I'm not sure if this is too complex but you have to research the different shooting mechanisms.
Your start off with a extremely basic slow shooting mechanism.

More turret mechanisms could be..
Laser
Flame Thrower
Machinegun
Mortar
Cannon
Shock
Shield
Railgun
etc.

I think I might be missing the whole idea of Cheap ideas. hahaha
but I'm hoping my ideas are still pretty cheap.

Title: Re: Your Cheapest Ideas
Post by: miah999 on October 10, 2013, 04:10:33 AM
Molecular Recycler - Just use a recolored Paste Dispenser for the art, Colonists can bring it stuff like weapons, corpses or dead animals. It spits out either metal or food, which ever is appropriate. It would need a series of check boxes like a Dump so you can chose what you want to recycle.

I thought of this because I had 30+ guns lying on the ground, 26 in equipment racks, and all my colonists were armed. And it had been two cycles since a ship that could buy them had been by, and the last one only had enough money for 4 pistols. And I wasn't in the mood to waste a ton of metal on 15 more equipment racks. And that's not to mention the 10+ dead animals, and the 50+ dead raiders.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 10, 2013, 04:37:48 AM
How about some Easter eggs from the four prototypes.

They could be super rare random events or cheat code activated. 
- a lost college student wants to join your colony or frizbee golf team, what ever he's up for anything.
- government agents arrive and attack
- zombies attack
- ( not sure what to do with the starship builder)

The beauty of these is zombies and such should still be in your code somewhere
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 10, 2013, 07:39:27 AM
There won't be a color wheel because passing parameters like colors to a material means running a new draw call, which could push up the draw call count and destroy performance in cases with a good number of varying colors.

A color system might be too costly to worry about in this thread. However, I think it would be good to see in the future. I don't know how the objects in the game are implemented, but here was my understanding of how something like this would work:


That way seems like after the colored carpet is created it would function identically to the current carpets. Or am I not understanding the implementation?

Anyway, back to cheap ideas:

Trade Interface - The click and drag functionality of the trade screen is unique, but anything that takes time for numbers to increase seems like it would run into scalability problems with large values. I think the most effective solution here would be to let the player input the values via keyboard, but that would require constraints and some testing. What about having "Trade Half" and "Trade Max" buttons? Similarly, People and Weapons could have a "Buy All" button.

It seems like those should be easy to implement, and they could save players some time and effort.
Title: Re: Your Cheapest Ideas
Post by: Hypolite on October 10, 2013, 08:03:45 AM
That way seems like after the colored carpet is created it would function identically to the current carpets. Or am I not understanding the implementation?
The current system is
1. Load associated image from sprite
2. Display

Your system would be
1. Load a texture image from sprite
2. Color it according to the stored color
3. Display

It may not seem much more, but if you have a 100x100 surface covered in carpet, the first way would be:

1. Load the 3 carpet images from sprite
2. Display 10 000 times any of those images

= 10 003 operations, 3 images in memory

With color selectable carpet, it becomes:

1. Load the texture image from sprite
2. Load 10 000 selected colors (even if it's the same for each)
3. Paint 10 000 times the texture (could be improved with a cache system, increasing complexity)
4. Display 10 000 times the painted image

= 30 001 operations, 10 000 image memory needed, optimization work needed, etc...
Title: Re: Your Cheapest Ideas
Post by: CaptainShootALot on October 10, 2013, 09:34:57 AM
Statues!

Immortalize your favourite colonists by placing a gray/stone-ish version of them on a plaque.
Title: Re: Your Cheapest Ideas
Post by: Blitz on October 10, 2013, 09:54:06 AM
I have another 2 that should be quick and easy.

The first one comes from me having a wall against the edge of the map that had a comm center in front of it. I could not repair the wall in the middle block behind the comm. My suggestion: increase the repair distance to 2.

The second suggestion is basically the same, but relates to fire. I had lightning strike the center of one of my solar panels. I could not put the fire out in the middle of the panel. Suggestion: increase the firefighting range to 2.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 10, 2013, 09:59:08 AM
Fire produces light, that should be good for your power  :P
Yes I agree 1 extra range would be awesome and would solve some of the building/pathing issues
Title: Re: Your Cheapest Ideas
Post by: huxi on October 10, 2013, 10:15:25 AM
+1 to Blitzkriegslers suggestion.

I saw your fight and was pretty sure that this would be the end of your colony.  :o
Keep up the awesome videos!
Title: Re: Your Cheapest Ideas
Post by: Nero on October 10, 2013, 12:02:25 PM
Alt + Tab friendly - Make sure it doesn't crash if you Alt + tab out.
Title: Re: Your Cheapest Ideas
Post by: daft73 on October 10, 2013, 12:57:49 PM
Sooo many ideas floating around in here, great stuff. There are quite a few ideas floating a round concerning the dead, at least the burials of them. How about a Mausoleum type building that can be built to house the dead, but also adds a positive bonus towards the colonists. It could house "X"bodies and be built through tech or such.

A mechanic dealing with undead could be interesting, as well as lead to some interesting stories.  ;)
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 10, 2013, 12:58:11 PM
That way seems like after the colored carpet is created it would function identically to the current carpets. Or am I not understanding the implementation?

other stuff

It has to do with the properties of graphics hardware. Modern graphics hardware is very, very fast at processing huge data sets (millions of triangles and pixels). However, it is very, very slow at changing the parameters of that processing. The most important of these parameters is the material that is being used.

On "draw call" is of the form "draw this mesh using this material". There are two costs to the draw call. The first is setting it up - a fixed cost having to do with changing to a new mesh and a new material being drawn. The other is actually drawing the stuff, which is a cost that gets larger as the complexity of the mesh/material increases. However, meshes and materials have to be extremely complex before they start slowing down the system. In RimWorld, by far the most important rendering cost is the fixed cost of every draw call. To reduce this cost I actually combine all the non-moving meshes in each 17x17 square of the map into one dynamically as they change, so I can draw them all at once.

The thing with carpets with a color picker is, the only way to implement this is to create a generated material with a color parameter. But then, if the player makes carpets of many different colors, they could force the machine to run a draw call for every different color, which, in bad cases, could destroy your performance.

Anyway - I'll add more carpet colors eventually, I think. Perhaps patterns!

Back to the cheap ideas!
Title: Re: Your Cheapest Ideas
Post by: FangoWolf on October 10, 2013, 01:28:53 PM
So the paste dispenser, dishes out paste so the colonists will have energy to accomplish tasks.  How about reversing the polarity.  A food processor that converts food stuff into energy.
Title: Re: Your Cheapest Ideas
Post by: FangoWolf on October 10, 2013, 01:45:31 PM
What about a mechaboom rat.  Functions as a mad boomrat but will not go off unless near an enemy and not in the home area.
Title: Re: Your Cheapest Ideas
Post by: Dejix on October 10, 2013, 04:06:06 PM
Large door. Something that covers 2 cells. 'Nuf said.

Cheap ideas are hard to think of. XD
Title: Re: Your Cheapest Ideas
Post by: Blitz on October 10, 2013, 04:09:17 PM
Make unarmed colonists who have been drafted automatically repair turrets (not walls or sandbags).
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 10, 2013, 05:15:06 PM
Oooh a hospitality suite, that's a great idea!
Title: Re: Your Cheapest Ideas
Post by: Matt.All on October 10, 2013, 06:13:34 PM
So the paste dispenser, dishes out paste so the colonists will have energy to accomplish tasks.  How about reversing the polarity.  A food processor that converts food stuff into energy.
Oh wow, when I started reading that, I was sure you were going to finish with "How about a food processor that converts colonists into paste".

Which... might be a decent gameplay idea. In a pinch, draw straws as to who gets to take a trip to the Soylentnator?
Title: Re: Your Cheapest Ideas
Post by: Dejix on October 10, 2013, 06:45:35 PM
Can cover affect structures? An example would be if you pile sandbags against a turret (or close to it) will it be harder to hit? If not, it should. right?
Title: Re: Your Cheapest Ideas
Post by: Blitz on October 10, 2013, 07:39:39 PM
Can cover affect structures? An example would be if you pile sandbags against a turret (or close to it) will it be harder to hit? If not, it should. right?

Sandbags do provide cover for turrets.
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 10, 2013, 08:29:13 PM
  • Bed ownership–Travelers: Allows you to make a hospitality suite. Travelers will stay the night, maybe tipping you for courtesy or joining you (I guess depending on the Happiness they get as a result of their stay?).

That's a great Idea! The travelers should have to pay 10 money to stay the night.

You could also make equipment racks that "sell" weapons and such to a passerby, or a food paste dispense to sell food, (but I'd say it can't be the same one for the colonists).

Then you'd could have a hotel, a store and a restaurant. A whole new way to earn money and a new focus for your colony, especially when playing with Phoebe Friendly.
Title: Re: Your Cheapest Ideas
Post by: Pheanox on October 10, 2013, 08:31:41 PM
An option to smooth mined walls.

Ability to build earthen(underground tile) walls.
Title: Re: Your Cheapest Ideas
Post by: Keyreper on October 10, 2013, 09:58:35 PM
farms on individual ties instead of one big farm, different types of food for each dispenser, windows, hair style that gives bonus points.

EDIT: flame thrower, or just go tell someone to go start fires, just to annoy raiders! your friends!
Title: Re: Your Cheapest Ideas
Post by: walti921 on October 11, 2013, 01:25:56 AM
BOOMRATS:

Boomrats chew your power conduits, then explode once they get through the rubber (or whatever coats them)

Boomrats occasionally try to nest in your geothermal power generators when they go offline and when re-enabled BOOM!

Boomrat infestation, Boomrats start breeding VERY prolifically...

Strange Boomrat plague which results in mass boomrat insanity... this could be a problem.

Also i think a giant aggressive squirrel should be implemented.
Title: Re: Your Cheapest Ideas
Post by: huxi on October 11, 2013, 07:28:04 AM
A lightning rod that prevents lightning damage in the surrounding area?
Title: Re: Your Cheapest Ideas
Post by: Spike on October 11, 2013, 08:22:18 AM
Modify the Overview window so that it also shows what weapon the colonist is equipped with.
Title: Re: Your Cheapest Ideas
Post by: Lechai on October 11, 2013, 09:46:11 AM
<Tim sticks his head into Colin's room>
Tim: "Colin, i just wanted to thank you for burying all those raider corpses, you never seem to complain and i.... "
<Tim points at a table full of alchemical equipment and a sack of potatoes>
Tim: "whats that?"
Colin: "What's what? Oh, um, that. It's, ah, for research.... ing?!"
Tim: "Colin, are you making moonshine?"
Colin: "No, I'm, ah.... Yes. Don't tell anyone."
Tim: "Never mind that, where did you get the coin for the gear?"
Colin: "Raider Wallets."
Tim: "Ahhhhh, so that's why you never complain about digging graves."
Colin: "Your not going to tell everyone are you?"
Tim: "No."
<Tim turns to leave, then stops and smiles.>
Tim: "Let me know when the first batch is ready!"

Cheap idea's:
Burying Corpses nets 0-10 credits
Moonshine distillery: Increases happiness, decreases all skills a little.
Title: Re: Your Cheapest Ideas
Post by: Gazz on October 11, 2013, 09:50:03 AM
...chance to cause blindness. =P
Title: Re: Your Cheapest Ideas
Post by: BananaFromHell on October 11, 2013, 10:05:40 AM
A farm which is more efficient and where you can grow more crops on
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 11, 2013, 12:33:38 PM
When Raiders arrive, during their staging period, allow the colonist to contact them via the com system so they can try to bribe them to make them leave without a fight.

You could make so the raiders have a specific set of demands, that if the colonist can't comply they'll be attacked as usual.

This could allow players to develop a less bloody strategy.
Title: Re: Your Cheapest Ideas
Post by: Ben on October 11, 2013, 01:58:21 PM
I'm not sure what's cost effective as I'm Fifteen and the only scripting knowledge I know is Pawno, for San Andreas Multiplayer where all of the functions are premade for you--... Anyway onto my idea.

I believe this is cost effective as it's essentially a tile that script wise just freezes the movement of the AI, changes the sprite to a different animation and allows a simple interaction. My idea is called the Pit, and is essentially a trap for not only animals and inspires hunting but may be great as defense for your base. There's two ways this can go, I believe the first is more cost effective or time effective.

The first way is that the drop of the pit is so low that it knocks the enemies unconscious, where you can simply just implement the pre-made capture system. However then for those picky users, like myself, you have to find a way for you to realistically pull a body from the pit instead of just teleporting him out.

The second way will take a whole new system, where when the enemy drops they are still conscious and can fire up out of the pit they are in and you can either leave them to rot or attempt to capture them with a chance of getting shot.

It's simple but I think it'll play a large part in defense mechanicsms and can go even futher. Such as camoflauging the pit may only work on grass land and enemy detect it on sand or other materials. Perhaps you can implement Z-Levels so they drop into a premade prison!?
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 11, 2013, 04:12:26 PM
Boomrats chew your power conduits, then explode once they get through the rubber (or whatever coats them)

This idea seems like a great addition, but might take a deal of time and effort since it's a new behavior and a new mechanic. But it seems like it would be better as an occasional surprise than something Boomrats actively pursued. Maybe something like:
Code: [Select]
chewingWiresRoutine()
if (boomrat is within X distance of a power conduit && % chance)
     //move to nearest power conduit and start chewing wires

Modify the Overview window so that it also shows what weapon the colonist is equipped with.

Showing more information to the player is a good thing! If there's already a check in game to see which weapon a colonist is carrying, and each weapon already has an associated icon, it seems like it would be easy to run the check and display the icon.

Would anyone like to see One Way Doors? The obvious application is a prison, but I think there are other uses like routing traffic and such. For people who have played the game, does this seem like something you would use? If a door normally opens by detecting colonists on either side is seems like it should be easy to cut that functionality in half, but if AI behavior has to be adjusted it could be more complicated.
Title: Re: Your Cheapest Ideas
Post by: GC13 on October 11, 2013, 04:35:36 PM
What good does a one-way door do? A warden needs to enter the room to feed and speak to the prisoner right now, so you'd just need another way out.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 11, 2013, 04:39:48 PM
When trying to think about whether your idea is cheap, be sure to consider: Will the AI need to act differently to handle this addition without seeming dumb?

For example - the reason I haven't put a dangerous sandstorms in the game yet is because it's much more expensive than lightning storms or fog. Not because the effects of the storm are any more complex - it's easy to make a system that harms everyone out of doors (since RW already tracks indoor and outdoor spaces). What's hard is making colonists respect that and avoid going outdoors. Consider the behavior implications of this. What happens if:
-A colonist wants to haul a piece of metal but there's a sandstorm and it is outdoors?
-A colonist is hungry but the only available food is outdoors? What if they are starving? What if they are warden and a prisoner is hungry or starving? Something has to happen, so what would it be?
-A fire is burning the colony outdoors?
-Raiders are staging an assault when the sandstorm comes in?
-There are more!

There are other implications too.
-Do raiders still land during sandstorms?
-If they don't, how does the AI Storyteller compensate for this lost threat? Does she hold onto it until after the sandstorm? But then that might create a weird high threat density just after the standstorm?

A good game designer thinks through all the implications of an idea instead of only those that are most obvious or interesting. So try to do that!

Boomrat wire-chewing would be affected by this. Yes, it's easy to make Boomrats chew wires. But what do colonists have to do to respond to that? What new notifications have to be given to avoid frustrating players? Is this notification spam? It's not a bad idea, but these things need to be addressed.

So - looking forward to more cheap ideas!

New weapons
Animals with one simple new behavior
Simple new raid types or raider types
New objects to have on the map at game start


Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 11, 2013, 06:00:10 PM
i was thinking about animals, you mentioned that "aliens" would be genetically altered or evolved earth animals.
along those lines i would expect almost all animals to be common pets and farm animals.

unpopulated rimworld planets would likely be seeded with farm type animals.

I think adding a new type of grazing animal like a herd of pigs would be a good addition.

a chicken type animal would be good to, maybe it prefers to hang around your dump site and farms.

lastly i was thinking a lone predator would be cool, something that feeds on the local wildlife and is dangerous if it gets to close to you.  maybe a dog that evolved from a domestic pet but went feral

Weapons:
i've said it before and i will say it again, tasers and other nonlethal options would be a great alternative way to capture raiders.   how about a rubber bullet or bean bag firing riot gun? sadly i think these would require a knocked unconscious mechanic.

Map objects:
a random chance to have a small run down abandon building on the map when you start the game.
nothing big just one or two buildings 8x8 with 1/4 of its walls collapsed and maybe a chair and a table inside

Title: Re: Your Cheapest Ideas
Post by: Conti027 on October 11, 2013, 06:29:26 PM
Wall lamps/lights

A light source to put on a wall, Would be great when mining into a mountain or just to put in buildings

Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 11, 2013, 06:33:23 PM
Wall lamps/lights

A light source to put on a wall, Would be great when mining into a mountain or just to put in buildings

Chem-light a light that doesn't require power.  this would only last about a day cycle and would be really cheap to make.
Title: Re: Your Cheapest Ideas
Post by: Keyreper on October 11, 2013, 07:02:34 PM
sunglasses that do nothing
Title: Re: Your Cheapest Ideas
Post by: nomadseifer on October 11, 2013, 07:24:03 PM
A raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world.  Assuming he has a sniper rifle?   
Title: Re: Your Cheapest Ideas
Post by: Hypolite on October 11, 2013, 07:33:24 PM
A raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world.  Assuming he has a sniper rifle?   
You can also post this idea in the thread about new types of raids (http://ludeon.com/forums/index.php?topic=12.0) :)
Title: Re: Your Cheapest Ideas
Post by: Spike on October 11, 2013, 07:53:40 PM
Rough Terrain - Barbed Wire is an artificial structure that slows movement, should there be a natural terrain that slows movement?

Already exists. :P  If you look closely at the videos, you can see that various terrain has movement penalties... sand, debris, all already works that way.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 11, 2013, 07:55:52 PM
Nonlethal weapons is one of the best ideas in this thread so far :)
Title: Re: Your Cheapest Ideas
Post by: Hypolite on October 11, 2013, 08:02:58 PM
Breaking: Dildos in RimWorld!  ;D
Title: Re: Your Cheapest Ideas
Post by: nomadseifer on October 11, 2013, 08:59:01 PM
A Trader who sets up a contract deal with you.  X money up front for Y amount of some resource every week for 10 weeks.  You break the contract, trader sends a raid to take whats owed, with interest.  Not sure if that would require an extra mechanic.  Seems easy enough to me :)
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 11, 2013, 09:06:22 PM
You know what's cheap? Data Entry! I was watching Blitzkriegsler's LP (http://ludeon.com/forums/index.php?topic=190.0) and noticed things like Mineral has Health but doesn't say it can be mined for Metal. Just UI-wise there doesn't seem to be a way to tell the difference between Mineral and Rock. Similarly when selecting things like Muffalo it tells you what the Muffalo is doing but not what a Muffalo is.

I think having a "description" field in the display when selecting things would be a valuable, cheap addition. For example, Mineral's description could say "This can be mined for metal" and a Muffalo's could be "A large herbivore". These descriptions could help new players get acclimated to the game. Also, if you wanted to get fancy you could parametrize the descriptions to make them different for different instances of a thing (like having fat/thin, large/extra large, wooly Muffalo).
Title: Re: Your Cheapest Ideas
Post by: IdeaBoy on October 11, 2013, 09:16:57 PM
Instead of running away the raiders could feel hopeless and just give up they would put there hands up (too circles around there body in the air) and wait for you to capture them or kill them.
Title: Re: Your Cheapest Ideas
Post by: Conti027 on October 11, 2013, 09:56:34 PM
When something crash lands sometimes there are survivors.

Being able to decided on what priority of the stuff the colonist do, able to set that priority different for each one.
Title: Re: Your Cheapest Ideas
Post by: Dejix on October 12, 2013, 01:36:55 AM
I noticed lightning rod as a suggestion somewhere but what about lightning farming or harnessing? There is a lot of juice in one of them Zeus bolts that could power some nice stuff.
Title: Re: Your Cheapest Ideas
Post by: StarGazer on October 12, 2013, 07:20:44 AM
Nonlethal weapons is one of the best ideas in this thread so far :)

On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 12, 2013, 07:50:28 AM
Nonlethal weapons is one of the best ideas in this thread so far :)

On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!

if we eventually get to raise animals, being able to lasso them and bring wild ones to your pen would be useful.
hopefully in the next few builds muffalo and squirrels will provide meat.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 12, 2013, 02:42:52 PM
just thought this one up.

dense vegetation:
it works like a man-made wall in that its impassable, casts a shadow, can be burnt down.
they would come in clumps and be naturally occurring, colonists can remove them with the cutting plants option.
maybe even let them be a plant-able item.

this could work as a cheap wall that pirates need to burn down or just a cool cosmetic feature. (hedge maze anyone?)
Title: Re: Your Cheapest Ideas
Post by: Ember on October 12, 2013, 03:13:43 PM
micro solar panel
a smaller solar panel that takes less space than the ones already in game

thinking that either 4 or 9 of them take up the same space as a large but wont ever produce more power combined than a large.
could also make the large one research-able and the small ones available at the start
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 12, 2013, 03:29:46 PM
Animals spawn food when killed - I've noticed watching LPs that player can bury Muffalo corpses, but other than that and psychotic animals there doesn't seem to be much interaction with wildlife. If animals spawned food on death it could make hunting a source of food. It also sets up for a future introduction of different types of food, like vegetables and meat.

Sims-style speech bubbles - Tynan has written a number of blog entries about game design, and in this one titled "The Simulation Dream" (http://tynansylvester.com/2013/06/the-simulation-dream/#more-729) he mentions the effect conversations in The Sims series have on players. Should we use the same kind of thing when Colonists talk to each other, with a speech bubble and some image of the conversation topic inside? That wouldn't have to change any behavior, just display extra graphics.

Chemical/Persistent Fires - Fires that don't extinguish unless a colonist puts them out.

I read that article too.  i think the thought/speech bubbles should be a mix of symbols and emotes.
that way you can get a idea of what they are talking about and a way to instantly recognize their mood.

emotes -happy, sad, hurt, scared, bored, tired.
cloud/sun -talking about the weather
hamburger -hungry
skull -danger/death

just a few ideas, great idea SpaceEatingTrex
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 12, 2013, 07:28:42 PM
don't know why i didn't think of this before (maybe its already been mentioned?)

wind turbine
-an alternate source of power, runs day and night, needs wind to run.
Title: Re: Your Cheapest Ideas
Post by: Keyreper on October 12, 2013, 08:17:37 PM
a slide bar for difficulty before starting a game
Title: Re: Your Cheapest Ideas
Post by: Kazzier on October 12, 2013, 08:37:48 PM
Pointless Items

I actually like having items in games that serve little to no purpose. For example a piece of meteorite you can pick up. It does nothing, but hey, maybe I can start a meteorite collection.

A random animal or human skull out on the plains that you can pick up. You get the gist.

They can be sold by trade ships as a novelty and to add more depth to the game.

Incinerator
Should be quite easy to add. Every time an item is deposited in an area / machine it is burnt and destroyed.
Title: Re: Your Cheapest Ideas
Post by: Spike on October 12, 2013, 10:23:38 PM
Watching Blitzkriegsler's video playthrough (http://www.youtube.com/watch?v=AxVq_b6MMG8), he had a lot of rabid animals.  On one, he clicked outside of the message area, closing it, and had no way to see where the affected animal was (at 14:25).  So...

* Message Log: A timestamped log of events, with the option to "go to" the area of the most recent few.
Title: Re: Your Cheapest Ideas
Post by: Rhok on October 13, 2013, 12:05:53 PM
in the main menu... put a "Quickdraw" button (in keeping with the western theme)

i dont want to know what storyteller i am getting... or who my colonists are... or whatever else there is to choose... make it all random and drop me off
Title: Re: Your Cheapest Ideas
Post by: huxi on October 13, 2013, 02:21:54 PM
This is in response to the 2013-10-09 build that Blitzkriegsler is currently playing.

It seems like searching for the person with the highest level of something is a bit cumbersome. I think it would be nicer if the overview had the option to sort the colonists by selectable skill level. The current UI is also hiding that info behind mouse-overs which won't translate very well to touch devices. It would be better if those values would be visible all the time, even for non-touch devices. More information at a single glance.

I don't like the change that the weapons people are carrying are only visible as an icon if the people are already drafted. This makes it harder than needed to find people with a certain weapon.

Not sure if something like this exists already but it would be nice if there was some keys to toggle through all the colonists. This should center on the currently selected colonist and show its stats.
Title: Re: Your Cheapest Ideas
Post by: BananaFromHell on October 13, 2013, 02:27:48 PM
in the main menu... put a "Quickdraw" button (in keeping with the western theme)

i dont want to know what storyteller i am getting... or who my colonists are... or whatever else there is to choose... make it all random and drop me off

I like that Idea! You will probably get a lot of youtubers playing with a randomly generated colony
Title: Re: Your Cheapest Ideas
Post by: Christian on October 13, 2013, 02:55:17 PM
Not sure if any of these have been suggested already:

- Forcefield doorways that can be calibrated to only let certain people through and damages or incapitates those who aren't
- Cloaking devices and silent weapons - for stealth tactics
- Mounts - tameable animals that you can ride for an advantage in combat, carrying more items on long excursions, add an auto turret to or attach an explosive to and use a decoy against enemies
- Riot shields
- Traps - ranging from primitive spike pits or nonlethal nets to advanced laser grids and mine fields
- Deployable drones that assist in combat, can specialize in healing or providing shields or just be weaponized
Title: Re: Your Cheapest Ideas
Post by: NotUserFriendly on October 13, 2013, 07:50:10 PM
Adding a new trader, one who can instantly sell you a piece of research, maybe a science vessel that buys metal and food, but sells research and advanced weaponry.
Title: Re: Your Cheapest Ideas
Post by: Spike on October 14, 2013, 10:42:29 AM
I'm not really sure where this would fit, and didn't want to start a new thread.  So I'll throw it in here...

Watching Blitzkriegsler's live stream, he commented about wanting to relocate the stockpile but not having the resources.  I think it might be better to not have the game place anything at the start other than the crash pods dropping.  No bedrolls, stockpile or dumping areas; instead boost the starting resources the player gets, and give them a few tutorial pop-ups (with toggle to never show again) to place the needed infrastructure.  This way you could crash on the map, colonists get out, game auto-pauses, and you can decide where you want to start.
Title: Re: Your Cheapest Ideas
Post by: mumblemumble on October 14, 2013, 05:55:01 PM
*Hardened conduit : Harder to blow up, and is insulated enough that the current works even in solar flares. Much more expensive though.

*Industrial grinder : Grind up stones for a small return of scrap, or bodies for food. Grinding up humans for food is doable, but has a huge effect on loyalty, happiness, and fear.
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 14, 2013, 05:56:05 PM
*Rattlesnakes*

Just wanted to second Jojomon's idea because a Rattlesnake-like creature would fit the setting so well! Since the Biome module seems like one people would really want to see, this might be something to consider in that context. For example, rattlesnake-like and coyote-like creatures would be fitting in a desert biome, while anacondas would fit in a jungle biome, etc.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 14, 2013, 06:00:01 PM
rattlesnakes could hide in shrubs, it would make for a random encounter when clearing plants
Title: Re: Your Cheapest Ideas
Post by: IncredibleNode on October 14, 2013, 07:16:49 PM
More wall types would be pretty cool i did set up a suggestion thread - http://ludeon.com/forums/index.php?topic=253.0
Title: Re: Your Cheapest Ideas
Post by: thekillergreece on October 15, 2013, 07:00:22 AM
Melee weapons!

Knife:
Damage: 25
Recharge Time: 2 seconds
Found: Uncommon. From raiders or around the planet.

Baton:
Damage: 10
Recharge Time: 1.5 second
Found: Common. From raiders or around the planet.

Fork:
Damage:15
Recharge Time: 2 seconds
Found: Uncommon. From raiders.

Chainsaw:
Damage: Instant death(By ripping head off or torse)
Recharge Time: 5 seconds
Found: Rare. From special raiders(Unknown if will be added)

Pencil:
Damage: 5
Recharge Time: 0.5
Found: Common. From raiders or around the planet.

Rock:
Damage:10
Recharge Time: 2 seconds
Found: Common. From raiders or around the planet.
Survivors or raiders can carry only 10 rocks.

Hammer:
Damage:20
Recharge Time: 3 seconds
Found: Rare. From raiders.

Screwdriver:
Damage:10
Recharge Time: 1.5 second
Found: Uncommon. From raiders.

----------------------------------------------------------------------------------------------------
Weapons:

Mortar:
Damage: 50
Recharge Time: 10 seconds
Range: 32
Accuracy: 2
Price: 2.500
Found: Rare. From raiders.

C4:
Damage: 25
Recharge Time: 1 second
Range: 5
Price: 500
Found: Rare. From raiders.
Title: Re: Your Cheapest Ideas
Post by: dustindps on October 15, 2013, 06:30:09 PM
*Blast doors - High hp, can only be opened and closed from a terminal. Used for Bio hazards or Raider attack.

*Neurotoxin - Poisonous gas that will slowly kill all entities near it. Can only be used indoors. Used against raiders or for conspiracies.

*Slave chains - So they know their place. Decreases movement speed and unable to use weapons. Increases time they can be awake to work. More fear = Increased movement speed (still encumbered compared to unchained) + Increased wake time.

*Space Fungus - If a body is not buried, has a low chance to reanimate and attack closes npc.

*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?



Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 15, 2013, 07:18:58 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?

this is a top down game, i don't think that would translate well.
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 15, 2013, 07:43:24 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?
this is a top down game, i don't think that would translate well.

salt1219 brought up a good point - if pictures were hung/built on a wall they could be impossible to see most of the time. However, I think RimWorld would really benefit from from generated objects like Dwarf Fortress' statues, engravings and etc. That is to say, pictures could be of animals, plants, landscapes, colonists, etc. Those add a lot of style and fluff to the game - some of the more memorable moments in Dwarf Fortress come from them.
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 15, 2013, 07:48:57 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?

this is a top down game, i don't think that would translate well.

What about paintings on an easel then.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 16, 2013, 04:06:21 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?

this is a top down game, i don't think that would translate well.

What about paintings on an easel then.
That might be angled enough.
We need to keep in mind the art isn't set in stone yet, so we might get a slightly different view angle.  If we saw more of the side of walls it would open up all kinds of things like this.
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 16, 2013, 10:51:51 PM
*Pictures - Picture frames of colonists to hang on wall, passed or alive. Linked with relationships?

this is a top down game, i don't think that would translate well.

What about paintings on an easel then.
That might be angled enough.
We need to keep in mind the art isn't set in stone yet, so we might get a slightly different view angle.  If we saw more of the side of walls it would open up all kinds of things like this.

Tynan has said it will always be top-down, so I'm not sure how much the angle might change.
Title: Re: Your Cheapest Ideas
Post by: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s

He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.

Sorry if this was already posted (or if this thread isn't meant for UI feedback).
Title: Re: Your Cheapest Ideas
Post by: Joe_Robins on October 17, 2013, 07:06:16 AM
I did search and although I found ideas that had the same name, my concept is slightly different.

Here is my super simple idea, a power switch.

When placed it conducts power and can be toggled on and off.

Possible use cases:
Creating backup battery banks that you can enable if power gets disrupted
Creating power grids that allow you to prioritize power in an emergency, i.e one circuit that disables hydroponic lighting when power is low and raiders strike.
Title: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 17, 2013, 07:41:33 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

That seems like a good user-friendly feature. Having an extra checkbox per job that checks or unchecks all colonists from that job seems like it shouldn't be too hard to implement. Having game remember which colonists were checked beforehand might be a bit more complicated, but I think a simple array could handle that. However, would we want to remember which colonists were checked, or would it be more convenient to make it always check/uncheck all? MarchingHome mentioned GC13's situation wherein he wanted every colonist unchecked, but there are other situations in which you would presumably want all of them checked.

We'd also have to consider edge cases, like what happens when someone new joins the colony. I think a good solution here is to have the job checkboxes automatically assign/unassign all colonists who aren't incapable of a job.
Title: Re: Your Cheapest Ideas
Post by: mumblemumble on October 17, 2013, 12:00:30 PM
Since theres currently tons of events to invoke misery on the player, but relatively few to help the player, here are a few positive event ideas.

Shipping error : Another colony messed up on the coordinates for their metal / food / gun shipment, and it lands in your base for you to take.

"Lucky" thunder strike : A bolt of lightning hits JUST right, and gives your grid a large jump of power.

Bounty hunters : A group of bounty hunters just so happened to be commissioned to take down the group of raiders attacking you due to attacking another base previously, so you get assistance for the battle.
Title: Re: Your Cheapest Ideas
Post by: Haplo on October 17, 2013, 12:49:07 PM
Your bounty hunter idea gave me the following idea:
With a raider drop comes a single (or duo) of colonists who wants to join your colony. They drop halfway between the raiders and the colony.
Background: The raiders originaly hunt the colonist(s). They see your colony and decide to run their to request help.
This will get you instandly a new colonist for free (like the event, were a colonist joins) but has the disadvantage that the raiders will instantly attack your base because of the 'see colonist trigger'.

Edit:
Hmm, I should have posted this with the storyteller ideas.. Oh well, too late..
Title: Re: Your Cheapest Ideas
Post by: Semmy on October 17, 2013, 12:56:22 PM
Your bounty hunter idea gave me the following idea:
With a raider drop comes a single (or duo) of colonists who wants to join your colony. They drop halfway between the raiders and the colony.
Background: The raiders originaly hunt the colonist(s). They see your colony and decide to run their to request help.
This will get you instandly a new colonist for free (like the event, were a colonist joins) but has the disadvantage that the raiders will instantly attack your base because of the 'see colonist trigger'.

Edit:
Hmm, I should have posted this with the storyteller ideas.. Oh well, too late..

besides that you could refuse to help out the guy and sell him to the bounty hunters d-;
Title: Re: Your Cheapest Ideas
Post by: Haplo on October 17, 2013, 01:12:39 PM
Some people are soo mean to poor small colonists..
*In the background the 'rescued colonist' sneaks out through the backdoor with 200 metal in his pockets*  ;)
Title: Re: Your Cheapest Ideas
Post by: Lechai on October 17, 2013, 06:09:53 PM
I'm pretty sure that this has been suggested before, but i liked it.
No starting buildings!
ie: no stockpile sleeping spots or trash heap, just the metal to make them.
the idea of crash landing next to these buildings has always grated on me a little.
The only issue i can think of is the new player learning curve.
or did Ty make it this way to know roughly where the player would build to spawn raiders appropriately?
Title: Re: Your Cheapest Ideas
Post by: MarchingHome on October 17, 2013, 08:39:15 PM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

That seems like a good user-friendly feature. Having an extra checkbox per job that checks or unchecks all colonists from that job seems like it shouldn't be too hard to implement. Having game remember which colonists were checked beforehand might be a bit more complicated, but I think a simple array could handle that. However, would we want to remember which colonists were checked, or would it be more convenient to make it always check/uncheck all? MarchingHome mentioned GC13's situation wherein he wanted every colonist unchecked, but there are other situations in which you would presumably want all of them checked.

We'd also have to consider edge cases, like what happens when someone new joins the colony. I think a good solution here is to have the job checkboxes automatically assign/unassign all colonists who aren't incapable of a job.

I agree with you, but actually the situation with GC13 was that he first wanted all checkboxes unchecked for that kinda job, and after that he wanted the checkboxes that were previously checked checked again (not all).

One could find it more useful to check/uncheck everything with a single click instead of what I was proposing.
The one option (remembering what was checked) would actually give an administrative advantage (not having to remember who was assigned to do the job), but the other option (check/uncheck all) would just save a lot of clicks.

I hope I'm clear about this (alcohol plays a role here).
Title: Re: Your Cheapest Ideas
Post by: GC13 on October 17, 2013, 09:12:38 PM
Well, if we're adding in features just for me...

How about have both? You open up the screen when you haven't messed with the "all" check box, and you click the "all" check box: everything turns off in that category. You click it again, and it goes back where it was. Click it a third time, and it goes to all selected. And it just keeps bouncing between "what it used to be, plus whatever manual enablings/disablings you've made" and all/none.

It's not the most intuitive thing in the world, but I think people will get used to it quickly if it's ever pointed out to them by the game.
Title: Re: Your Cheapest Ideas
Post by: MarchingHome on October 17, 2013, 10:22:33 PM
Well, if we're adding in features just for me...

How about have both? You open up the screen when you haven't messed with the "all" check box, and you click the "all" check box: everything turns off in that category. You click it again, and it goes back where it was. Click it a third time, and it goes to all selected. And it just keeps bouncing between "what it used to be, plus whatever manual enablings/disablings you've made" and all/none.

It's not the most intuitive thing in the world, but I think people will get used to it quickly if it's ever pointed out to them by the game.

I really like that idea!

Another idea (nothing to do with GC13, sorry):
Sometimes, you want to finish building a turret, no matter the costs. When a colonist is wandering off to bed and you click "prioritize building this turret thingy" it builds like 5 of the 16 blocks and then wanders off to bed again. I've seen multiple LPs and every single on of them had commentary like: "nooooo, finish the turret! [click again, again, and again]"

You (Ty) yourself has drawn the simmilarity to The Sims. One thing that always bother me was when I gave them a job and they did it for 4 seconds and then said: "Noooo, I wanna sleep!", when I was like: "No, finish this! Because you're gonna be even less happy when you wake up and you didn't do this."

If a player knows what he/she wants to accomplish, the colonists AI shouldn't get (too much) in the way. If a player clicks something twice while a colonist doesn't want to  do that for more than a few seconds, the colonists should keep doing that. Otherwise, the player will just keep clicking on "prioritize [job]." Whatever the costs (death of the colonist...), the player needs to feel he/she's in control.

Anybody disagree?
Title: Re: Your Cheapest Ideas
Post by: SweetLogan on October 18, 2013, 08:05:13 AM
Interior Walls
  -They could be slightly cheaper, build faster, with less HP.
  -Increase happiness with a room, over the thick, cold metal walls. These interior walls have decorative paneling!
 (Apologies if this is elsewhere, but most of what I see about walls/structures is for modifying combat, not decreasing resource use or upping happiness.)

Selling research, either so you have to do it again or just for quick cash, to a passing colony ship.
  (Buying was suggested. I don't think selling was. This also might already be planned with factions/trading research)

An event where a weapon breaks or is lost.

A training dummy to shoot/punch to upgrade your combat skills, outside of combat.

A flare gun that scares off animals or recalls colonists. (has a chance to catch something on fire)

Smaller/1x1 dumping areas, to allow more flexibility. (Plus, you can make an S.O.S. with rocks!)

A recreation/social room or lounge chair, where idle citizens go to increase happiness. (Could also be used as a focal point, if the game gets an alarm to call citizens back to base, during an attack.)

A backpack/cart that causes your colonist to go slower, but carry more.
Title: Re: Your Cheapest Ideas
Post by: Blitz on October 18, 2013, 12:24:22 PM

A recreation/social room or lounge chair, where idle citizens go to increase happiness. (Could also be used as a focal point, if the game gets an alarm to call citizens back to base, during an attack.)


Heh, draft a person, right click on the unhappy colonist, click 'arrest'. They unhappy guy gets to go to my fear inducing dark dirty cave of doom to sleep on the hard floor. This way he gets to learn what it is like to be unhappy. If he gets sent to prison multiple times, he needs to watch out for the slaving ship.
Title: Re: Your Cheapest Ideas
Post by: SweetLogan on October 18, 2013, 08:12:08 PM
A recreation/social room or lounge chair [..snip..]

Heh, draft a person, right click on the unhappy colonist, click 'arrest'. They unhappy guy gets to go to my fear inducing dark dirty cave of doom to sleep on the hard floor. This way he gets to learn what it is like to be unhappy. If he gets sent to prison multiple times, he needs to watch out for the slaving ship.

But this way, your unhappy colonist is already in a central location, so your drafted colonist doesn't have to walk so far. Plus, a slave that smiles, is a slave that sells!

Honestly though, having more than one way to run things is awesome.  There could be a fear based stockade to adjust a colonist's world views. (but I think that'd be an idea for another thread..)
Title: Re: Your Cheapest Ideas
Post by: Reaver00 on October 18, 2013, 08:23:42 PM
I don't know if this has been said already, but maybe a night planet? (I'm thinking like the movie Pitch Black).  Night and day almost work like seasons.  You start off with normal daytime when you land, but soon enough night comes for an extended period of time. You need to rely heavily on battery backup, perhaps to the point that you need to disconnect certain systems in order to save power. (perhaps night predators can come out).  You might also add a research into bio-luminescent alternative for lighting. 

This uses the already-present day/night cycle, but adds a layer of difficulty and unique problems to solve in the game.  The bio-luminescent option just requires a new research option to be put in and a game object that gives a smaller light source with perhaps a different color (green or red glow). 

The only thing I can see being a problem is crop growth, but it should be easy to rectify with a different type of crop added.  perhaps a fungus or slime mold? 
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 19, 2013, 04:27:03 PM
12 pages of responses.... my apologies if any of these have been suggested!

trip-wire traps (string or laser); triggers explosion of a similar radius to the existing explosive mines; enemies set them off, as opposed to player having to initiate

smoke grenades; disorientation in enemy units, reducing combat effectiveness

different colored lighting, to evoke different emotional responses in units?

Title: Re: Your Cheapest Ideas
Post by: Midgetman on October 19, 2013, 07:05:38 PM
Flamethrowers maybe?
Alcoholics
Windpower/windmills
World filters (more water, plants, map size, etc.)
children? schools? teachers?
Hidden underground chambers?
Ability to lose limbs/mechanical limbs?
Title: Re: Your Cheapest Ideas
Post by: Semmy on October 20, 2013, 07:58:40 AM
i just went through this topic real quick.

And i made a turf list of some things
i see these 4 passing by 1 way or another alot (hint hint tynan)
- flame throwers
- fire extinguishers
- flash lights
- dart/tranquilizergun

Title: Re: Your Cheapest Ideas
Post by: Haplo on October 20, 2013, 01:02:01 PM
I've noticed that the dead people have a health of 100/100 and you only see that they are dead because of the added (dead) to the name.
Could you please also set the health of the dead to 0/xxx?
I find it irritating that the colonists have sometimes less health than their dead attackers..  ???
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 20, 2013, 02:11:22 PM
I've noticed that the dead people have a health of 100/100 and you only see that they are dead because of the added (dead) to the name.
Could you please also set the health of the dead to 0/xxx?
I find it irritating that the colonists have sometimes less health than their dead attackers..  ???

It's not actual health, it's just how much damage it will take to destroy the body.
Title: Re: Your Cheapest Ideas
Post by: CustodianV131 on October 20, 2013, 02:31:28 PM
Toggle button to show a grid so you can plan buildings easier.
Title: Re: Your Cheapest Ideas
Post by: staffy50 on October 20, 2013, 02:32:22 PM
Enemies with low health/high fear surrendering?

They could throw down weapons or something rather than just fighting to death. Then you could choose to cease fire, or just kill them anyway.

Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 20, 2013, 02:44:12 PM
Enemies with low health/high fear surrendering?
right, so instead of fleeing, they may throw down their arms... although, turrets and units would have to know to stop firing, if indeed the enemy was surrendering...

Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
i like the general idea, but given the map size, and the alerts already built in, im not sure how useful this would be... perhaps on much larger maps?
Title: Re: Your Cheapest Ideas
Post by: staffy50 on October 20, 2013, 04:17:46 PM
Enemies with low health/high fear surrendering?
right, so instead of fleeing, they may throw down their arms... although, turrets and units would have to know to stop firing, if indeed the enemy was surrendering...


Just make them the same 'class' as incapacitated, so the turrets stop.

Quote from: SteveAdamo
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
i like the general idea, but given the map size, and the alerts already built in, im not sure how useful this would be... perhaps on much larger maps?

If you get the assassin class, they cannot do anything but fight and firefight. But without any patrol setting they just stand about :/


Another idea but i doubt it will be cheap....

A weapons bench where you can modify weapons. Add a scope for more range etc.
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 20, 2013, 09:52:22 PM
If you get the assassin class, they cannot do anything but fight and firefight. But without any patrol setting they just stand about :/
oh, good point! i've seen a few LPs where they end of with captured units that are really only good at fighting... being able to capitalize on this would certainly help, and make the conversion of those prisoners more worthwhile...

A weapons bench where you can modify weapons. Add a scope for more range etc.
this sounds very interesting... perhaps we dont have direct control over the improvements to be had (makes the idea a little "cheaper"), but simply use materials in the process, roll the dice, and see what results... small chance of damaging/destroying the weapon, etc.
Title: Re: Your Cheapest Ideas
Post by: Noxmutagen on October 21, 2013, 01:01:40 AM
Id like to second weapon mods as a cheap idea. Or a crafting bench of sorts. Please.
Title: Re: Your Cheapest Ideas
Post by: TvoEx on October 21, 2013, 09:02:02 AM
Now i have skimmed over the past 13 pages. And i have seen blast door a couple of times, Which i like.

But what i really think is needed is a *Reinforced wall. Some kind of really strong wall that is fire proof and explosive resistant, and as a penalty, does not conduct power.

So i found a pretty good approach to avoid a ridiculous amount of bodies piling up. Don't fight at all.

I tried sealing all of my colonists in my self contained bunker but the walls are still exposed to the outside. So Raiders keep setting them on fire, throwing Molotov's and being usual raiders. If you just keep repairing the walls and putting the fires out they end up getting either bored and leave or go insane. Grenades however are a problem.

On a different note. My junkyard is pretty huge, As in slag and other debris just keeps piling up. I would like some way of using that junk for at least something. Like a *Recycling station. Converts junk like slag to small amounts of metal.

Some other ideas that sound cheap but aren't really cheap.

*Equipment Fabricator. Can make equipment and weapons from metal and power. (I think this has been suggested before, if so. Ignore this.)

Way more furniture and other things that boost morale around the colony. Doesn't even have to be compleximacated. Can be a poster of a kitty with the text "Hang in there"

I thought i had more ideas. But i suppose that will do.
Title: Re: Your Cheapest Ideas
Post by: huxi on October 21, 2013, 10:39:32 AM
While I kind of like the weapons bench idea in general, I fear that it would complicate matters significantly.

Where you'd currently simply search for e.g. a Lee-Enfield you'd then need to check all available Lee-Enfield for their specific stats to select the best one for varying values of "best". The fastest? The one with the highest range? The one with the most damage? The optimal weapon would depend on the situation at hand.
I think this could get pretty tedious in case of a big amount of racks.

So the weapon bench idea is probably one of those that immediately sound awesome but would turn out being quite the opposite?
I see potential micro management hell...
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 21, 2013, 10:54:00 AM
Like a *Recycling station. Converts junk like slag to small amounts of metal.

this could be really useful, as i have seen a few LPs where the junkpiles got a bit out of hand... putting those waste materials to use seems reasonable... :)

I see potential micro management hell...
oh, absolutely... hence my suggestion about making the idea a bit "cheaper" by simply having the result be completely random... you have a "weapons table"... you select a unit, right-click the table and choose "upgrade current weapon"...

your unit walks over, a certain amount of metal is removed from inventory (perhaps relative to the current quality of the gun?)... and the randomness kicks in, potentially improving the efficiency of the weapon, and also potentially damaging or destroying the gun in the process...

no interaction on the players behalf, other than initiating the action at the table...
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 21, 2013, 11:25:12 AM
Recycling has been suggested several times on this thread, I think it may be time to lock this, as it's really becoming repetitive.
Title: Re: Your Cheapest Ideas
Post by: TvoEx on October 21, 2013, 12:21:21 PM
Recycling has been suggested several times on this thread, I think it may be time to lock this, as it's really becoming repetitive.

I'm sorry. I didn't notice it had been posted before. Too many pages to read too little time.
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 21, 2013, 12:25:19 PM
No need to apologize, this thread has just grown too large for anyone to take in everything in it.
Title: Re: Your Cheapest Ideas
Post by: staffy50 on October 21, 2013, 03:13:06 PM
well if people keep suggesting it, then maybe its a sign of how many want it...

Title: Re: Your Cheapest Ideas
Post by: Noxmutagen on October 21, 2013, 05:12:50 PM
I'd like to eigth the recycling plants idea and add FURNITURE hauling please!

The button click is a waste, we should be able to haul already made furniture around.
Title: Re: Your Cheapest Ideas
Post by: huxi on October 21, 2013, 05:48:35 PM
I see potential micro management hell...
oh, absolutely... hence my suggestion about making the idea a bit "cheaper" by simply having the result be completely random... you have a "weapons table"... you select a unit, right-click the table and choose "upgrade current weapon"...

your unit walks over, a certain amount of metal is removed from inventory (perhaps relative to the current quality of the gun?)... and the randomness kicks in, potentially improving the efficiency of the weapon, and also potentially damaging or destroying the gun in the process...

no interaction on the players behalf, other than initiating the action at the table...

I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 21, 2013, 10:42:31 PM
I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
oh, you're right... thats an excellent point... perhaps that would get tedious? i still like the general idea though... ;)
Title: Re: Your Cheapest Ideas
Post by: Conti027 on October 21, 2013, 10:59:04 PM
Cleaning bots and Repair bots. Little robots that can clean/haul and maybe repair.

Title: Re: Your Cheapest Ideas
Post by: SleepyFox on October 21, 2013, 11:31:50 PM
Only saw one notable mention of aggressive squirrels. So.

RADIOACTIVE MUTANT SQUIRRELS ...maybe some fissionables or a reactor core survives re-entry and mutates some local wildlife and they grow larger, start glowing unnaturally, and develop a taste for human flesh?
Title: Re: Your Cheapest Ideas
Post by: staffy50 on October 22, 2013, 05:37:01 AM
I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
oh, you're right... thats an excellent point... perhaps that would get tedious? i still like the general idea though... ;)
Just change the name. it could be Lee Enfield Scopped.

(+20 range)

Easy.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on October 22, 2013, 06:20:39 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.
Title: Re: Your Cheapest Ideas
Post by: miah999 on October 22, 2013, 06:22:29 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.

Yeah, like they sweep you to death in your sleep. >:(
Title: Re: Your Cheapest Ideas
Post by: SleepyFox on October 22, 2013, 06:31:13 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.

Yeah, like they sweep you to death in your sleep. >:(

Autowash.  :o
Title: Re: Your Cheapest Ideas
Post by: staffy50 on October 22, 2013, 07:15:18 AM
How about, if you give someone a weapon when there shooting skills is low as a random event they could ND (Negligent discharge(firing by mistake)) and could injure themselves or others.  Could encourage people to stop the chars from carrying weapons all the time and not putting them in the armoury after an attack.

Also, change ai storyteller in game.  So i start with the easy one, build a base, get bored and want to change to a harder ai. Possible? For balance you could make it you can only change up, not down.
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 22, 2013, 08:13:57 AM
Just change the name. it could be Lee Enfield Scopped.

(+20 range)
ok, that does sort of make it sound simpler once more... thanks! :D
Autowash.  :o

nice... Fifth Element reference? :)
Title: Re: Your Cheapest Ideas
Post by: DeltaV on October 23, 2013, 04:29:00 PM
I'm sure it's been suggested plenty of times, but what about basic robots that could (inefficiently) take care of some menial tasks? You'd have a mining robot, a farming robot, etc.
Title: Re: Your Cheapest Ideas
Post by: sleepyhead on October 24, 2013, 04:21:46 AM
Hello everyone! I really like RimWorld and i want to help in development. I have created several small concepts of how to make the game better in my opinion. I would be happy to read your comments and I will try to answer all the questions. And sorry for my english (google translate help)

Concept 1. Indicator of physical and spiritual health of the colonists
http://imageup.ru/s1533781 (http://imageup.ru/s1533781)
By clicking on the button in the corner of the screen displays the colonists on a small circle with indicators needs (green) and thoughts (blue). The more red the worse the colonist
http://imageup.ru/s1533794 (http://imageup.ru/s1533794)
All the indicators on the "Overview" menu
http://imageup.ru/s1533801 (http://imageup.ru/s1533801)

Concept 2. Living and working areas.
http://imageup.ru/s1533809 (http://imageup.ru/s1533809)
Added button "Zone" appears when a colonist. When selected, a new sub-menu where you can select the required actions and assign a zone to perform this work, the colonist. Zones are of several colors. For example construct the selected colonist will only be in the blue zone.
http://imageup.ru/s1533829 (http://imageup.ru/s1533829)
Also in this sub-menu you can change the priority actions for the selected colonist.
http://imageup.ru/s1533836 (http://imageup.ru/s1533836)

 Thanks :)
Title: Re: Your Cheapest Ideas
Post by: TvoEx on October 24, 2013, 07:32:10 AM
Lol, I couldn't see those links because i am using my colleges internet at the moment and it got blocked because its tagged as porn.
Title: Re: Your Cheapest Ideas
Post by: Enjou on October 24, 2013, 10:29:17 AM
Guard towers have been mentioned, but I'm not sure that translates well to top-down - how about one man Starcraft style bunkers instead? Have them cost a lot of metal to build as well as more metal to repair damage.
Title: Re: Your Cheapest Ideas
Post by: Produno on October 24, 2013, 11:42:20 AM
Just a few ideas, though i havnt read the whole thread so they may have already been mentioned.


Line of sight xcom style. Not much needs to be said about this but it would add more to the tactical gameplay and bridge onto my next ideas.

Scanners. These can detect lifeforms and/or viruses, atmosphere, bacteria ect.

Crashed ships. A 20x20 ship consisting of a cargo bay and bridge. Can be a random event. Is it friendly? Alien? Is anyone alive or even on board? Does it harbour a virus? Etc :).

The ability to have interplanet missions would also be cool but i think thats beyond the scope of the game design..
Title: Re: Your Cheapest Ideas
Post by: Blitz on October 24, 2013, 05:02:07 PM
Alright guys, I went through the effort and combined all 15 pages of ideas into one spreadsheet. I will try to post it here but the formatting may get borked. There are somewhere around 350  ideas with many being either duplicates, or to vague to really classify as an idea (more food...). The last 3 pages were almost all repeats. Here we go:

Weapons:
baton, battle suit, bean bag gun, c4, catapult, chainsaw, dart/tranq gun x5, EMP Grenade, fire bomb, flame thrower x4, flares, flashbang, fork, hammer, knife, landmines x2, lasso, mechs, melee, molotov coctails, mortar/artillery x2, net gun, neurotoxin, pencil, riot shield, rock, rubber bullets, screwdriver, silenced weps, smoke grenade x2, spikes, stun grenades, tanks, tazer, Traps x2, trip wires, weapon mods

Functional buildings:
3d printer, better battery, Better Solar panels, bigger rack, cemetary, cloning vats, corpse sandbags, crematorium, defense tower/bunker x4, distillery, Early Warning System, Emergency power x3, equipment fabricator, Fire supression, Floodlight, Fridge, garbage pit, hanging light, hardened wire, hotel for travelers x2, incinerator x2, Irrigation, Larger/smaller solar pannel, lightning rod (power source) x2, mass driver, mass grave x3, med bay/bed x4, metal extracter from planet, new generators x2, noise maker, power conduit, power switches x2, recycler, restrooms/showers x2, RF shielding, sewer, smaller paste dispensor, Smelter/grinder/recycler x3, Stasis Pd, Street Lamp, surgery table, Trading Beacon, underground wiring, vapor farms, wash basin, wind turbine x3, ireless power, workbench

Social/Happiness buildings:
1x2 table, AC, Bookshelf, chem lights (no power), colored furniture, colored lights, couch x2, flag pole, gravestones, locker, matrix style learning chairs, more colored carpet, paintings, pictures, planters (more plants) x2, statues, training dummy, TV, wall lamps, weight bench, windows x3

Doors and Walls:
bigger doors x2, reinforced door, blast  doors x2, forcefield door, cover (can shoot through), ditch, fancy, fence x3, fire ditch, gate, indoor/powerless x3, outdoor, privacy screen, reinfoced x4, rock, smoothe mined walls

Flaura/Fauna:
carnivor plant x2, catlike animal, chickenlike animal, cultivate existing, dense vegetation, edible x2, feral animal (attacks passives), husbandry, hybrid crops, inquisitive, mechaboom rat, milk bags, more vermin, mounts, mutant (giant) squirrels, pack mentality, piglike animal, rattlesnakes, space fungus x2, The Creep, trees, tribbles

New Traits:
<3 crushes, allergic to animals, cannibal, comedian, dark minded, glutton, Heart condition, high metabolism, infighting, loves animals, low metabolism, night owl x2, potatoeater, pyro, pyrophobic, racism, sadism, short tempered, squemish, workaholic

New Jobs:
assassin, bounty hunter, counsiler, EMT, firefighter

Events/environment:
better colonist chat (sims) x2, boomrats like dead bodies, cave exploration, contract trader, crashed ships x3, Darkness x2, dead decay, dust storm, easter eggs, extreme weather, forgotten rover, giant skeletons on map, interplanet missions, kidnapping, meteor shower x2, more building material, multi day events, pause on event x2, persistant fire, power siphon, raider kills animals, raiders surrendering x2, random ore x2, rough terrain, scavengers, shipping error (random goods), spontanious combustion, teleporting raiders, termites, trader buys all weapons, undiggable rock, weapon breaks, underground chambers

Items:
alcohol, body armor, CB radios, cloaker, derelict spacecraft parts, fire extinguisher x2, First aid kit, Flashlights x5, hover cart (hauling), jetpack, life form scanner, magnetics, mechanical limbs, More Food x2, pointless items, slave chains, sunglasses, robots (one for each task), Unique 'legandary' items, vat grown meat

Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning


Title: Re: Your Cheapest Ideas
Post by: British on October 24, 2013, 06:06:50 PM
Regarding "small" ideas, I only have one so far: add a (toggable) in-game clock.
Starting a game at 20:00 and just a bit later wondering what the time is, only to find out it's 02:00... Well, please help not making it too much of a habit ::)
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 24, 2013, 07:26:49 PM
Blitz... I love you, I really do. Please post the spreadsheet!

I also really hope it includes a bit more info about the ideas... just those titles don't explain much in a lot of cases.
Title: Re: Your Cheapest Ideas
Post by: SteveAdamo on October 24, 2013, 10:26:52 PM
Blitz... I love you, I really do.

wow, i second the love... in an almost totally platonic way... :p

excellent compilation work! you sir, have earned 2 internet points... use them wisely... ;)
Title: Re: Your Cheapest Ideas
Post by: MarchingHome on October 25, 2013, 01:23:45 AM
...

Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning

I'm sorry, Blitz, but I think you forgot about my little suggestion?  :-[

A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s

He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.

Sorry if this was already posted (or if this thread isn't meant for UI feedback).

Or did I read over it in your post?  :o
Title: Re: Your Cheapest Ideas
Post by: benjaminisar on October 25, 2013, 04:09:16 AM
Cheap ideas:
Environment: Rivers / Lakes - makes water easier to obtain, but cannot be crossed easily. Also, they can be a food source (fish).
Flora/Fauna: "Monster events" - once in a blue moon, a very large predator of sorts shows up, wreaking havoc and destroying buildings to get to the yummy humans inside. After a tough battle, large amounts of food is provided.
Flora/Fauna: Each time a world is rolled, a color "theme" could also be rolled. Imagine that all animals had patches of color on their beaks, pelt, claws, eyes etc., and these were subject to change from game to game (like Starcraft II units, for example). I think this could contribute to the feeling of uniqueness from game to game.
Flora/Fauna: Arachnids or insectlikes (or both). Some of these could even form eusocial colonies you'd have to dispose of before being able to fully exploit the land (as they would otherwise eat anyone getting too close).
Title: Re: Your Cheapest Ideas
Post by: AspenShadow on October 25, 2013, 07:39:24 AM
Feeling the love as well Blitz  :D

I try to avoid this thread considering the amount of very expensive ideas that end up posted here and ruin the purpose of the thread. But...

A simple thought that occurred to me is that in the beginning of the game you could build a campfire in the centre of your sleeping spots to light up the night (which I do think needs to be a bit darker), it serves a multi-function of being a light, heat source (Mood modifier), scaring away animals and possibly allowing colonists to roast squirrels before they can engineer the paste dispenser. It's very low-tech and all-in-all I feel it could be well-served as the first object a new player builds in-game to help keep their colonists well and fairly happy until they learn the ropes.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 25, 2013, 01:23:13 PM
I'll just drop in to note that the vast majority of the ideas in this thread aren't anywhere close to being cheap.

This is to be expected; you guys aren't game developers so you won't really know how hard something is to make. But I just to help everyone, I'll reiterate the basic idea of this thread.

An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.

Please think about your ideas and post them elsewhere if they don't fit this description.
Title: Re: Your Cheapest Ideas
Post by: Semmy on October 25, 2013, 03:01:54 PM
Just a tought that popped to mind.

Why not make rock debris into a building material.
Make it so we can use it to construct roads or sandbag like contraptions so we dont have to spend precious metals
Title: Re: Your Cheapest Ideas
Post by: krockobil on October 25, 2013, 03:10:49 PM
i think that its the cheap ideas that are the best!
Myself i love the randomness of storytellers..

Ideas for random chance for:
* Double pirate raid
* a pirate suicide bomber (makes player need to think more tactic)
* pirate convoy bypassing with hostage (getting close or attacking trigger them hostile)
* chance that a captured hostage have a gun and starts fighting
* chance that there is a illness spreading


Title: Re: Your Cheapest Ideas
Post by: British on October 25, 2013, 04:16:51 PM
A supposedly really cheap one (that hopefully hasn't been proposed already, though my search came back empty): have a Next colonist and Previous colonist in the colonists' tabs.
Possibly even as tabs...
The order would be the one from the Overview.

Ideally, display the names of the next and previous colonists somewhere.

That would make it so much easier to check each colonist (until a future dedicated panel ? ::)).
Title: Re: Your Cheapest Ideas
Post by: Produno on October 25, 2013, 08:40:11 PM
I actually completely forgot this was a cheap ideas thread after reading some comments and getting carried away. So ignore my other post here (for now), they certainly wernt cheap.

Now for some cheap ideas..

Battery powered sentry guns rather than mains feed. Possibly make them portable but thats probably beyond cheap :).

Change the storage square to a container so its a bit more representable of some sort of storage.

Maybe add a global capacity to the storage box and make small and large boxes.

Prison doors or reinforced doors. Can be the same skin as the normal doors but with higher hit points.

Im not sure if this would be cheap or not but a chance on grenade weapon to explode or Molotov's to set the user on fire if the user is hit with bullets. Would be fun with Molotov's :).

Ive seen people throw Molotov's on the ground for raiders to run through. Maybe add a fuel item that can be built that has a long burning time. Throwing Molotov's on the ground to set traps would then be a viable option.

Whenever i see people build in caves theirs alot of rubble generated on the floor and looks messy. No one seems to have the time to keep it tidy, i think this could be slowed down a little. Its more obvious when you have carpet layed.


I see theirs a force fire option on people/raiders, well what about a force fire on stuff like batteries so traps can be set causing big explosions.
On that note full batteries should have bigger explosions :).


I hope most of these are cheap but i guess it depends how complex your engine is, or if you mean just coding or art aswell.

 
Edit : something i forgot to mention. Currently you get an alert when raiders attack? How about removing this untill an early warning beakon is placed. This would add surprise attacks. Possibly even remove the warning when they land untill you built a specific item.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on October 25, 2013, 08:55:53 PM
What about batteries that you can set exclusive to one thing? So you could have backup power for, say, specifically only the lights and doors that was separate from the main supply.
Title: Re: Your Cheapest Ideas
Post by: Reaver00 on October 26, 2013, 03:40:49 AM
What about batteries that you can set exclusive to one thing? So you could have backup power for, say, specifically only the lights and doors that was separate from the main supply.

I like this idea and it would mesh well with my previous idea of a world with large amounts of time spent in the dark.
Title: Re: Your Cheapest Ideas
Post by: GC13 on October 26, 2013, 12:06:59 PM
I like the idea of a dedicated battery. I recommend that it be something that you must place directly adjacent to the object in question (in part to alleviate the need for a separate kind of conduit).

I do, however, think there should be an option on the battery to allow it to feed into the grid, such as if your batteries run low and you have to decide between your turrets and your food dispenser when there are no raiders in sight.
Title: Suicide Bomber Raiders
Post by: BlueEyeNInja on October 26, 2013, 03:57:16 PM
Suicide Bomber Raiders - they can go straight for turrts or soldiers :D
Title: Re: Your Cheapest Ideas
Post by: ancusohm on October 26, 2013, 07:16:31 PM
What about a smaller sentry gun?  Like, maybe a gun that only took up a single tile and took less metal to make, but had a smaller range or did less damage or something?

You might put this smaller gun inside one of your buildings as a sort of last ditch defense or something. 


Or, maybe some tech you could research to let turrets shoot frenzied animals? (if that idea hasn't been suggest)
Title: Re: Your Cheapest Ideas
Post by: DeltaV on October 26, 2013, 11:22:37 PM
I'm not entirely sure how feasible this is as a cheap idea, but:

What about a special event where two huge groups of raiders land on opposite sides of your colony? They would both approach from either side, and that's where it would get interesting, because the groups would fight each other as well as you. You could hide your colonists in a building, watch them duke it out and then pick off the survivors, but at the risk of significant damage to your colony because there's practically a war going on inside of it.
Title: Re: Your Cheapest Ideas
Post by: Tynan on October 26, 2013, 11:24:29 PM
I'm not entirely sure how feasible this is as a cheap idea, but:

What about a special event where two huge groups of raiders land on opposite sides of your colony? They would both approach from either side, and that's where it would get interesting, because the groups would fight each other as well as you. You could hide your colonists in a building, watch them duke it out and then pick off the survivors, but at the risk of significant damage to your colony because there's practically a war going on inside of it.

This is actually really cool and entirely feasible.
Title: Re: Your Cheapest Ideas
Post by: Matty on October 27, 2013, 12:28:16 AM
Not sure on the coding capabilities (or if it's been said)

-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.

Off topic: I'm learning Software Engineering at University, what software did you use to create this game?
Title: Re: Your Cheapest Ideas
Post by: Haplo on October 27, 2013, 01:16:20 PM
Two things that I've seen a lot in the videos, that may be easy to change..
It may lessen the grief of some players. (Some even needed to take a rage time-out in video ;) )

1. Colonists do often stop their work because they want to do something else.
This seems to annoy most players. Especially when they are building something big and needed at this moment, like a turret before an pirate attack. The colonist sometimes just leaves the work half finished to do something else.
I think the test, if they should do something else, should only be performed after a task is finished, not while it is running. So they would build the dispenser / turret until it's finished and get their food a bit later..
At least it should be changed for prioritised work items.
 
2. It should be possible to give drafted colonists the order to repair something like a damaged turret, so that they don't run of afterwards.
Right now the players undraft them, let them repair, and when they don't watch out, the repair man runs of to do something else somewhere far away from the battle. Or even better he runs towards the pirates.. :)

I'm not sure if it was already mentioned or not...
Title: Re: Your Cheapest Ideas
Post by: DeltaV on October 27, 2013, 03:24:41 PM
Haplo, for your first point, maybe it could be based off of the colonist's loyalty? As in, more loyal colonists would be more likely to keep working on something until it's done instead of wandering off.
Title: Re: Your Cheapest Ideas
Post by: Haplo on October 27, 2013, 03:33:08 PM
Hmm, that's a good idea..
If the loyalty is lower than a specific threshold the colonist will simply do only marginal work on the priorised targets and wanders off easily.
He will be assigned again and again. Then he builds one micro-square before he again looks for something else to do. Or maybe he even refuses to work further on this target.
This is how players are driven into madness, do it again and again.  8)
Title: Cheapest Ideas
Post by: BlueEyeNInja on October 27, 2013, 04:59:43 PM
-I think that there is a need to improve shooting skill like targets or something that could be both fun and useful

-suicide bombers that go straight for turrets and colonists

-maybe if someone got about 50+ shooting skill they could equip 2 pistols

-Thats it for now ill post any new ideas!
Title: Re: Your Cheapest Ideas
Post by: huxi on October 27, 2013, 06:46:04 PM
1. Colonists do often stop their work because they want to do something else.
[..]
At least it should be changed for prioritised work items.

That's a good point. Saw this a lot myself. I wouldn't even let this depend on loyalty since it is really quite annoying. A colonist should only quit doing a prioritized task if his live depends on it. An example for this would be a fire in direct(!) vicinity. Even taking damage from starving shouldn't have an influence.

It would make sense, however, to have different behavior depending on the current alarm level. So if raiders have just landed (lets call that yellow alarm level) or are actively attacking (red alarm level) the colonists should behave like I explained above while in times of "peace" (green alarm level) they could very well work unmotivated based on their loyalty.

Slacking off in a yellow or red situation is simply very dangerous so even unmotivated colonists should work based on their will to survive.

Now that I think about it: it would probably be nice to really have a visible green/yellow/red alarm level via icon. Insane creatures could also cause a yellow alert.

2. It should be possible to give drafted colonists the order to repair something like a damaged turret, so that they don't run of afterwards.
Right now the players undraft them, let them repair, and when they don't watch out, the repair man runs of to do something else somewhere far away from the battle. Or even better he runs towards the pirates.. :)

+1, drafted colonists should be able to repair on direct order, then getting back to the fight.
They could even remember an object that they are supposed to keep repairing, if needed. So you could assign one of your colonists to a turret and if it reaches a certain damage level he would automatically try to repair it. After that (s)he would fight again until the turret needs some more love. This would enable more strategy before the actual fight.

This could even be an alternative to my green/yellow/red suggestion above if drafted colonists would always finish what they started. But that could be abused by simply drafting colonists in a green situation to make them work without them running around.
Not nice. And also not good for the (mental) health of the colonist in question...
Title: Re: Your Cheapest Ideas
Post by: Morrigi on October 28, 2013, 07:10:28 PM
Reinforced walls/Barricades. Somewhat tougher than normal walls and don't burn, but quite expensive to build.
Title: Re: Your Cheapest Ideas
Post by: Xanting on October 28, 2013, 11:48:09 PM
How about negative hit points? In most videos I see that prisoners are few and far between after the player gets more potent weapons to use against raiders which almost always kills potential prisoners. If both colonists and raiders had negative hit points it would give you a chance to save or capture people from battles. It would be a low number like -10, and damage past 0 they take half damage, rounded up, from damage so they have a chance to survive.

For example, if a Raider had 10 hit points and got shot for 23 damage the remaining 13 damage would be divided in half and rounded up and then be at -7 and be 3 points from dying. You could capture the raider alive if its near the end of combat but if its during a heated firefight then he will probably bleed out.

Another example would be if a colonist was at 20 hit points took a grenade to the face for 50 damage he will still die outright because (20 - 50)/2 = -15 which would be over(or under) -10 hit points.

Also another suggestion is to have deployment zones for colonists to automatically move to their positions when you draft them.
Title: Re: Your Cheapest Ideas
Post by: letheus on October 29, 2013, 05:47:34 AM
Rivers! (and small lakes! and bridges maybe, and maybe boats. )

smoke-grenades
target lights? that spotlight enemies?
heavy doors!!! (for those players who dig themselves into the rock deeply)
scarecrows to hold off nasty animals that eat crops
how about different vehicles? hovercrafts, motorcycles, ...


Title: Re: Your Cheapest Ideas
Post by: DIEHARD24 on October 29, 2013, 06:32:35 AM
how about oil-wells? the colonists need to develop an oil-pump, and the oil well runs out of oil one day.

pretty nice idea) but it seems to be hard to code.
anyway, the last word is for Tynan.
I'm sure, he already have a full concept of raw resources and production lines.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on October 29, 2013, 06:51:35 AM
Wind Generator: Very low power generation, but generates constantly and doesn't take up much horizontal space. Build away from mountains for optimal generation of power, makes more energy during storms.
Title: Re: Your Cheapest Ideas
Post by: emreakyel on October 29, 2013, 12:57:18 PM
Chef class! So Npc's stop complaining about nutreit paste
Title: Re: Your Cheapest Ideas
Post by: Voltronguy on October 30, 2013, 03:06:45 AM
Electrified Fences nd allow us to teh Turrets programming so we can make them target wild life, or even our own people during mass riots!

overseers chair, and even artificial intelligence to control turrets or forced systems to work during electrical storm, maybe goes rogue! ok thx!


also please add flame throwers

incenerators for our dead and alsooo traps! incenerator or laserhall way traps from resident eviL!! http://www.youtube.com/watch?v=DYFOr1PN6EE


PLEAS ADD LASER HALLWAY TRAPS!!
Title: Re: Your Cheapest Ideas
Post by: Wonky on October 30, 2013, 09:02:12 AM
New food ideas, like meat from animals. i hate it when they are unhappy cause of "Ate nutrient paste"
And also Construction and Repair should be separated, id like them to build something but NO! they rather fix red spots everywhere :D
Title: Re: Your Cheapest Ideas
Post by: TvoEx on October 30, 2013, 12:44:56 PM
Off topic: I'm learning Software Engineering at University, what software did you use to create this game?
If memory serves, he is using Unity. (If not, then feel free to correct me, or just pout at my wrongness )

About cheap really ideas. I really would just like to see more useless furniture to fill in those gaps that I could use to make rooms look nicer, It doesn't all have to be useless though, it can make the environment feel nicer to the colonist as well.

And like I said before. I still would like to see some walls that don't conduct power but are far stronger.

EDIT: Now that I really think about it on the not so cheap side, What about something interesting that you can do with the roof. Weather it is placing items on it or making different types of it that do different things.
Title: Re: Your Cheapest Ideas
Post by: Nemo on October 30, 2013, 01:06:28 PM
-assignment objects e.g.
warning siren looks like a speaker tower and when built allows you to select 1-5 people (can change them later) and when activated automatically drafts them and orders them to the speaker (would solve finding your best fighter every time raiders say hello)

Planning table (could use a better name) you can select 1-5 jobs that will be top priority when activated which colonists will complete up till a break down (+ penalty to loyalty when activated)

battery packs cost materials to make but if a colonist get one (from equipment bench) and puts it next to a unpowered item the item gains power for a few hours (depends on game balance needed)

-Lore stuff

paste dispenser = mushroom cultivator. Basically mushrooms that feed off on inedible stuff and turn it into stuff you can eat (though you'll probably get sick of it quick). Mainly as this is something nasa is looking into. Colonists would have carried the spores in there space survival kits.

Traders = automated traders. A) who would want to spend 20+ years traveling some where to trade with a back water where your more likely to get attacked by raiders than make a profit
B) makes more sense as to why they can't pick you up there not programmed to. get picked up by a slaver automatically in the slave hold and branded until you get sold (and yes the slave buyers have heard the I'm not a slave I just did it to get off planet excuse)
C) could allow some cool stuff with trading with ships sent from extinct civilisations (just set themselves to default 'trade' mode.

(Also I think it would be fun to give the option to ask for help only to be told... your call is important to us and we will put you through to a help desk in.. calculating 8 years (light speed) please hold the line. (Maybe if you could have the colonist who did this automatically have a break down :-))
Title: Re: Your Cheapest Ideas
Post by: Khellendros on October 30, 2013, 11:46:23 PM
Can we have an option to disable automatic roofing of walls? I'd really like to build a walled city with individual buildings inside a large wall but the game seems to want to roof everything from the videos I've seen. Or perhaps have 2 separate structures? One called walls and one called rooms and only rooms will create a roof automatically.
Title: Re: Your Cheapest Ideas
Post by: omzh on October 31, 2013, 12:45:49 AM
I'm not sure if this has been mentioned, but can raids also be determined by the colony's value? For example say the colony has 200 metal, the next raid could anywhere from 3-10 raiders and have larger groups for larger amounts of food or metal. Maybe the types of raiders change based on the resource, like natives getting food or mercs getting metal. It would give a reason for the raiders to attack.
Title: Re: Your Cheapest Ideas
Post by: Starkiller on October 31, 2013, 10:20:56 AM
People when go to sleep should be able to turn off the light in their room, could be a nice addition.
Title: Re: Your Cheapest Ideas
Post by: jpheep on October 31, 2013, 11:27:07 AM
A 'safe' room.  Very hard to break into so you might have enough room for a stock pile and some colonists to try to hide during a raid.  Most raiders might just ransack the rest of the base and leave the safe room alone.  Some may try to crack into it.
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on October 31, 2013, 11:36:21 AM
I have several Ideas:

Pitfall/Spikepit traps- you could even create a string of these around your base to act as a defensive trench instead.

trainable boomrats- basically mobile, tracking mines that you could unleash on a group of raiders as soon as they land. yes, your boomrats would die, and they should take a LONG time to train up, I'd say at least a full cycle to be able to use them this way. there could even be an animal husbandry trait that reduces training time by a certain amount. you could choose what you wanted to train in a screen similar to the research screen.

Fixed cannons- They could cost 500 materials each, and only have a 90 degree turning radius, but could do 75 damage per shot, have an affect similar to a grenade, and take 2 to 3 times as long to fire as the auto turret with around twice the range.

pet squirrels- They could be used as a happieness modifier. the animal trainer/animal husbandry person could go out and catch squirrels to be put in a cage built in each colonists room.

Taser- A weapon that does almost no damage, but can be used in melee to incapacitate enemies to be captured and recruited/sold/beaten/executed. Not dropped by raiders. Only acquired by buying from arms dealers.

Stungun- same as the Taser, except that it doesn't have to be in melee to be used. Not dropped by raiders. Only acquired by buying from arms dealers. Rarer than Tasers.

Electric Fence- self explanatory

Random ideas-

     Raiders could demand tributes/protection payments of resources or weapons i.e.

"We hear you've got some good guns in there. Either you give us 3 of your Pulse Rifles or we put holes in you and take them anyway!"

 

 Sorry for any doubles btw. also had another idea.

what if raiders didnt always decide to come in through the front door. if you obviously have awesome defences with your base inside a box canyon with only 1 narrow entrance which is filled with mines and covvered by 15 turrets, then maybe the raiders will try to tunnel into the back of your base.

this could make mining efforts much more dangerous and unpredictable. you would have to decided if you REALLY wanted to mine that big vein of metal and risk your defences, or do you want your rock wall to stay 15 squares thick.

I also think you should be able to fill in old tunnels with new rock in order to prevent pockets that aggravate my ocd. you could then fill in any tunnels created by the raiders and even wall off old mine shafts that have been mined dry.

also, I think you should be able to completely wall in something and not have a roof automatically form over it. I would like to be able to wall in my solar panels to protect them without blocking off my access to sun.

maybe a group of raiders could even drop directly into your base as an ambush. this could help prevent it from being a turret defense game. you would need to think about firing angles, placement of mines and even which directions building doors face and where your conduits are.
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on October 31, 2013, 12:19:16 PM
Just had another idea:

What if, after a colonist was done with his or her current session of mining, they would automatically search for anything that was designated for hauling (food, metal, bodies, slag) near them. say, within 5 tiles or so. that way they aren't wasting time by trekking halfway across the map over and over and over when they could just do a little mining and then haul the metal they just mined back with them before they go to eat or sleep

Also, it would be cool if lights ( other than the sun lamps) could turn on and off automatically as a colonist walks into and out of a room. in RL they would probably do that anyway. maybe 1 percent of the time someone could accidentally leave a light on and the next person to pass by or through the room could turn it off.


lights that are set up outside could turn off at dawn and turn on at dusk and stay on all night. this could maybe help prevent event like assassins sneaking into the base and killing someone in their sleep.

maybe if someone has a 'gambling' trait, the event could be that they owed a LOT of money to someone and that someone tracked them down and put a hit on them.

what if someone with a pious trait and someone with a gambling or sexual deviant got into a fight?
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on October 31, 2013, 12:54:20 PM
Another Idea is to add Engineering as a skill. add a 'Workbench' just the same as there are Research tables and depending on your engineers skill lvl, he or she can use metal to make different types of guns and armors. that would introduce crafting without having to have a complicated crafting and component system.

I would suggest a skill lvl of at least 6 just to be able to make a pistol and a skill lvl of 15 to make an M-24
Title: Re: Your Cheapest Ideas
Post by: DeltaV on October 31, 2013, 08:43:54 PM
Maybe make conscripted soldiers able to fire while moving, and/or to run. It seems like it would be really frustrating to need to fall back, only to be gunned down because your soldiers were leisurely walking with their guns away to the next line of sandbags.
Title: Re: Your Cheapest Ideas
Post by: willow512 on November 01, 2013, 10:15:11 AM
Title: Re: Your Cheapest Ideas
Post by: Bedshaped on November 01, 2013, 10:24:42 AM
Just a small suggestion I'd like to see.

Instead of everyone brandishing their own weapon, perhaps some kind of armoury or firearm lockers that arm all the military assigned colonists in case of emergencies.
Title: Re: Your Cheapest Ideas
Post by: hawkwing on November 01, 2013, 12:51:53 PM
Would really like a research topic to prevent auto-turrets from exploding when they're destroyed.... The blast on those things is a little absurd.
Title: Re: Your Cheapest Ideas
Post by: Scelestic on November 01, 2013, 01:39:32 PM
I figure I'll throw my hat into the ring with a seconding of Animal Husbandry.

This seems like it could be implemented on a 'cheap' level by just reusing the colonists ability to capture other humans and place them in a jail area. Colonists could simply capture animals and put them in a pen area to be harvested for food at a later time, although the animals would need to be fed.
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on November 01, 2013, 01:42:35 PM
What about if you dug your base underground and put a maze in front of it?  raiders could sometimes get lost in there? as long as the maze was within your home area your colonists would be (mostly) safe but any raiders would have a difficult time finding your base entrance.you could even add in pit traps, rock fall traps, pungi(sp?) traps, trip wires attached to shotguns ( this would allow more use out of surplus weapons than just selling them. the more convoluted your maze is, the more likely your colonists are to accidentally get lost, requiring a rescue, but also the more likely a raider will just wander around until they fall unconscious and can be captured.

maybe you could even release trained mufalos into the maze and let them hunt down the weary and starving raiders?

what do you guys think of that?
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on November 01, 2013, 01:49:19 PM
I figure I'll throw my hat into the ring with a seconding of Animal Husbandry.

This seems like it could be implemented on a 'cheap' level by just reusing the colonists ability to capture other humans and place them in a jail area. Colonists could simply capture animals and put them in a pen area to be harvested for food at a later time, although the animals would need to be fed.

That was basically what I had in mind as well. If there was some kind of fenced area large enough to be called a 'pasture', then you wouldn't even need to feed the animals as they could just forage. I imagine that would eliminate at least a little bit of coding.
Title: Re: Your Cheapest Ideas
Post by: Scelestic on November 01, 2013, 01:59:59 PM

That was basically what I had in mind as well. If there was some kind of fenced area large enough to be called a 'pasture', then you wouldn't even need to feed the animals as they could just forage. I imagine that would eliminate at least a little bit of coding.

Yeah- I was thinking about that as-well. I believe Muffalo already graze on grass. So an open(ish) pasture could work splendidly. I guess the ability to 'harvest' or get food from Animals is the only thing explicitly needed to add farming, since I don't believe animals can just.. disappear.
Title: Re: Your Cheapest Ideas
Post by: Leird on November 01, 2013, 05:05:07 PM
Random stuff -

The ability to "make" your colonists when starting a game, giving you x number of points to flesh out skills, maybe start all your skills off at 3, and then you can add points in the different skills. 

Skills -
Leadership – Humans are a hierarchical species, and therefore crave leadership (Not true ofcourse :p). Maybe gives a small bonus to different jobs, so that your colonists work harder if your skill is high, and the colonist is the leader of the colony ofcourse. Overseeing jobs and the like.

Ingame stuff -

Leader – Make a colonist the leader of the colony. Maybe having a leader makes the colony run a little smoother then it normally world. A small bonus to colonist walking speed and work tempo.

Vermin control area– Colonist will hunt down small animals – Boomrats, squirrels and the like, when they enter that area.

Buildings -

Recycler – a building that is able to recycle weapons/debris from walls and the like back into metal, maybe only giving 25% or so back.

Person/Raider

Scrap collector – Collects free metal on the map (laying around outside)
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 01, 2013, 07:24:46 PM
Characters' movement speed should depend on their situations and health. Colonists shouldn't just leisurely walk to cover when falling back under heavy fire, and mostly-uninjured colonists should be able to catch up with fleeing, near-death raider scum.

Other than that, I'm sure it's been suggested, but it seems like a stun gun would be useful. Very low range, but stuns and potentially incapacitates enemies. Maybe you could carry one as well as a 'primary' gun.
Title: Re: Menus, Interface, Information Areas.
Post by: thestalkinghead on November 01, 2013, 09:22:17 PM
a power in/out meter for electricity would be good
Title: Re: Your Cheapest Ideas
Post by: Dragula on November 01, 2013, 09:55:07 PM
Not sure if these things are cheap, i have zero understanding of code;
-Machinegun pods, like a fixed MG42 or something. Perhaps mobile but with much more accuracy when deployed on a sandbag. Would be an awesome combination if bunkers or window were to be added.
Maybe applicable to the sniper rifle too?
-Pets, purchased, found or caught. Need food and attention. Provides happiness, some pets could help fight.
-More wildlife(probably mentioned much earlier). A raging unicorn would be the bomb :)

Title: Re: Your Cheapest Ideas
Post by: thestalkinghead on November 01, 2013, 10:25:56 PM
a power in/out meter for electricity
Title: Re: Your Cheapest Ideas
Post by: RebCom1807 on November 02, 2013, 12:46:56 AM
Hmm..

Artillery Emplacement - Large (like 4x4 or something, maybe have a smaller version as well), needs open sky, and fires large shells with a mining charge-type explosion. Would need someone or something to spot for it (If that's not too hard to do), and can't fire within a certain range. Would cost a lot of metal and have a large power draw, and wouldn't be terribly accurate.
Also, as an idea (Even though it's not cheap, time-wise), perhaps it could be set to fire on pods (and other things) entering the atmosphere. Wouldn't be the best at it, but it still could take out, say, 15-25% of a raiding party at best, which could mean something. As a downside, it would prevent you from trading due to shooting down the drop pods full of stuff.

Manned Turret - Lesser power draw, about the same metal cost, and needs to have a drafted colonist to man it. Would pull from the skill of the person. Perhaps have it act as partial cover, too - The turret or the person manning it can be hit.

Defense/Safety Zones - Set like a Home Zone, these would still have colonists fighting fires (More urgently in the Safety Zone), but in the case of a raid, colonists assigned to a defense zone (Or with the 'Defense' job/setting active) will man their stations, taking the best cover they can, manning turrets, etc. If raiders make it into the Home Zone(s) (or just get into the Defense Zone, former might be better), all colonists will attempt to either retreat to the Safety Zone (And block the doors up) or, in the case of a 'Normal' mode (Thinking it could be something toggling between 'Defender', 'Normal', and 'Non-Combatant') act like those set to defend would. It would be a way to be able to set up defenses without having to worry about drafting people all the time. They would (hopefully) be smart enough to avoid grenades, and if the metal is available, the colonists that are building would try to re-build defenses (Or just sandbags/walls) after the attack. The way I see it, it's using the Raider's combat AI and limiting it to a zone.

Herbivore Inertial Generator - Just a treadmill that colonists would drag Muffalos onto, keep them fed, and it would generate some power more or less continuously. You could use a re-named variant of the 'Prisoner Treatment' menu thing to set how well they treat it and how much power it makes. Downside is that if that muffalo gets free and angry.. Well, it's probably close to things that can be blown up.

Mass Grave - The same size as a dumping ground (or maybe just 2x2), can hold a larger number of corpses. Can possibly also be used as a fall trap, but that'd probably be a bit expensive.

Food Dispenser Upgrade - Takes a bit of research, makes the dispenser use more food per meal (possibly), as well as some spices (A different thing for a growing zone), but it's a cheapish way to make a standard level of food that people don't complain about nearly as much (if at all). Produces Ration Paste ("Some spices have been added. It is now mostly edible."), adds a production option in all Nutrient Paste Dispensers.

Item Transport Tube/Item Transport Receptacle - A cross between a stockpile and power lines, only bulky. Have a 2x2 area where colonists can put collected items which, if connected to a pump (For the tubes to have suction), the pump is powered, and there's a tube leading through the pump to the Stockpile, it will quickly transport the item there. Perhaps there could be a range limit on the pumps (Maybe not), and even a slight need to have the Stockpile and Food Dispenser connected by pipe to keep it topped off.
Can then lead to 'Fun' storyteller events ("A boomrat was in the wrong place at the right time and was sucked into your stockpile! It gorged itself on the food within." -15 food, "One of your item pumps has become clogged, and it sounds like a Muffalo is stuck inside." Damage/shutdown of the pumps along a line, won't re-activate until the blockage is cleared.)

Rock Crusher - Has a 3x3 storage area for rocks (is 5x3), destroys the rocks or turns them into a very small amount of metal/other resource or gravel. If gravel, then that could be a tile that you could put down. Slightly faster movement (?), makes a nice crunchy shifty noise. Possibly even using gravel as a resource for an alternate sandbag?

Organic Material Reconstitutionalizer -  Can be used to 'store' corpses in, alternate food dispenser. Dispenses 'Green Goop ("It doesn't smell that bad.. But there's something that feels off about it. Food's food, though.", causes a happiness loss between raw food and nutrient paste, slight fear increase).

That's all I've got for now..
Title: Re: Your Cheapest Ideas (new defence turets)
Post by: bigwolf2101 on November 02, 2013, 01:48:52 AM
I saw rockets win watching a you tub show and was thinking that u could add rocket turrets/more power stuff /land mines and some sort of med bay thing
Title: Re: Your Cheapest Ideas
Post by: yabbadabbado on November 02, 2013, 04:38:33 AM
Electrified Fences nd allow us to teh Turrets programming so we can make them target wild life, or even our own people during mass riots!

overseers chair, and even artificial intelligence to control turrets or forced systems to work during electrical storm, maybe goes rogue! ok thx!


also please add flame throwers

incenerators for our dead and alsooo traps! incenerator or laserhall way traps from resident eviL!! http://www.youtube.com/watch?v=DYFOr1PN6EE


PLEAS ADD LASER HALLWAY TRAPS!!

i love these ideas

also please add a cybernetics operation station

Id like to also be able to bring back my dead using a

Re-animation Puppet Station- devil technology from the planet Omicronus Perseus 12, used to bring back the dead in state of the art puppet bodies, imbues user with:

like maximum shooting, hand to hand,

traits

Robotic
Logical
Cold
Inferred Vision
etc

Restrictions:

social
caring
Research (maybe different bodies can remove this limitation, maybe only some treatments for the dead brain can be made to revive it fully, or only half making it like robocop.)

and then if they mess upo the installation of the brain
negative traits include

Faulty Wiring
0 law (causes madness, and then, well, perfect shooting + madness = http://www.youtube.com/watch?v=zW4BpYv2y7s  )

Title: Re: Your Cheapest Ideas
Post by: nnescio on November 02, 2013, 05:12:28 AM
... Organic Material Reconstitutionalizer -  Can be used to 'store' corpses in, alternate food dispenser. Dispenses 'Green Goop ("It doesn't smell that bad.. But there's something that feels off about it. Food's food, though.", causes a happiness loss between raw food and nutrient paste, slight fear increase). ...

"Solvent Green is people!"
Title: Re: Your Cheapest Ideas
Post by: Xenocide7 on November 02, 2013, 07:15:44 AM
Cheap Idea

1) -  Loyal Friend : Dog arrives with crew , Will kill all small non friendly vermine on site ( if 2 or more dogs are on premesis , will kill large animals aswell )

2) -  Overpopulated Colony Ship - Offers to give you 2-3 colonists  ( and or a dog ) in exchange for  100  natural resources of your choice  , per colonist
Title: Re: Your Cheapest Ideas
Post by: Your Captain on November 02, 2013, 07:54:18 AM
I'd like to see new areas with the possibility to attaching people to it. It would be a panikbutton for the people to take position when terrible things happen.
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on November 02, 2013, 01:07:51 PM
I dont have any clue how complicated it would be to do this, but I would like to see some kind of bodies of water. A river, a pond, a lake, etc. it would be cool if my map could randomly generate me on an island in the middle of a lake or something. I could construct a bridge to the rest of the map at 5 metal per bridge section. or construct a boat.... or even a floating colony that i can move (VERY SLOWLY) around the body of water.



Mostly I just want water so that there can be more animal types. more possibilities for emergency food in case my crops get destroyed every day like in the video Swidgey (or whatever his name was) had on youtube. and more tactical options in combat. say you have a river running near your colony and you get attacked by raiders. Maybe some of the raiders try to swim across and cant shoot or defend while in the water. on the other hand, if you kill them in the water, it would be extremely difficult if not impossible to scavenge their weapon, and even if you COULD find the weaon, the condition could decrease by 10 points per day



 It would be a way to increase terrain variability without adding 'Z' levels
Title: Re: Your Cheapest Ideas
Post by: CosmicKobal on November 02, 2013, 01:13:34 PM
Another Idea is to add Engineering as a skill. add a 'Workbench' just the same as there are Research tables and depending on your engineers skill lvl, he or she can use metal to make different types of guns and armors. that would introduce crafting without having to have a complicated crafting and component system.

I would suggest a skill lvl of at least 6 just to be able to make a pistol and a skill lvl of 15 to make an M-24

Engineering could even be used as your colonies primary source of income. mine or buy metal, an engineering spends 50 or so metal and 2 or 3 days to make a m16 and you can sell it for 7 or 8 hundred maybe? if you had 2 or 3 engineers you could make enough dough to where you wouldn't even need to grow anything yourself.

maybe certain kinds of trade ships could be more common depending on what your colony focuses on producing? if you make a lot of weapons( decided by a value system that already exist in the already established prices of guns) then more industrial,and weapon ships would stop. if you focused on food production, maybe more farming and slave ships would stop by.
Title: Re: Your Cheapest Ideas
Post by: Leird on November 02, 2013, 02:04:25 PM
Making it possible for Raiders to pick up weapons on the ground that are better then the ones they have. Would make raiders alot tougher then they are now.
Title: Re: Your Cheapest Ideas
Post by: Moofish on November 02, 2013, 04:37:04 PM
I reckon you should add an escape/retreat zone so when you issue the order all the people who are not drafted run to the escape zone. You could set up turrets in the wall to kill the raiders as they come to the escape/retreat room.
Title: Re: Your Cheapest Ideas
Post by: Rickeyhb on November 02, 2013, 07:26:36 PM
Moved here from a topic i made:

Hey Ive thought about how you should change the trading screen.

The problem:My suggestions:
     1. Add a simple amount:# to every kind of item
         Instead of "Pump Shotgun" listed 3 times it should say "Pump Shotgun x3"
         Or maybe a drop down list next to the buttons, displaying how many you have. If you select 10 and press sell it should sell 10.

     2. A Sorted list
         Now they look "randomly" listed. So the list could be sorted to display all pistols first then pump guns then .....


[attachment deleted by admin: too old]
Title: Re: Your Cheapest Ideas
Post by: Xenocide7 on November 02, 2013, 08:02:06 PM
Net Gun : Shoots net to capture both people , and animals - But keeps them alive

Lazer Fence / Door . Requires double power when on , no power when off - If touched or started when someone is on the beam they are incinerated.
Title: Re: Your Cheapest Ideas
Post by: KasperVld on November 02, 2013, 09:11:29 PM
Forced labour for prisoners

Prisoners will be picked up by a warden and follow the warden around, helping him accomplish any other tasks he may have (such as construction) faster, though you run the risk of the prisoner trying to escape. Should also affect happiness in a negative way.
Title: Re: Your Cheapest Ideas
Post by: salt1219 on November 02, 2013, 11:52:01 PM
well with the new skills being added how about a cooking and a crafting station.  they would be some sort of bench like the research bench.   oh and its been said before but medical table for incapacitated colonists

"You can now dump meals in dumping areas"  also this should attract boomrats and squirrels to your dump
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 03, 2013, 08:12:09 AM
Colonists should make an effort to go around areas like graves and active fighting unless they absolutely have to.
Title: Re: Your Cheapest Ideas
Post by: Evul on November 03, 2013, 09:21:49 AM
Move item instead of sell only for smaller items like beds and tables etc. :)
Title: Re: Your Cheapest Ideas
Post by: Semmy on November 03, 2013, 11:35:59 AM
I was thinking about wich thoughts influenced your goons.
And wi would like to see more since they seem in place.

I would like to see a more of them.
For negative thoughts i'd like to see:
- Working in the rain
- Working inside for to long
- Doing the same job all the time
- Only males/females
- OW NO COMBAT (for goons with terrible combat skills)

For positive thoughts i'd like to see:
- Working in the sun
- Nice nature (unbuild nature where your goons can walk around and leisure)
- Loves doing his job (when he has high skill/confidence in it)
Title: Re: Your Cheapest Ideas
Post by: Pendryn on November 03, 2013, 05:41:11 PM

- Make 'repairing' a separate task instead of having it part of 'construction'


This, a thousand times, this.
Title: Re: Your Cheapest Ideas
Post by: Produno on November 03, 2013, 05:51:35 PM

- Make 'repairing' a separate task instead of having it part of 'construction'


This, a thousand times, this.

According to the changelog its already been done.
Title: Re: Your Cheapest Ideas
Post by: Veneke on November 03, 2013, 07:27:15 PM
Not sure if these has already been suggested but two (hopefully) quick ideas.

 - Manual switches: Have it so that you can turn on and off power to a section of the base. You can already do this somewhat at present by using the dragbox or by arranging your power lines in a specific way and then selling crucial junctions and rebuilding but an on/off switch would be very nice.
 - Make it so that you are unable to sell buildings which are on fire, about to explode or during a raider attack. I've been watching a number of LPs and the amount of explosions you can avoid by selling stuff about to blow up is a bit unsettling.
Title: Re: Your Cheapest Ideas
Post by: Calistyn on November 03, 2013, 08:42:40 PM
An idea that I've not seen yet: Make it possible to place growing zones on top of graves (the current ones and/or the mass graves that have been suggested.) The zone could conceivably get a small boost as a 'fertilizer,' or not do anything and just make building your colony a little more efficient in terms of space usage.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 03, 2013, 08:51:05 PM
An idea that I've not seen yet: Make it possible to place growing zones on top of graves (the current ones and/or the mass graves that have been suggested.) The zone could conceivably get a small boost as a 'fertilizer,' or not do anything and just make building your colony a little more efficient in terms of space usage.

If this were to be put in, it should give a big decrease in happiness and increase in fear to colonists farming on the land. I mean, you're literally using dead bodies as fertilizer. They already freak out just walking on top of graves.
Title: Re: Your Cheapest Ideas
Post by: Gsop on November 03, 2013, 09:01:43 PM
Just two weapons:
Prototype Pistol
A laser pistol with relatively low accuracy and range, but a moderate chance of causing stun

Taser
A gun with ridiculously short range, but a huge chance of causing stun 
Title: Re: Your Cheapest Ideas
Post by: Calistyn on November 03, 2013, 09:21:08 PM
An idea that I've not seen yet: Make it possible to place growing zones on top of graves (the current ones and/or the mass graves that have been suggested.) The zone could conceivably get a small boost as a 'fertilizer,' or not do anything and just make building your colony a little more efficient in terms of space usage.

If this were to be put in, it should give a big decrease in happiness and increase in fear to colonists farming on the land. I mean, you're literally using dead bodies as fertilizer. They already freak out just walking on top of graves.


That does make sense, especially given the current system, and might be a fun cost vs. benefit decision if it did give a boost to the growing. Later on though, there could also be a 'hippy' trait where a colonist might think of using bodies (human or animal) as fertilizer as a way of 'returning to nature,' and therefore not have a problem with it at all.
Title: Re: Your Cheapest Ideas
Post by: bigwolf2101 on November 03, 2013, 11:44:59 PM
ok what about adding more farmland in the game should take no more then a few hrs and be a benefit to those that make a farming colony   
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 04, 2013, 06:55:03 AM
It WOULD be nice to be able to terraform. Just plop down a terraformer on the desert and it would change a radius around it into soil over time.
Title: Re: Your Cheapest Ideas
Post by: staffy50 on November 04, 2013, 05:43:36 PM
Does putting a solar panel in the desert produce more power than on dirt? Should it?
Title: Re: Your Cheapest Ideas
Post by: Matty on November 04, 2013, 05:45:44 PM
Does putting a solar panel in the desert produce more power than on dirt? Should it?

The ground doesn't effect them, the sun does. So as long as they are in sun, not shade, they should run.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 04, 2013, 06:40:30 PM
Desensitization: Not sure how easy this would be to code, but the idea is that the amount of sanity penalty a colonist faces decreases with every successive time they experience it. So after a while they'd barely blink an eye at things like corpse-hauling duty or darkness, while new recruits would still jump at everything because they aren't used to roughing it on an alien world. Perhaps certain professions would have more resilience to certain situations as well.
Title: Re: Your Cheapest Ideas
Post by: Greski09 on November 04, 2013, 08:29:39 PM
AIR, ENVIRONMENT, BIO-EFFECTS, MORE RESEARCH OPTIONS

Having played your last version of the Eclipse Colony prototype I was thinking how cool the prospect of needing Air for my colonists would be. Maybe not every time, but imagine starting on toxic atmosphere type planets. Or having exposure to toxins in the environment that require extra filtering so your colonists can breath in certain areas.

This could later extend into having equipment for colonists (Masks, Suits) that make them able to survive longer. Maybe at the start they spawn with emergency O2 masks and tanks that only last them a day. So building an O2 generator is paramount to early survival, and shelter.

I loved the air vents, how they could work could be expanded of course. Maybe you need vents on the inside and outside or old air build ups afterwhile. Maybe even a ventilation system would be amazing.

Stuff I saw that should be added back are researching Cargo Zones, (higher tech versions of stockpiles), The drop zones, (higher tech versions of drop beacons) maybe crates drop here instead of just raw items, and I like that they are built like normal items instead of instantly appearing. Well thanks good job enjoy!
(also add aliens, and mechs, i love those things too and people ask for them like crazy!! :D )
Title: Re: Your Cheapest Ideas
Post by: Evul on November 04, 2013, 09:59:06 PM
Rain + Blood = no more blood.

Cause while playing you get gallons of blood across the map. So one way to fight this, in the nature, is making blood disappear when it rains.
Title: Re: Your Cheapest Ideas
Post by: Lonners on November 05, 2013, 07:28:20 AM
Farting when eating too much of a certain food. Get the whole colony doing it.
Title: Re: Your Cheapest Ideas
Post by: Peng Qi on November 05, 2013, 07:45:59 AM
"Idle" characters should do something to "entertain" themselves; either sitting at a table with "playing a game" displayed on mouseover or following working characters around and talking to them instead of wandering around aimlessly.
Title: Re: Your Cheapest Ideas
Post by: starlight on November 05, 2013, 08:21:08 AM
Should there be different costs for different types of tiles.

According to the description, some are more while some are less beautiful.

These can accordingly have happiness effects.

Perhaps it is already planned......
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 05, 2013, 08:29:54 AM
Should there be different costs for different types of tiles.

According to the description, some are more while some are less beautiful.

These can accordingly have happiness effects.

Perhaps it is already planned......

There already are...?
Title: Re: Your Cheapest Ideas
Post by: Jasper on November 05, 2013, 08:54:54 AM
I have read the thread, but apologies if any repeats sneak in anyway. Plus 1 to many of the ideas so far such as lockers, wall lights and more food/growing options. Too many other things to mention.

New items

Solar powered outdoor lights, they charge during the day and provide flood lighting at night outside your base.
Powerful electrical turret that can zap several enemies at once, but uses tons of power.
Better quality beds (less time spent sleeping,  happier after use?)
Weapons traders sell armour. Not sure if this one is easy or not. Just reduces the amount of damage people take, no graphics are necessary. May require lockers for storage.
Choose to grow medicinal plants in a growing area and make your own medicine/kits.
Choose to grow luxury food - you grow less per area but colonists like it more.
Traders sell books/discs in limited quantities that help colonists level up in a skill. Book is consumed after use. Makes trade a bit more interesting after you have enough of the basics.

New Raids

Imposter - Raiders grab a colonist away from the others and steal their uniform/clothes so they can walk into base undetected. May confuse turrets into not working but will be spotted by other colonists up close. Goal is to start shooting inside and cause chaos so buddies can swoop in against little defence. More advanced - imposter could destroy power or hack system to let others in.

Thieves - Target stockpiles and metal lying around map, perhaps livestock once they're useful. Run away if really threatened.

Strikeforce - Organised squad drop right out of the sky (parachute?) onto outside part of your base rather than landing further away and preparing. Have body armour and high end weapons.

New events

Trader offers to pay colony to hide stolen goods for him till the heat is off. If you choose not to return goods when he returns, you get raided. Also possible you get raided by officials looking to reclaim property.
Two colonists get married which makes everyone happy for a while, but if something happens to one the other is badly affected.
Contaminated food causes hallucinations/odd behaviour (like ergot poisoning)
Find orphaned/injured animal and if you choose to help it, it becomes tame. Can be kept as a pet which creates happy thoughts for colonists when they are near it.
Title: Re: Your Cheapest Ideas
Post by: WesleyJohnson on November 05, 2013, 09:25:23 AM
So this is my first colony sim and I came in only having watched a few playthroughs online. Let me just say, this game is a fantastic introduction into this genre. I love it! I do have some suggestions. Hopefully these haven't been discussed to death already. :)


That's all for now. I'm sure there is plenty more I'm not thinking of having never played the genre before, but so much is already covered in the suggestions.

Thanks for all the hard work, Tynan!
Title: Re: Your Cheapest Ideas
Post by: Goeshi on November 05, 2013, 09:43:58 AM
  • I'd like to be able to haul raider bodies. If this is possible, it's not obvious enough how to accomplish it.

Click the raider body, unselect the 'forbidden' check box in the bottom left, then you can haul as usual.
Title: Re: Your Cheapest Ideas
Post by: Evul on November 05, 2013, 09:46:34 AM
Less percentage of grass growing on sand.
In no time the entire dessert is overgrown.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 05, 2013, 09:50:03 AM
Pesticide: New research topic. When researched, makes boomrats and squirrels less likely to eat your crops. If they do eat them, they take damage over time.
Title: Re: Your Cheapest Ideas
Post by: WesleyJohnson on November 05, 2013, 09:50:36 AM
  • I'd like to be able to haul raider bodies. If this is possible, it's not obvious enough how to accomplish it.

Click the raider body, unselect the 'forbidden' check box in the bottom left, then you can haul as usual.

I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
Title: Re: Your Cheapest Ideas
Post by: OCAdam on November 05, 2013, 10:05:31 AM
I think I read through all the posts so far in this thread, so hopefully this idea won't be a simple repeat of what others have already said. If not, well... guess that's a +1 to the idea from me.

Worn weapon versions: take every weapon currently in the game and duplicate it, but give the weapon decreased accuracy (maybe 2-3x the spread), as well as a slower fire rate (depending on the type of weapon). Weapon value would also decrease, but damage nor range should be affected.
Title: Re: Your Cheapest Ideas
Post by: Goeshi on November 05, 2013, 10:53:00 AM
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
Make sure you've un-forbidden the raider corpse, and not just his/her weapon (which is usually lying on top of them and is selected first by default). I found this difficult for a while, dragging a box over them usually helps as it selects everything.

Can i also add a +1 for a zombie event (mentioned somewhere). All buried corpses rise from the dead with very low health. Burning your dead is the only way to avoid this.
Title: Re: Your Cheapest Ideas
Post by: Peng Qi on November 05, 2013, 11:21:40 AM
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
More important: Make sure you have a place to haul the corpse to; either a grave or a dumping area with "strangers' corpses" checked as a valid dumping item.
Title: Re: Your Cheapest Ideas
Post by: Lonners on November 05, 2013, 11:46:08 AM
Sunglasses. Shades. DEAL WITH IT shades.

Putting different sunglasses on different people makes them stand out.

Potentially even research them - or claim them from fallen enemies. There's nothing quite like cool looking stuff. And what's cooler than sunglasses?
[could use a colour picker to customise]
Title: Re: Your Cheapest Ideas
Post by: Greski09 on November 05, 2013, 12:34:51 PM
Pesticide: New research topic. When researched, makes boomrats and squirrels less likely to eat your crops. If they do eat them, they take damage over time.

Yes, please give us SOMETHING to kill boomrats. Or I'm just going to hunt them all from the beginning and remove them from my maps.
Title: Re: Your Cheapest Ideas
Post by: WesleyJohnson on November 05, 2013, 03:25:36 PM
I could've sworn I did this and it never worked, but maybe I had hauling too low of a priority or something. Or maybe I didn't mark them as needing hauled. That's probably it. Thanks!
More important: Make sure you have a place to haul the corpse to; either a grave or a dumping area with "strangers' corpses" checked as a valid dumping item.

Thanks, this was it. I didn't have a place to put them!
Title: Re: Your Cheapest Ideas
Post by: Wittmann on November 05, 2013, 05:46:01 PM
Make raider bodies default haul-able, I don't like having to click on them and hit F, sometimes I forget and then the mental breakdowns loom :P
Title: Re: Your Cheapest Ideas
Post by: Evul on November 05, 2013, 07:09:51 PM
Possibility to remove floor tiles.
Title: Re: Your Cheapest Ideas
Post by: mr_gant on November 05, 2013, 07:42:45 PM
Allow ordering multiple drafted colonists to attack the same target. Currently it looks like you can only have them all move to one spot, but if you want them all to attack the same guy, it takes 3*n clicks and makes battles super tedious.
Title: Re: Your Cheapest Ideas
Post by: Littlemule on November 05, 2013, 11:32:22 PM
I thought that having an old ruined colony with maybe some collectable metal/food or even an old gun and maybe some skeletons to emphasis the point that this was a failure (and what could ultimately happen to you too ;) would be cool.

Just my two cents worth :P

p.s. having fun with the current release
Title: Re: Your Cheapest Ideas
Post by: Lochar on November 05, 2013, 11:55:51 PM
My first post and I apologize this was first topic I hit and really love what this game offers and while I can make a ton of suggestions of what I would love to see, I will keep it simple. As I dont code , I am not sure of the 'difficulty' of some.

1. Moving objects instead of selling and rebuilding.
2. Single cell dump piles or at least column made ones. ( i've noticed the raiders use these as a defensive barrier reducing accuracy to hit them. I would like to do the same as they seem to be stronger than sandbags. Also they do reduce speed so a line of them covering any exits would allow me to try to place them slowing raiders escaping hopefully)
3. This one might be a bit harder but get annoyed with a useless noble who cant even sweep the dang floors. If they come as a slave or a prisoner, would like a way to 'rehabilitate' them for some minor work efforts.
4. Run power thru rock instead of having to replace with walls. Possibly at a half cost than a wall.
5. Make squirrels and boomrats toggable as an enemy so I can set up guards to keep them out of harvests.
6. Auto Lights - for outdoors when its daylight they turn off and possible sensors for indoors so rooms that are empty will shut off lights.
7. Attack ranges showing on players when drafted instead of clicking on weapon. Possibly toggable with a hotkey.
8. Gibbet (spell that right?) cages. Dont seem to really hit the raiders all that much, possibly more fear factor, altho dont want this universal so my characters take a bad fear hit everytime they haul nearby.
9. Firepit or some disposable means of getting rid of corpses. I currently have a literal wall of graves from raiders. Would rather have graves for my colonists and a way without leaving the bodys in a dump box of just staying there, possibly same for critters.
10. Flashlights - either a equipment rack for them so can swap out weapon when need to move in dark or able to carry as well as a weapon and still function. Would at least nullify dark penalty when moving past colony at night.

I realize this is still early alpha version and yet have enjoyed the game immensely. I have a ton more to suggest but will start looking to see whats planned before I add anymore, I am sure 10 was enough for now :)


Title: Re: Your Cheapest Ideas
Post by: Renham on November 06, 2013, 12:14:04 AM
Traps:

-iron star: star shaped pieces of still that are hidden in the ground, provoking damage on the enemy and slowing them down.

-magnetic plate: a heavy place with a very strong magnet, will make the enemy slow down and a longer delay between bursts.

-landmine: a traditional mine, can provoke a chain reaction, and become useless during solar flares, even may blow up.

-pit: a hole in the ground covered with leaves and dirt, will stun an enemy for 10 seconds, friendly may fall too.

Buildings:
-Medivac: will heal a character faster than a bed, meanwhile they will not need food or rest, may fully heal in just a day.

-fixed machinegun: will requiere the control of a character, depending on its shooting skill the performance of the gunner may vary.

-kitchen: a small kitchen like structure, than will allow a character to prepare meals for your crew.

-serving dispenser: will contain prepared meals so characters can take them from it.

-scraps recycle machine SRM: will recycle scrap metal into usable material.

-mounted drill: will extract mineral from the depths and throw it arround, also my drop scraps and rock.

-rock grinder: will destroy rocks, may extract small amounts of minerals.

-solar charged lampost: has solar energy cells that will save energy for long nights, do not requiere wires!

-fog lights: will lighten dark areas when foggy.

-biostabilizer: will expand green areas, making plants grow faster.

-reinforced wall: will resist an explosive blast, and may take longer tu burn down.

-fire resistant wall: as strong as a common wall, will not catch fire.

-fire prevention system: will release water when fire is in range, similar effect as rain over fire.

-reinforced cable: will not get cut as often as a common one.

-emp shield: will protect devices inside its area of effect from solar flares.

-large drop beacon: will auto pack resources when bought from traders.

-portable cell pod: can be used to restrain a captured enemy or traveler.

-self harvesting field: expensive and small, but wont requiere the attention of a farmer to produce.

-common pitt: will contain several bodies at once: 12.

-luxury grave: for those we will miss

-incinerator: the best at body disposal systems, will turn them into ashes... also some other kinds of garbage.

-meat extractor: will extract meat from hunted animals and produce raw food.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 06, 2013, 12:55:38 AM
I'm not sure how cheap it would be or would not be, but...

I really do wish that my colonists prioritized corpse hauling over everything. As soon as a corpse is unforbidden, I want that thing in the ground so it'll stop traumatizing my poor people with the sight of it. I dunno how hard it would be to divorce the corpse-hauling behavior from other hauling, though.


Walls with gun-ports would be just swell. As often as squads of guys with guns rush at you in this game, some proper WWII pillbox action would be just keen.

Barbed wire would be great - it should slow people down, but not provide any cover. It'd be better than sandbag waffles, anyway. People should also be unable to stand in its square, so you can put barbed wire in front of your sandbag fighting positions - so the other guy can't use your own fortifications against you. Concertina wire could be an upgraded version of barbed wire, slows them down even more, may be makes them take damage while running through it.
Title: Re: Your Cheapest Ideas
Post by: Stormkiko on November 06, 2013, 03:17:34 AM
Not sure if it's been mentioned in the 19 pages ahead of me, but it seems like it should be very cheap.

Make dumps drag-zoned.

I noticed it when trying to fill in an oddly shaped area with debris. It would be much easier if the dumps weren't a fixed shape.
Title: Re: Your Cheapest Ideas
Post by: Nabobalis on November 06, 2013, 05:31:44 AM
The ability to change your story teller AI during a game.
Title: Re: Your Cheapest Ideas
Post by: chaotix14 on November 06, 2013, 06:00:45 AM
Burning paste. Exactly the way you'd imagine. Just some nutrient paste from the dispenser poured over the ground to create a highly flammable trap that can be ignited by anything that will cause fire(molotovs, charge rifles, lightning, nearby fire, etc.) and will quickly spread to adjecent tiles of burning paste.
Title: Re: Your Cheapest Ideas
Post by: CyborgTriceratops on November 06, 2013, 06:21:57 AM
I haven't read the previous 20 pages, but here are my suggestions;

Be able to carry rocks from a dumping area into a location, then smooth it down in order to make smooth stone floorings.

Shooting range - Build it far away from residential areas or else noise complaints will be filed, but allow members to increase their shooting abilitiy

Use mountains as walls. I could construct a U shaped building with the top attaching to a mountain and it count as an indoor location.
Title: Re: Your Cheapest Ideas
Post by: chaotix14 on November 06, 2013, 07:20:55 AM
Use mountains as walls. I could construct a U shaped building with the top attaching to a mountain and it count as an indoor location.

That already is in the game, it will take the mountain wall as the fourth wall of the building, unless you made it too large, then the roofing will collapse and create rubble.
Title: Re: Your Cheapest Ideas
Post by: CyborgTriceratops on November 06, 2013, 07:33:21 AM
Use mountains as walls. I could construct a U shaped building with the top attaching to a mountain and it count as an indoor location.

That already is in the game, it will take the mountain wall as the fourth wall of the building, unless you made it too large, then the roofing will collapse and create rubble.
I tried to do a 3x3 building for prisoners using two sides as a mountain and it said I didn't have a walled in prisoner bed. I then tried using one side as a mountain and I received the same issue.
Title: Re: Your Cheapest Ideas
Post by: Lonners on November 06, 2013, 09:57:00 AM
I have no idea if this is in. % chance of slipping up on vomit and sick.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 06, 2013, 11:15:25 AM
Be able to carry rocks from a dumping area into a location, then smooth it down in order to make smooth stone floorings.

That'd be nice; problem is there's no way to make more stone once you've used every boulder on the map for paving bricks. I'd like this idea, though, making nice-looking paving-stone floors out of stone. As it is, your options are ugly and utilitarian, or pretty carpet, which doesn't really belong outdoors, does it? (Though painting the killbox red should help hide the bloodstains!)
Title: Re: Your Cheapest Ideas
Post by: chaotix14 on November 06, 2013, 11:36:47 AM
That'd be nice; problem is there's no way to make more stone once you've used every boulder on the map for paving bricks. I'd like this idea, though, making nice-looking paving-stone floors out of stone. As it is, your options are ugly and utilitarian, or pretty carpet, which doesn't really belong outdoors, does it? (Though painting the killbox red should help hide the bloodstains!)

I think it's safe to assume that more floorings will be coming. Don't fret about it, it's an alpha. I think it's more annoying that we only have the paste or raw food as edibles, both of which are negative towards happiness.(could at least temporarly have set the happyness to 0 for the paste, till there was an alternative)
Title: Re: Your Cheapest Ideas
Post by: Darthaidan on November 06, 2013, 11:39:56 AM
Not sure if said but sickness could be an interesting addition. My people slept outside in the rain my first night ever, I thought this should have caused many sicknesses. This would suck for me the player but for higher difficulty this would make a great addition.
Title: Re: Your Cheapest Ideas
Post by: mumblemumble on November 06, 2013, 01:18:58 PM
Add the ability to enable / disable rocks / rubble being placed in dumps...Its VERY annoying having a body dump filled up with rocks, since you can't disable someone putting them there, yet. Could also help managing where rocks are placed, too, by prioritizing the back-most dumps first, so you dont end up with people filling in the front of a dump, then climbing over to fill other stuff.
Title: Re: Your Cheapest Ideas
Post by: Stormkiko on November 06, 2013, 02:27:52 PM
Quote
Add the ability to enable / disable rocks / rubble being placed in dumps...Its VERY annoying having a body dump filled up with rocks, since you can't disable someone putting them there, yet.

You can. Click on the dump, (A single one, can't do it en masse) and where the black status window at the bottom left is, there will be an orange tab that says storage. Click on it and it lets you manage what goes in it including all types of corpses, Meals and debris.

Quote
Shooting range - Build it far away from residential areas or else noise complaints will be filed, but allow members to increase their shooting ability.

I thought of this last night and was going to post it. My thoughts were more of having it just a target for people to shoot at. (Then you can build your own range). It would require people to be drafted to use, so while they are getting their shooting skill raised you still have to pay attention to them so they don't starve and break down. I think that would be a fair balance and help with raiders.

Also another personal suggestion, Melee weapons. Give to brawlers (or any class like assassins) for an additional boost over those pesky snipers.
Title: Re: Your Cheapest Ideas
Post by: Bobthefarmer1 on November 06, 2013, 04:46:54 PM
How about booby trapping weapons? Reason being because I have about 200 weapons on cassandra, and it would be more worth the selling cost to a trader, because all you do now is collect weapon, put on equipment rack, profit.
Title: Re: Your Cheapest Ideas
Post by: Robitski on November 06, 2013, 06:21:48 PM
A tower that takes a long time to build and costs a lot of metal, but it draws most lightning it it's radius of effect towards it. I'm not sure if it's cheap enough!

Also, sofas and coloured tables and chairs. :3
Title: Re: Your Cheapest Ideas
Post by: Irexistus on November 06, 2013, 06:30:01 PM
Cheap ideas.

Title: Re: Your Cheapest Ideas
Post by: mumblemumble on November 06, 2013, 06:46:38 PM
You can. Click on the dump, (A single one, can't do it en masse) and where the black status window at the bottom left is, there will be an orange tab that says storage.
My bad...

Also, weapons which can be used in melee, or an option to use guns at point blank. Wild animals are very dangerous when they disable you from using the big machine gun once they get up close. I could understand more risks (missing, shooting yourself maybe) but having to be disarmed atop of it seems unfair.  Or maybe use a melee comparison between the 2 combatants stats, to see if someone DOES disarm the other person, to still keep that aspect there.
Title: Re: Your Cheapest Ideas
Post by: Mikal Blak on November 06, 2013, 08:26:57 PM
Reinforced walls - possibly a later tech or something
Tech to increase reliability/effectiveness of solar panels
Bulletproof vests
Heavy weapons - by this I mean something like an auto turret but that can be moved and is not fixated on one position but has to be carried
Title: Re: Your Cheapest Ideas
Post by: solidcordon on November 06, 2013, 08:35:46 PM
Pre-existing Structures :-
The Monotolith - A dark and geometrically exact block of something ... sinister and strangely dull.
Causes complete drain of  tiredness for the first colonist or raider who walks near it or continuous area effect until destroyed.
"Goodness me! It's full of beige."
Constructables:-
Musak speaker (propaganda tower).
Plays loud inspirational (or irritating, depending on perspective) instrumental music constantly provides slight bonus to work speed with slight increase in tiredness.

Mental floss dispenser.
Lowers loyalty threshold for prisoner recruitment while washing away all those inconvenient memories of their previous life. resets all skills to 2 (or 1).

Ominously Flickering Light Fixture - Like a light, except it just won't stop flickering. Raises fear far more than the dark would. May cause drowsiness, paranoia, delusions, weight loss, weight gain, spontaneous mental break or death.

Shock and awwwww. Throws stuffed toys toward the enemy, really cute stuffed toys. May cause stun.

Transporter train / monorail / tube / conveyer thingy hub.
Acts as a dump / stockpile for receiving items, moves them to the other end of track then drops them in adjacent square hopefully faster than walking with them.

Items :-
Motion charged Head torch. Reduces fear of dark places
Exciting Exo-skeleton. Reduces speed penalty for hauling heavy items, may malfunction causing damage to wearer and or nearby things.
Title: Re: Your Cheapest Ideas
Post by: Renham on November 06, 2013, 09:16:21 PM
Illnesses:
-Brain slug: found in wild animals and some plants, will provoke agresivity and confussion in the host.
cure: direct extraction, need to isolate the host in a cell to perform surgery.

-sand crabs: a sort of flea found in the sand an rocks, will cause small wounds and even bleeding in the host.
cure: antiparasite spray on the infected.

-flesh eating larvae: found in dead bodies when not burried or burnt, will provoke wounds and bleeding, may kill the host if found in large amounts.
cure: antiparasite spray

-cave lung sindrome: provoked for living underground without the proper ventilation and cleaning, may provoke sophocation and death of the patient.
cure: smath inhaler treatment, may take a few days.

-dark skin sindrome: provoked for having too much contact with minerals without the proper equipment, will cause weakness and tiredness.
cure: steech cream and flim syrup treatment, may take a few days.

-fungy skin sindrome: provoked for living underground for too long, without the proper cleaning, may cause permanent wounds.
cure: steech cream treatment.

urobor larvae: found in dead animals, will grow inside the host killing him and becoming a dangerous reptile like creature.
cure: surgery, althou only has 30% chance of success.

buildings
-surgery pod: used to perform surgery on a patient

-hospital bed: will alert the doctor when the patient is in need and provide nutrient paste when hungry.

-stasis pod: used to contain a patient till a cure is found, also used to study an illness

-medical research lab: used to research new cures

-air purification system: will clean the air in a certain area, may help fire to spread.

-medical cabinet: will contain medicine and other objects a doctor may use.
 
Title: Re: Your Cheapest Ideas
Post by: TerrisH on November 06, 2013, 11:23:58 PM
Auto Kitchen:   An Improved version of the Nutrient paste dispenser,  It makes a simple bland meal (replica)  instead of a bland paste.     It now looks like proper food, instead of some sort of goo.
    Needs to be Researched first,  cost more metal to built, draws more power,  and uses twice the food.    But you don't get that Nutrient paste Happiness penalty.  or at least lessen it. Image might perhaps be a Re-colored Nutrient paste dispenser?


Title: Re: Your Cheapest Ideas
Post by: Ograv on November 07, 2013, 12:21:16 AM
Scrap smelter: Throw pistols and other junk into this to get some metal back.

Reasoning: In my ongoing first "proper" game (in Cass. Classic) I'm at cycle 10 or so. Counting filled graves and equipment stands, I've killed 118 raiders and I have 90-something weapons stored. It's raid after raid, sometimes it feels like I can barely move the bodies out before the next one. And I haven't seen a trader of any kind in ages. I have dozens of pistols, incindary launchers, molotovs etc. I'd love to sell, not just for money but also for clearing room. I've built two big armories to store them all, which shouldn't be necessary unless you want to hoard like this. Being able to get some metal back for this junk would be great. Increased trader frequency would be great as well  ;)
Title: Re: Your Cheapest Ideas
Post by: v-drink on November 07, 2013, 04:45:30 AM
Hi I'm new to Rim world but at current I have basically bet the game with raiders doing nothing now.
I'm 19 and live in Australia.
this list is long and have "not cheap" ideas in it.
most ideas are original but some are from friends or other users.

1: Doors (small)
easy, 2x1 doors, stronger doors, maybe even "blast doors" 2x2 that require power to open?

2: lighting (small)
i was thinking maybe something like wall lights so they don't take up space.
i was also thinking a new type of power cable (maybe researched), that has natural LED on it so it glows, this makes 1 wide walkways easier to light up or even mining corridors.

3: Ditches (small-med)
like sand bags but free, take more time to build and have less cover from bullets (maybe explosive does more damage as well?) also so the people can actually occupy this space unlike sand bags.

4: Tunnels/Underground walk ways?
where people dig under the ground (still walk on top of it), cant build anything down there except lights and cable, using a man hole to get in. this allows for people to be more tactical in battles (pincer attack)

5: upgrades (med)
a building maybe 1x1 big that you place right next to an auto-turrent to make it more useful ex. 20% damage boost. maybe making it expensive? and highly explosive resistant!

6: guard walls (small-med)
adding a wall that people can climb onto and fire off it, more sturdy that the normal wall, maybe even allowing it to get thick" and allow turrets to be placed up there?

7: Turrets (some easy, some Big)
maybe after research, a snipe auto-turret, high damage slow fire rate, low HP, high range?
even maybe turrets that need to be maned? high damage or explosive? maybe just really bad recoil if gun skill is bad? this also with the walls mod?

8: AI (huge)
I'm sure our 3 people weren't the only survivors on a space ship?, maybe other people wanted to do different things than us or landed later and didn't approve? making up there own colony?, maybe starting off with better supplies to make it future equal?, trade with them, fight raids, capture prisoners?

9: Multi-player (Mid after AI vs implantation)
same as AI mod above but with another human, simple.

10: WorkBench (med-big)
maybe a workbench for building things like guns or prototypes (see later)?
using scrap or metal to build items?

11: research (mid)
adding a research tree? like researching guns then M-16 then the M-24 to be build at a work bench?
adding things like research bullets, then things like pure gunpowder, efficient energy cells, copper tip bullet for things like 2% less recoil, 2% increase fire rate, 2% damage increase respectively, and allow them to be researched like 20 times each?

12: Prototypes (Mid-Big)
when a new gun or turret is researched, it first has to be build as a prototype through the workbench.
this costs extra for the first building, gun ect. and in doing so then builds the prototype and making it have some buffs (as all prototypes do), on random completion such as, faulty wiring:sparks can cause flam when firing, Big capacitor: draws 20% more power than normal, but increasing firing rate by 10%!.
after the first prototype has been built, it goes back to the original build of that structure or gun ect.

Last but not least!
13: recycling (mid-big)
just a simple bench like a research table that scrap can be put on from dumps or home fields and turned into about 3 metal each piece of scrap, this makes it clear up dumps more and a little extra metal to use on projects.  maybe even have a chance like 0.5% of randomly finding a good gun within the scrap that wasn't noticed before?

there you have it guys. sorry if it was to long but yeah they are my ideas
please email me if you have comments or questions!

Brandon.
Title: Re: Your Cheapest Ideas
Post by: Aisomasu on November 07, 2013, 04:53:57 AM
Leader (I saw this before): Select a leader > Happiness bonus to everybody = Leader Social comp.

Wire fencing:
+very cheap,
+can't be damaged with ranged weapon
+prevent from going through
+/-can shoot through
-very low health
-no cover bonus
Title: Re: Your Cheapest Ideas
Post by: Pendryn on November 07, 2013, 05:05:38 AM
Right-click Prioritize sleep/eat.

I'd love to be able to top off my workers so they will stay out longer, rather than having them go and sleep only to have them turn around in a few seconds because now they need a snack.
Title: Re: Your Cheapest Ideas
Post by: forkkind on November 07, 2013, 06:44:07 AM
a checkpoint flag that rallies and gathers all your colonists.
Title: Re: Your Cheapest Ideas
Post by: willow512 on November 07, 2013, 07:04:57 AM
Pep-talk, a high social colonist can speak to a colonist who is approaching a breakdown to make them feel better.
Title: Re: Your Cheapest Ideas
Post by: Stryker on November 07, 2013, 07:57:38 AM
How about stuff like melee weapons?
Like knives or katanans, maybe even a pencil? ;) ;)
You'know cuz you have a hand to hand skill.
Title: Re: Your Cheapest Ideas
Post by: Robitski on November 07, 2013, 08:40:09 AM
Illnesses:
-Brain slug: found in wild animals and some plants, will provoke agresivity and confussion in the host.
cure: direct extraction, need to isolate the host in a cell to perform surgery.

-sand crabs: a sort of flea found in the sand an rocks, will cause small wounds and even bleeding in the host.
cure: antiparasite spray on the infected.

-flesh eating larvae: found in dead bodies when not burried or burnt, will provoke wounds and bleeding, may kill the host if found in large amounts.
cure: antiparasite spray

-cave lung sindrome: provoked for living underground without the proper ventilation and cleaning, may provoke sophocation and death of the patient.
cure: smath inhaler treatment, may take a few days.

-dark skin sindrome: provoked for having too much contact with minerals without the proper equipment, will cause weakness and tiredness.
cure: steech cream and flim syrup treatment, may take a few days.

-fungy skin sindrome: provoked for living underground for too long, without the proper cleaning, may cause permanent wounds.
cure: steech cream treatment.

urobor larvae: found in dead animals, will grow inside the host killing him and becoming a dangerous reptile like creature.
cure: surgery, althou only has 30% chance of success.

buildings
-surgery pod: used to perform surgery on a patient

-hospital bed: will alert the doctor when the patient is in need and provide nutrient paste when hungry.

-stasis pod: used to contain a patient till a cure is found, also used to study an illness

-medical research lab: used to research new cures

-air purification system: will clean the air in a certain area, may help fire to spread.

-medical cabinet: will contain medicine and other objects a doctor may use.

...That's not cheap : S
Title: Re: Your Cheapest Ideas
Post by: EtaBetaPi on November 07, 2013, 09:36:43 AM
 -- Weapon: Rocket Launcher:
Fires powerful rockets.
 + Fairly long range (about the same as a Lee Enfield).
 + Deals high damage to buildings (about the same as a grenade).
 + Splash damage to buildings.
 + Deals moderate damage to humans.
 - Very slow firing rate.
 - Very inaccurate.
 - Heavy (slows movement rate when carried).
 
Basically this would prevent the player relying too much on entrenched defenses.
The low accuracy and lesser damage to humans would prevent this from being overpowered in the player's hands.
Possibly it should be very rare and/or only occur on higher difficulty levels.

AI use: Should be straightforward; just use the same AI as for Grenadiers, but fire from longer range.

 -- Raider: Sappers:
Sappers can disarm Blasting Charges, rendering them harmless.
They show up with raiding parties and are used to clear a path through minefields.
There is a small chance (~5%) that the Blasting Charge will *instantly* explode (without waiting the normal time for the fuse to burn),
instead of being disarmed.
Colonists can rearm the charges later (so they are not lost permenantly), but again suffer the same ~5% chance of an instant explosion.

AI use: During the "staging" phase, the AI computes a path from the landing site to the player's base (I assume it has to do that later anyway!). The sapper tries to disable each blasting charge whose area of effect intersects the planned path. If the charge is activated and the Sapper is in range, he runs away. Once the staging phase is over he acts like a normal raider.

 -- Mechanic: Sanity Meter:
Introduce a Sanity meter alongside Loyalty/Happiness/Fear.
The Sanity meter depeletes whenever Fear is greater than Happiness and recovers whenever Happiness is greater than Fear. Movement of this meter is slower than the others, so colonists will not quickly go insane just because they are frightened. Rather, insanity would occur if the colonist is subjected to consistent stress for a period of time.

If the Sanity meter drops below 10%, they will suffer a Mental Break (works just as it is now). If the Loyalty meter drops below 10%, they will *not* suffer a Mental Break. Instead, they will just try to leave the colony.
Title: Re: Your Cheapest Ideas
Post by: tageborg on November 07, 2013, 10:40:27 AM
Ok, perhaps this fits better here than as a separate thread:

I have the following small suggestion: bind keys to the buttons in the dialog windows that appear. Example: I get a message about a part of my ship reentering the atmosphere near me. I click the letter icon and then need to click (CLICK!) one of "ok" and "focus on location" in the dialog window. I'd like to be able press ESC to dismiss the window without removing the message icon, press ENTER instead of clicking "ok" and some other button instead of clicking "focus on location".

--Tage
Title: Re: Your Cheapest Ideas
Post by: JayNic on November 07, 2013, 11:45:17 AM
- Wall/ceiling mounted lights.
- Research "brooms" for faster cleanup (or something more creative)
Title: Re: Your Cheapest Ideas
Post by: Wayfaerer on November 07, 2013, 12:08:59 PM
Robots!
I know it sounds code expensive. But it's basically a colonist with a different skin who instead of consuming food and having hunger consumes power and has a charge, must plug in and recharge (sleep) at a power socket (bed) but otherwise runs around like any other citizen with a fixed loyalty bar and no skill development. They can be purely combat or agriculture robots (same as nobles refusing to do other work) and can be a good source of labour for a one off payment that doesn't impinge on your food supply.

Then you can throw in a need for repairing and maintenance and malfunctions. From gaining sentience enabling the loyalty bar and negative positive effects like any other colonist, to disassembling stuff you've built, to helping the humans with all their malfunctioning flesh or hidden code which can be activated by raiding parties sneakily allied with the trader who sold you the bot, firmware hacks and upgrades to give your droid other skills and software upgrades to increase their skill.

Also probably already mentioned but can we have a non lethal weapon, minimal damage but higher chance to stun/incapacitate. I want to capture me some raiders :P

Ideas for weapons that fall into this category
- Shock sticks
- Tranqiliser rifle/rounds
- Gas grenade
- Riot foam launcher (just fires a projectile that if successful immobilises but still allows to fire or completely incapacitates an individual for x time)
- Riot foam mines (same as above but self explanatory)
Title: Re: Your Cheapest Ideas
Post by: Deemos on November 07, 2013, 12:32:56 PM
Pardon me for not going over all 21 pages of ideas so far... Since i beleive the underlying mechanic might be there for this..

Patrol zones. 

We have a home zone where colonists will look for fires and clean and so on.  but what about a patrol zone that if someone is drafted, they will automatically go to and fire on any raiders in that zone. 
Title: Re: Your Cheapest Ideas
Post by: UnitedPE on November 07, 2013, 01:06:32 PM
multiple game levels like in Dwarf Fortress.
Title: Re: Your Cheapest Ideas
Post by: Robitski on November 07, 2013, 01:21:25 PM
multiple game levels like in Dwarf Fortress.

That's VERY expensive, as mentioned before. These are cheap ideas, like reskins and basic buildings/structures for example. Anyway, I personally prefer not having the Z-levels, I think (as somebody else said before) it means you can focus more and management is easier.
Title: Re: Your Cheapest Ideas
Post by: cappie on November 07, 2013, 01:39:02 PM
Robots!
I know it sounds code expensive. But it's basically a colonist with a different skin who instead of consuming food and having hunger consumes power and has a charge, must plug in and recharge (sleep) at a power socket (bed) but otherwise runs around like any other citizen with a fixed loyalty bar and no skill development. They can be purely combat or agriculture robots (same as nobles refusing to do other work) and can be a good source of labour for a one off payment that doesn't impinge on your food supply.

Then you can throw in a need for repairing and maintenance and malfunctions. From gaining sentience enabling the loyalty bar and negative positive effects like any other colonist, to disassembling stuff you've built, to helping the humans with all their malfunctioning flesh or hidden code which can be activated by raiding parties sneakily allied with the trader who sold you the bot, firmware hacks and upgrades to give your droid other skills and software upgrades to increase their skill.

Also probably already mentioned but can we have a non lethal weapon, minimal damage but higher chance to stun/incapacitate. I want to capture me some raiders :P

Yes, that's basically my idea @ http://ludeon.com/forums/index.php?topic=685.0
Title: Re: Your Cheapest Ideas
Post by: Maybedid on November 07, 2013, 01:45:32 PM
I don't know if anyone else has suggested this but, I find myself a bit frustrated with the auto turrets' targeting. What if you could control the turret's target just like one of your colonists? Or perhaps a research topic that allows you to build different types of turrets i.e. flame turrets or grenade launcher turrets?
Title: Re: Your Cheapest Ideas
Post by: zenithar47 on November 07, 2013, 07:06:40 PM
Just a simple suggestion for a new research area (not sure if it has been mentioned before), but I would like to see insulated roofing, which would stop the effects of a solar flare indoors, so that not all of your defenses are dead during a solar flare. It is simple code-wise, because it just does a check for if there is roofing over an electronic before shutting it off.
Title: Re: Your Cheapest Ideas
Post by: TerrisH on November 07, 2013, 07:24:00 PM
Power Switch:  slightly more expensive variation of the Power conduit.   can be turned on and off like a lamp.   when on, power passes through normally.   when off, power dose not pass through it.   

  Useful for power management,   makeing it easier to set up back up batteries and/or turn entire sections of your base on or off.
Title: Re: Your Cheapest Ideas
Post by: Theotenai on November 07, 2013, 09:12:31 PM
It could be nice to be able to give nicknames to our colonists :)
Title: Re: Your Cheapest Ideas
Post by: Laos on November 07, 2013, 09:30:33 PM
Some "cheap" item ideas:

A "Pillar" that looks nicer than a wall and helps to support rooms when you make them really big

Switches that turn on/off power feeds.
Title: Re: Your Cheapest Ideas
Post by: Jasper on November 07, 2013, 10:10:50 PM
Just thought of a few more. A research track for power with things like: batteries charge slightly faster, lights cost 10% less electricity, can place objects further away from power line (like turrets) or improved fire resistance.

Also a way to assign beds to anyone. Sometimes I build a mini base near mining a fair way away from my main base. Its much more efficient if people working there, eat and sleep there too, but beds are all assigned to individuals. I want 'free' beds that anyone can use if nearby.
Title: Re: Your Cheapest Ideas
Post by: AwMeGawd on November 07, 2013, 11:02:59 PM
How about?

Dummy Turrets - Don't fire, cheap but absorb enemy attacks

Solar Reflectors - Attached to a Solar Panel, increases power output of the panel.

Mineral Miner - A unit that mines. It just produces metal over time, requires power.

Steam engine - Produces Power, burns crops, part of the farming chore.

Power Switches - Allows for division of the power grid. Greater control for the player.

Land mines - self explanatory.

No Go Zones - areas that your people are not allowed into.

 That's my two cents worth....
Title: Re: Your Cheapest Ideas
Post by: Jelly on November 08, 2013, 01:52:07 AM
That's all I got.
Title: Re: Your Cheapest Ideas
Post by: Nabobalis on November 08, 2013, 05:41:12 AM
The ability to see the explosion area of turrets or other structures which can go boom.
Also, some sort of reinforced wall which is able to contain an explosion.
Title: Re: Your Cheapest Ideas
Post by: solidcordon on November 08, 2013, 07:54:07 AM
Doormats!
Reduce the amount of dirt the grubby colonists track onto the carpets.
Title: Re: Your Cheapest Ideas
Post by: shokwave on November 08, 2013, 11:15:39 AM
Some kind of flooring (like a reskin of concrete or tile) that's worse than the 67% movespeed of sand and soil. Mud? Uneven flooring? "Rough terrain"? Would be more ethical, less effective, and a hell of a lot easier to set up than sandbag waffles or hydroponics mazes.

Double beds that give 10/10 resting efficiency, bumping beds and sleeping places down a few notches.

Comm beacon / radio broadcaster. Reskin of drop beacon, increases chance of trader events but increases raider waves too (maybe it counts as a turret or a few turrets for the purposes of calculating raider numbers?)

Some kind of wall that doesn't form a roof (Fence, I guess). I want to expose my prisoners to the elements.
Title: Re: Your Cheapest Ideas
Post by: Xanting on November 08, 2013, 03:57:17 PM
Some way to remove thin ceilings both metal and rock would be great to have instead of relying on collapsing and having to deal with all the rubble.
Title: Re: Your Cheapest Ideas
Post by: Mozleron on November 08, 2013, 04:57:38 PM
I'd like to be able to place all those rocks that are currently nothing more than a hauling nuisance into specific places on the map.  They seem to give a much better defensive bonus than sandbags, so i'd like to be able to place them in strategic locations as defensive structures.

Maybe add a random bullet bounce effect to them to make using them a tad more risky than Sandbags that tend to gobble up and stop bullets, but they are a hell of a lot more durable and can take a ton more punishment before turning to gravel.
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 08, 2013, 05:29:58 PM
Definitely like the idea of placing rocks where I want to place them.
Also, I think some kind of fire supression system for buildings would be great.
Title: Re: Your Cheapest Ideas
Post by: Xanting on November 08, 2013, 05:42:21 PM
A way to export the entire map as an image in game would be really useful. I know there's other ways to take screenshots but not really any good way to get the entire map without having to stitch it together.
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 08, 2013, 05:45:14 PM
What about a quick restart option? Say you wind up screwed over but you really liked the map you had and wanted another go at it.
Title: Re: Your Cheapest Ideas
Post by: BlueLight on November 08, 2013, 08:41:50 PM
So the normal way a raider seems to spawn on the map is he's dropped out of thin air from drop pods.
How about a way from raiders to spawn at the edge of the map.
Title: Re: Your Cheapest Ideas
Post by: AnarchOi on November 08, 2013, 09:16:37 PM
Ive searched around and didn't find a similar post besides the common "different walls" my suggestion is perhaps using rock/rubble as a resource and use that to build a "standard" wall that can be used for defensive purposes and wont auto-roof and wont supply power?
Title: Re: Your Cheapest Ideas
Post by: JuanEnrique on November 08, 2013, 09:32:04 PM
will there be better food ? i think the colonists would be very happy to be able to enjoy a nice big juicy mofalo steak with potatoes. i know there are "cooking" abilities so that, i bet, will be coming soon enough.

yet here is my idea.
the ability to brew alcohol. and the behavioral effects it has on people.

you speak of "cheap ideas". well i think this should be in the range of possibilities. colonists not walking straight, shooting less straight than usual, becoming violent and obnoxious, and the effects of hangovers  -20

how about also:
the possibility to grow hemp for materials n such? of course,  some of the colonists might get high every now and then ? cause you know, not ALL plants are male... SOME are female. so SOME of the colonists could get high... with some it could have benefits like becoming creative and philosophical or question authority, with others it could negative impacts like wandering off and finding one of them bomrats a bit too cute, or get lazy while mining out a mountain.

i just saw, you, the maker of this game, are planing on implementing police. as alcohol and hemp/weed like substances would be great for trading n such, that would go great with the police part.

also, i would find it very interesting, id i did not need to arrest every single person walking by. couldnt they just find it oh so beautiful and comfy at my colony that they volunteer to live there?

either way... i freakin love this game already and cant wait to see it evolve
Title: Re: Your Cheapest Ideas
Post by: Nocebo on November 09, 2013, 12:55:28 AM
Cheap idea is something that can be done under 4 hours?

Here goes:
Done
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 09, 2013, 01:25:14 AM
How about a poll of the current suggestions, the top five make it into the next release?
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 09, 2013, 01:32:15 AM
Power lines embedded in cave walls, they no longer take up space on the floor but the take a bit more time to build
Title: Re: Your Cheapest Ideas
Post by: Workload on November 09, 2013, 02:41:53 AM
Is EMP grenades out of theme with rimworld?

Title: Re: Your Cheapest Ideas
Post by: Nirolosa on November 09, 2013, 04:24:20 AM
- Pre-set points where your settlers will try to get to once you've drafted them would be wicked. Saves users having to click x points for x settlers. It's a bit cumbersome to have to click their spots individually, pre-setting them as a series of rally points would be excellent.

- More research options, even on higher difficulty settings I run out of improvements pretty quickly.

- Would love to research something to deal with the insane amount of debris I end up with after 30+ days. On smaller maps it can get some what annoying. Could be linked to research.

- Some way to deal with a cache of weapons I don't have the colonists for. I'm playing with the new AI and haven't had a whole lot of colonists but have survived an insane amount of raids. With a mega collection of guns now and a no ship able to buy (most of) the lot I have stored... it's a backlog of weaponry.

- Outside batteries, greatly reduced capacity but still able to charge a/two turret/s without shorting in the ran. I like to keep my power supplies separate between weapons and colony buildings. It'd be nice to have something charging them up without having to build a battery shed for it. Could even add a new behavour to the raiders, make them target the batteries and disable the turrets they supply. The player adds sandbags and a rally point to cover that angle of attack.

- Since so many of us like building into the rock, maybe add a heating element to rooms to increase personal happiness. I live in a place made out of tile and concrete, it gets insanely cold. Without carpets and a heater I would have moved back to Canada years ago. I figure the colonists would be experiencing the same thing. Rooms without the improvements could add a debuff of 'Can't feel my damn feet' and lower happiness.

- Add someone with the therapist skill, to help with those colonists feeling the burden of being on a alien world fighting off attack after attack after attack. Limitation to it could be that they can only use the skill on 2-3 people every few days. Therapists could be more likely to just walk out into the desert and need to be arrested and treated like a prisoner for a few days.

- Radar, doesn't have to display anything UI wise but having it researched means your comms center will let you know several hours earlier that raid parties are descending. Rather than you discovering them only after they've hit the soil.

- Being able to make something, preferably food wise, out of the animal life. That way there's less reliance on just farms/food tables. Maybe make them a tiny bit happier than food paste or maybe just help improve the current food paste .

- Being able to set turrets to stun or disable mode would also be useful. As I mentioned I am playing the new AI and keep getting some pretty brutal raids. Even without my turret defense, they seem to come pretty well armed. So I'm almost always stuck having to slaughter them oppose to capturing any new people.

 
Title: Re: Your Cheapest Ideas
Post by: spynet on November 09, 2013, 08:57:25 AM
I got the Pirate tier and looked at the  prototype pack when i looked at SpaceColonyGame.(rimworld first look :) ). Now one thing i like about it was  Create character menu witch u can make your colonist with a menu of back-stories, this would add some choice in the game then just random colonist. plus u can add more back-stories and still have the random to make a quick one.                                             
                                                                              thank you
                                                                                 spynet 8)
Title: Re: Your Cheapest Ideas
Post by: Stryker on November 09, 2013, 10:42:50 AM
How about muffalo chops? (Food drops when a muffalo dies)  :-X
Title: Re: Your Cheapest Ideas
Post by: Rathlord on November 09, 2013, 12:07:28 PM
A quick one from me:

Fire extinguishers- let colonists reach further to fight fire, such as over unpathable objects like the outside of a solar panel
Title: Re: Your Cheapest Ideas
Post by: Zemerson on November 09, 2013, 12:10:49 PM
A light/wall, combination of this would allow for large rooms with minimal lighting, as the wall could be used as a column, while lighting it's surroundings.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 09, 2013, 12:25:00 PM
Two very important, cheap ideas.

1: Flourescent lighting. Not allowed to contribute to "Brightly Lit" status, but provides a lot of "Lit" lighting for very little electricity. LED lighting should be even better. Make us research these.

2: Breakfast! If you get out of bed with nothing that has to be urgently done (like grabbing your rifle to shoot bandits, or putting out fires,) the very first thing you should do is eat! I am so sick of seeing my colonists sprint from their beds down into the mines, start mining one fucking tile, then go "Ooops, my belly's rumbly, better sprint back out of the mines into the dormitories and have breakfast!"
Title: Small changes
Post by: Tie-fighter on November 09, 2013, 12:54:17 PM
When I came here I was full of ideas, but seeing that there are a lot of excellent threads (This is not only already a good game, but the community seems to have a picture in mind that I like :) ) already addressing most, I will focus on small suggestions:

* Colonists go eat/sleep even when they are nearly finished with a construction job.
* Colonists move at the same speed, so persuing raiders is impossible.
* I always click on the door icon when I want to build a power conduit.
* I always look for the home zone tools under Area instead of Orders.
* I mix up Structure and Buildings.
* Moving an object is not yet possible. One has to sell and rebuild it.
* Colonists could move resources on their way back to base when going to eat/sleep.
* Building/Repairing turrets encircled by sandbags does not work.
* ?Blood does not decay?

And here's a big one:
 Please, make good use of the tech and crafting system. I want the game to be hard not because of raiders, but because I crashed on a planet with nothing. Building high tech like a nutrient paste dispenser and a comm station should imo be much harder. Survival game :)
 And what I've learned from Prison Architect: Please don't make people start over a lot. Concentrate changes that break existing colonies or make starting over more feasable into one patch every now and then.

Please feel free to continue the list :)
Title: Re: Your Cheapest Ideas
Post by: Joedoe1025 on November 09, 2013, 01:51:50 PM
Here's a few suggestions primarily pertaining to the combat aspect of the game.

1. Bunkers: A build-able structure similar to Starcraft bunkers in that they can house a few colonists while repelling hostile forces. limit of 2 colonists and said colonists cannot utilize grenades.

2. Alert system: A set of sirens that when activated will immediately put colonists in a limited range immediately into DRAFT mode and await orders. The reason i suggest this is because A: it prevents random, non military colonists from running up to a sentry turret that's about to go kaboom or into oncoming fire. and B: allows for a quick organization of forces to work during an emergency.

3. Cave-in charges: specialized mining charges that when placed in places with an overhang (Structures or under the mountains) causes debris to fall in the immediate vicinity in order to damage and block off access through tunnels. Medium level research and fairly high materials cost.

4. "decoy" explosives: Dummies dressed as colonists that can draw the attention of raiders but will explode when HP runs out. useful for delaying and elimination of raiding parties
Title: Re: Your Cheapest Ideas
Post by: Sacarathe on November 09, 2013, 01:57:44 PM
http://ludeon.com/forums/index.php?topic=908.0

I realise now this is a better place, didnt see it before. This idea has no effect on gameplay, but could enhance the storytelling by giving the player a prompt if you were, on how their characters arrived, and their current roles.
Title: Re: Your Cheapest Ideas
Post by: Workload on November 09, 2013, 03:32:07 PM
How about a really easy event to make. Lab accident while someone is researching set fire or knock out some people for a day. I would say illness but that's not cheap the fire and pretty sure the knock out is somewhere in the game.

Also make the AI enemy shoot mines and give the mines 5 10 hit points

Maybe a bomb squad team with 1 sniper to 3 grenadier that try to attack your walls.

Raiders with a miner maybe to dig in the stone. But there is tricks to stop miners just putting sandbags along the whole wall might stop this.
also sure people will not like there map getting chewed up by the ai
Title: Re: Your Cheapest Ideas
Post by: sparda666 on November 09, 2013, 04:38:34 PM
Using search, I havent found many people talking about this, but it would be great to allow players to speed up the battle time.
Its nice that now the time slows down to notify you that there is a battle happening, but really if its a few squirrels, I think we should get the option of manually speeding it back up so we dont have to watch our colonists punch the squirrels for 3 minutes.

good to slow down time,
bad to restrict user option to manually speed it back up

I love what youre doing Tynan!
Title: Re: Your Cheapest Ideas
Post by: Boudhha on November 09, 2013, 06:38:17 PM
Love your game !
(Sorry for any mistake i'm not too familiar with english)

few ideas :

*Add more colours for the floor

*We start from a crash, it makes more sense to dig trench instead of sandbag or maybe just add trench which need only a shovel or hands.

*Add some infos on the codex :P (dunno if we can do it)

*Can you add some walls that doesn't conduct electricity (which means explose) if we want to dig metals just to dig it and close the hole.

*After that update i get my game to 20+ colons it would be awsome if we can Ctrl+X or make groups (like toogle marins, commissar together as gunners without selecting others, as groups of differents weapons that will add some strategy to our placement) Sorry if that is not so cheap.

*Allow turrets to shot animals (or allow us to do it manually)

*some cutting/bladed(?) weapons? (We see guns everywhere, isn't it on the game way to get some knife, sword or heavy metal bar love that etc... ? I realy don't know, no offense in this)

*It would be great to add somekind of patroiling pathern for noble or assassin which can basicly do nothing

*Possibility to move up/down people in the priority menu (which allow you to align miners/oaf/scientist etc... and in term let you be faster to change/update priorities)

*movable machin gun which doesn't require electricity but one person and depend on shooting ability (maybe use those buyable bullets)
Title: Re: Your Cheapest Ideas
Post by: maxthebeast11 on November 09, 2013, 07:07:34 PM
There should definitely be a morale (loyalty) boost whenever your colony repels or defeats a marauding group of raiders. As it stands there only seems to be a drop due to: "Seen a dead body", "Witnessed someone die"
Title: Re: Your Cheapest Ideas
Post by: king komodo on November 09, 2013, 07:16:09 PM
Two things.
1) crops should (eventually) require water.
2) there should be a way to "collect" this water to allow for say better meals (since all forms of food currently give a negative impact on happiness) fro which I have 2 ideas one being a simple water collection tower (water level rises when it rains drops when used) and 2 is a condenser (would most likely require researcing) gets placed over gysers and as that "cools" creates water more reliable but not as fast as the water tower.
Title: Re: Your Cheapest Ideas
Post by: m.rusheido on November 09, 2013, 08:38:14 PM
This should be easy. How about letting rain wash off blood?

Sorry if it's already been suggested.
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 09, 2013, 10:26:03 PM
Add an invite option for travelers. There is a chance they will flat out refuse based on how good your base is. Once they are a "guest" they could function pretty much the same as prisoners for now but without the penalty of being imprisoned, and they will decide to leave if their happiness drops to a certain level.
Title: Re: Your Cheapest Ideas
Post by: mumblemumble on November 10, 2013, 12:58:52 AM
Ability to bribe raiders into leaving you alone (using coms, or sending out an unarmed ambassador to them).

Would be an interesting idea if you had tons of cash and a bunch of raiders came to wipe you out, and you handed over a couple thousand dollars for "protection".
Title: Re: Your Cheapest Ideas
Post by: Sacarathe on November 10, 2013, 05:15:38 AM
Like the home zone, for fire control, the DNL zone is for "Do not leave", if a colonist enters the DNL zone, they cannot leave unless drafted(or on fire, but not to, put out a fire.

The main advantage of this is during raids, to ensure the colony can continue to function without drafting everyone. If a fire in the home zone cannot be reached due to a lack of overlap it will be ignored, as will any other tasks given to that npc.

Perhaps NPCs may leave the DNL zone for priority 1 tasks only. After which there is no reentry obligation. You could have several layers for this, and add it to the overview and tag NPCs to their layer, for example, non violent warden cannot leave cells and* food dispenser, expert grower cannot leave base (which contains hydroponics, food dispenser home) etc.


* Link must exist.
Title: Re: Your Cheapest Ideas
Post by: peterpansyndrome on November 10, 2013, 10:25:51 AM
Motion sensors: early warning system that detects trespassers

Did a search but couldn't find it in the suggestions although ther is a similar suggestions for an "alarm system" which touches the subject of early warning systems.

It's the first item that came to mind when I was thinking about how to defend my colony and what I would need.
Title: Re: Small changes
Post by: huxi on November 10, 2013, 11:17:27 AM
* I always click on the door icon when I want to build a power conduit.
* I always look for the home zone tools under Area instead of Orders.
* I mix up Structure and Buildings.

I definitely have very similar problems.  ;)
Title: Re: Your Cheapest Ideas
Post by: huxi on November 10, 2013, 11:36:04 AM

Beside that, my colonists are strangely masochistic whenever they are in idle mode. They are strolling around the map while complaining about the nasty environment at the same time - which in turn makes their loyalty drop. So to keep them happy, I need to keep them working. There should be something like a recreational area which colonists could/should visit if idling.
Title: Re: Your Cheapest Ideas
Post by: huxi on November 10, 2013, 11:40:02 AM
I'd like to second the request for enhanced screenshot.

It would be really nice if there was another screenshot function that creates an image of the whole map without any UI overlay at the most zoomed-in level. The image would be quite huge but also very nice bragging material.  ;D
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 10, 2013, 01:47:42 PM
Chance for two raiding parties to come at once, and they fight each other as well as you.
Title: Re: Your Cheapest Ideas
Post by: Not-A-Spy on November 10, 2013, 02:43:43 PM
I want a 'planning' object, which allows me to plan out walls and internal cave rooms without actually ordering people to mine or build yet. The 'planning' object would do absolutely nothing except appear visually on the map.
It'd be like the 'order colonist to mine here' system, except it does not actually order them to do anything. Copy and paste and change a color hexcode and remove a line or two of AI-orders code.
Title: Re: Your Cheapest Ideas
Post by: Lowdekay on November 10, 2013, 04:10:00 PM
It would be cool if you could group your Colonists together to crate for example a defense force without searching the whole map to find your guys!

Also how about locking doors! For example you want that your colonists can't leave the colony, without drafting them!
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 10, 2013, 04:40:16 PM
I want a 'planning' object, which allows me to plan out walls and internal cave rooms without actually ordering people to mine or build yet. The 'planning' object would do absolutely nothing except appear visually on the map.
It'd be like the 'order colonist to mine here' system, except it does not actually order them to do anything. Copy and paste and change a color hexcode and remove a line or two of AI-orders code.

This would be great! you could design a sprawling complex/cave and be able to build it bit by bit, which makes the final product less thrown together. A little work around I have currently is to design my entire underground layer except the first few tiles, your workers can't start until your ready that way.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 10, 2013, 06:00:12 PM
I'd like to second a "turrets shoot at animals" option, preferably with an option to choose which animals they gun down, so they're not shooting down harmless squirrels for no reason (or, knowing me, are doing exactly that,) don't gun down boomrats which will start a fire (unless the boomrats go hostile,) and don't gun down dangerous muffalo unless I feel like thinning the herd.

I'd also like to second "extinguish burning colonist" trumping everything except rescuing/arresting/capturing. And for the love of god, don't have it be someone on the far side of the map who gets the job; make everybody nearby pile onto the guy to put him out. (Raiders should have this behavior too.)
Title: Re: Your Cheapest Ideas
Post by: CubicPowers on November 10, 2013, 10:21:56 PM
Just a few suggestions:

-cancel button (example like right click)
-natural events further apart (the game hates me)
-for the future, I would like to keep the current art styles instead of it being by professionals, perhaps it could be an option? (when art is updated)
-infinite generated levels(probably a bigger project there)

Overall, I love the game, and can't get enough of it! Please continue making this awesome game!
P.S. I am a noob to programming so each one could take weeks and I wouldn't know.
Title: Re: Your Cheapest Ideas
Post by: EtaBetaPi on November 11, 2013, 04:17:57 AM
 -- Manual Prioritization - Prioritize nearest task:
Currently colonists apply their own priorities to tasks even when Manual Prioritization is active. This can create difficulties in certain situations, as in the following example.

Suppose I want a colonist to deal with the nearest available cleaning or repair task.
If I assign equal priorities to the two tasks, the colonist will focus on repair even if there is cleaning to be done nearby. On the other hand, if I assign cleaning a higher priority then they will focus on cleaning even if repairs are needed nearby.

It would be nice if Manual Prioritization overrode all such considerations; i.e., if colonists selected the task with the highest selected priority, ties broken only by distance. This would give players a lot more fine control over colonist behaviour.

 -- Intelligent Hauling:
When a colonist has just selected a new task which is far away and Hauling is enabled for them, they should check whether there is an object which
(a) is near to them, and
(b) has a desired destination near to the task just selected.
If these conditions are met, the colonist should forget about the task and do the hauling first.

This would greatly increase efficiency in certain situations; for example, long-distance mining colonists would pick up the metal just mined when going home.

 -- Combined prioritisation and designation:
When right-clicking on a tile, show the following tasks:
 - Mining Rock/Mineral even if not designated (if selected, this designates the rock/mineral to be mined and then prioritizes the task).
 - Hauling even if forbidden (unforbids the object and prioritizes).
 - Debris hauling even if not designated (designates for hauling and prioritizes).
 - Cleaning/Fire-fighting even if outside home zone.

Currently in the case where we just want to send one colonist on a specific job, we have to designate, find the colonist again and select him and then prioritize. Also this pretty much has to be done while paused, otherwise another colonist may take the job.
Title: Re: Your Cheapest Ideas
Post by: murlocdummy on November 11, 2013, 04:50:07 AM
Holy crap, there's a whole lot of great ideas in this thread.  What usually happens in these threads is that the idiots gravitate in here and overload the place with useless, totally impossible crap.  Fortunately, they're fairly few and far between, and most of these ideas are pretty awesome.

I won't try to suggest anything new, but I'll try and summarize a few that seem like really great ideas that need more attention.

I'd like to second a "turrets shoot at animals" option, preferably with an option to choose which animals they gun down, so they're not shooting down harmless squirrels for no reason (or, knowing me, are doing exactly that,) don't gun down boomrats which will start a fire (unless the boomrats go hostile,) and don't gun down dangerous muffalo unless I feel like thinning the herd.

I'd also like to second "extinguish burning colonist" trumping everything except rescuing/arresting/capturing. And for the love of god, don't have it be someone on the far side of the map who gets the job; make everybody nearby pile onto the guy to put him out. (Raiders should have this behavior too.)

Having multiple colonists work on the same task is pretty important.  Whenever my units put out large fires, half of the fire response team ends up walking straight into the flames, and I always have trouble finding that one colonist on the other side of the map that has suddenly called dibs on punching the flamer out.
Allowing turrets to target insane/non-insane animals is also important, since having to find a particular hostile boomrat and forming a tactical boomrat defense squadron around them is always a pain.

I want a 'planning' object, which allows me to plan out walls and internal cave rooms without actually ordering people to mine or build yet. The 'planning' object would do absolutely nothing except appear visually on the map.
It'd be like the 'order colonist to mine here' system, except it does not actually order them to do anything. Copy and paste and change a color hexcode and remove a line or two of AI-orders code.

Really, the main thing that it would do would be to occupy your time while the dwarves colonists continue to work.  It would certainly help with immersion, since you'd be literally taking the role of community planner/base commander.  It would be great for me, personally, but I don't know how the reception would be for most players.  Then again, most players default to the most "degenerate" option, anyway, so it wouldn't quite matter for them.  Ideally, it would be great to have an entire series of "planner" functions, or even colony graphs and data sheets that are based on the game's debug info.  A game that mixes a Sim City feel with tile-based tactical combat is definitely one worth putting effort into, from a consumer standpoint.

Chance for two raiding parties to come at once, and they fight each other as well as you.

There needs to be more of this.  I can't emphasize enough how much I want to see this happen.  In the event that future raiding parties include neighboring colony forces, Galactic Federation "Rimworld Outreach" teams, or even giant dragon creatures, the idea that they'd come at the same time, fight, and let you break out the popcorn while you watch them turn one another into smoking craters is something that practically anyone would enjoy, even if it causes balancing issues when they leave most of their loot behind or decide to join forces and light your metal walls on fire.

Just a few suggestions:

-cancel button (example like right click)
-natural events further apart (the game hates me)
-for the future, I would like to keep the current art styles instead of it being by professionals, perhaps it could be an option? (when art is updated)
-infinite generated levels(probably a bigger project there)

Overall, I love the game, and can't get enough of it! Please continue making this awesome game!
P.S. I am a noob to programming so each one could take weeks and I wouldn't know.

The first three are pretty simple.  I'd expect them to be simple, anyway.  Adding a "Cancel" function to right-clicks would probably take a few hours and a good amount of copypasta so that it appears in the command list of each of the game's menus, depending on how the game is written, but I wouldn't expect it'd be too much work.

For the artwork, unless there are already professionals lined up for the job of making the game look prettier, I think that most of the effort really should be put into making more items, expanding the tech tree, and implementing an armor/equipment system.  What I'd really like is a Dwarf Fortress level of equipment complexity where I could put a magical amulet or rune engraved pair of boots on a superstitious person and cause their happiness to go up significantly.

Infinitely generating levels seems like a good idea, but I think that it'd be a bit too much effort to implement, not to mention the strain on the user's computer if the coding isn't optimized properly.  Dwarf Fortress, the benchmark of all of this, uses some kind of heuristic formulas to turn the generated world into a simplified series of algorithms that accurately estimate the existence of local towns, raiding parties, trading visits, and everything else that happens in Fortress Mode without having to have the entire world run simultaneously in order to keep the game running.

Like the home zone, for fire control, the DNL zone is for "Do not leave", if a colonist enters the DNL zone, they cannot leave unless drafted(or on fire, but not to, put out a fire.

The main advantage of this is during raids, to ensure the colony can continue to function without drafting everyone. If a fire in the home zone cannot be reached due to a lack of overlap it will be ignored, as will any other tasks given to that npc.

Perhaps NPCs may leave the DNL zone for priority 1 tasks only. After which there is no reentry obligation. You could have several layers for this, and add it to the overview and tag NPCs to their layer, for example, non violent warden cannot leave cells and* food dispenser, expert grower cannot leave base (which contains hydroponics, food dispenser home) etc.


* Link must exist.

-- Manual Prioritization - Prioritize nearest task:

...

Currently in the case where we just want to send one colonist on a specific job, we have to designate, find the colonist again and select him and then prioritize. Also this pretty much has to be done while paused, otherwise another colonist may take the job.

Zoning is pretty important, since I oftentimes find miners walking over to the other side of the map, mining a single square, then walking all the way back to sleep or eat or haul something.  Having to sell off their bed so that they stay around the mining camp bed/dining area is always a pain, especially when the mining zone is depleted and they're moved back into the regular colony.  Having separate fire zones, cleaning zones, or even designating certain zones to not be repaired, like peripheral giblet cage farms to demoralize raiders would definitely help to move colonists around to where they need to be without having to resort to second-by-second micromanagement.

Alot of these ideas seem fairly cheap to implement, but I'm not sure if many of them can be implemented in the course of a few hours, much less an hour.  We really need someone to come in here every now and then to summarize the pages so that the devteam can sift through the suggestions more easily.
Title: Re: Your Cheapest Ideas
Post by: starlight on November 11, 2013, 06:15:12 AM
I would like to suggest a startup.txt file or (more user-friendly) an in-game menu under options that lets you control several basic but important options:

Invasions: Yes / No (Decides whether raids happen or not)
Visitors: Yes / No (Decides whether you get new drifters, etc)
Ship Drops: Yes / No (Decides whether you get ship drops)
Mental Breaks: Yes / No
Hunger: Yes / No

Most of these will NOT be used apart from by new players. But it helps new players to get into the groove by providing them a way to learn.

Just as an example, I set up my second colony and assumed that food would be easy to get (my 1st one got a lot of ship drops).
That was not the case.
Title: Re: Your Cheapest Ideas
Post by: NeonSali on November 11, 2013, 09:09:52 AM
I would like the ability to chose who's sleeps in which bed. Mainly because, in my head, I have a hierarchy amongst the settlers. Those at the top have bigger bedrooms than the others. I also think there should be a double bed and over time a couple might get together and have a baby!?

Title: Re: Your Cheapest Ideas
Post by: huxi on November 11, 2013, 04:25:22 PM
A few days ago the grave of one of my dead colonists was hit by a lightning bolt and he burned away entirely. This is actually still bugging me.

Therefore I'd like to suggest another grave option. Something along the lines of a sarcophagus that can be built indoors which defaults to only be used for colonists. Other colonists shouldn't be able to walk over it, i.e. it should work like a table and not like a lamp or a grave.

So this is the cheap idea.

A more complex one involves the following:
I'd like to be able to build a nice mausoleum for my dead colonists, with flowers and all that. Death of a colonist should produce a negative grief/mourn effect on colonists (beside the usual effect of seeing a dead body) that had social interactions with the dead person and putting them into a sarcophagus/mausoleum should reduce (or in the long run, remove) that negative effect.

This would also mean that the death of a colonist with high Social skill would likely have a higher impact on the other colonists than one with a low.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 11, 2013, 06:05:53 PM
There's already a pretty hefty "Colonist unburied" penalty, so you want to get dead colonists in the ground/burnt away/explodinated into tiny bone chips as soon as you possibly can.

I'd like to second the call for sarcophagi. Graves in the dirt are for raiders, but my people deserve to be memorialized.
Title: Re: Your Cheapest Ideas
Post by: Lothar on November 11, 2013, 06:19:59 PM
A mass grave option would be nice something that you could fit maybe ten bodies into or so because these singular graves take up quite a bit of space.
Title: Re: Your Cheapest Ideas
Post by: huxi on November 11, 2013, 07:18:29 PM
I'd like to second the call for sarcophagi. Graves in the dirt are for raiders, but my people deserve to be memorialized.

That's the point. It bugs me that I can't even remember his name. He died pretty early and was one of the "original three"...
Title: Re: Your Cheapest Ideas
Post by: Seppukun on November 11, 2013, 07:59:44 PM
Not sure on the coding capabilities (or if it's been said)

-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.


I had this same idea earlier today because fires in RimWorld are the bane of my existence.

Sprinkler system would be a 1x1 placeable structure; it has an area of effect, like sun lamps, and requires power, but only 100 W. Actively drains fires, but a new fire could start (boomrat, molotov cocktail) and they make firefighting 2x more effective.

OR

Sprinklers as a research item / base upgrade. Makes firefighting 250% more effective in covered rooms (no placeable, just an upgrade.)
Title: Re: Your Cheapest Ideas
Post by: AwMeGawd on November 11, 2013, 09:38:48 PM
Not sure on the coding cost of this but ....

Could the raiders just raid instead of trying to exterminate the entire colony.

I suggest a different strategy for raiders. Maybe they just attack out lying equipment and once destroyed they grab the scrap and run. This will force different defense stratagems and the consideration of risk of deployment of assets.   

You could always create marauders who could be the cold blooded killers.

 
Title: Re: Your Cheapest Ideas
Post by: Joedoe1025 on November 12, 2013, 12:32:05 AM
Not sure on the coding capabilities (or if it's been said)

-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.


I had this same idea earlier today because fires in RimWorld are the bane of my existence.

Ditto, A fire suppression system is almost a MUST for this game. I built a mountain stronghold and lost half of it because a stupid boomrat decided to go off. There are situations where Fire is even more dangerous then the raiders.
Title: Re: Your Cheapest Ideas
Post by: Adeelos on November 12, 2013, 12:49:00 AM
How about a toggle switch for wire tiles? That way players can fill a stack of batteries with energy and then severe their connection to the network without having to sell the wire, and then rebuild it when the reserves are needed.
Title: Re: Your Cheapest Ideas
Post by: mileskeller1 on November 12, 2013, 11:27:33 AM
Research Ideas:

Load-Distributing Backpacks - +50% Carry Total (so you can haul more things from wrecks on the other side of the map)

Flame Retardant construction - Walls and sandbags have a 20% chance to snuff a fire automatically
--------

Just some thoughts, if people have already mentioned stuff like this, ignore it. I haven't read through the whole thread yet :)

Tynan, keep up the great work. I saw a video about this game and it only took me about an hour to realize I had to support your efforts!
Title: Re: Your Cheapest Ideas
Post by: Workload on November 12, 2013, 06:41:57 PM
Solar panels should have to be cleaned or it loses effectiveness over time.
Title: Re: Your Cheapest Ideas
Post by: NexusTrimean on November 12, 2013, 06:58:20 PM
Concussion Grenades. Like Frag grenades, but instead of dealing damage they have a very high Chance to stun an enemy for a slightly extended period, and a low chance to incapacitate. Deal very little damage.
Title: Re: Your Cheapest Ideas
Post by: Pendryn on November 13, 2013, 02:02:20 AM
Solar panels should have to be cleaned or it loses effectiveness over time.

I like it, but wouldn't this essentially be covered with the everyday wear and tear?
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on November 13, 2013, 04:12:16 AM
Badass Robot Man.
He comes for your doods. Gals too.
He won't go away.
Title: Re: Your Cheapest Ideas
Post by: NeonSali on November 13, 2013, 06:38:51 AM
In terms of warfare. I think you should have the type of technology used in WW1... aka...

1. Trenches
2. Maned turrets (instead of automatic ones, seems a bit more realistic.)
3. A limit on bullets (bullets could be made by a colonist using metal)
Title: Re: Your Cheapest Ideas
Post by: Bizz Keryear on November 13, 2013, 08:40:56 AM
Its very long thread, so have patience if it has come up already.
My own ideas are not that cheap, though.
more (suggestions) to come, I think.
Title: Re: Your Cheapest Ideas
Post by: zylosan on November 13, 2013, 10:17:50 AM
1# My Cheapest Request is the ability to prioritize repairs on targeted equipment. As is you have to dismiss your soldiers and hope they choose to repair the turret that is saving their lives. Who decides to go take a nap or grab a meal in the middle of combat? 

This could easily be implemented using the code for prioritizing cleaning up rubble, but that still requires you to dismiss your solder and hope that they don't wander off for a snack and a nap. A better long run solution would be allowing drafted colonists to directly repair objects while drafting. But that's going to be more time consuming to implement.

#2 Really Cheap option.  Have a window pop up the first time you attempt to contact a near by ship that says some thing along the lines of

      "The distance traveled by interstellar ships is immense, and requires cold-sleep equipment for each crew member.  Most ships travel with a crew equal to their facilities and are rarely willing to transport stranger.  Plus each traveler consumes a portion of the ships reserves and the cost to hitch a ride would be very high if it was even possible to do so.. (25,000 per person) There is one type of ships that would be happy to give you a ride. i.e. Slave Traders.  Few of your colony mates would be willing to give up the freedom that comes from living in a community that allows them control of their own lives. In exchange for slavery, or ending up as a serf or mineral on some populated world on which they  have little money or influence"

3# This is more a criticism of the game than a feature request.  This game has been heavily promoted for its interactive AI storytellers.  Yet all I see in my play through's is a desire to wipe out the colony with wave after wave of skilled and well armed raiders. 
Title: Re: Your Cheapest Ideas
Post by: tageborg on November 13, 2013, 10:27:15 AM
1# My Cheapest Request is the ability to prioritize repairs on targeted equipment. As is you have to dismiss your soldiers and hope they choose to repair the turret that is saving their lives. Who decides to go take a nap or grab a meal in the middle of combat? 

This is already in the game, isn't it? Select your colonist, right-click the turret and select "Prioritize repairing Turret". I'm sure I did this just the other day.
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 13, 2013, 10:41:36 AM
Want to add in a vote for windows, have your colonists able to shoot through them but grenades can pass through too.
Title: Re: Your Cheapest Ideas
Post by: huxi on November 13, 2013, 11:56:29 AM
3# This is more a criticism of the game than a feature request.  This game has been heavily promoted for its interactive AI storytellers.  Yet all I see in my play through's is a desire to wipe out the colony with wave after wave of skilled and well armed raiders.

pre-alpha...
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 13, 2013, 01:27:02 PM
So currently you can manually prioritize citizens which is nice, but I think a general "jobs" system that auto assigns tasks could help. For example, "Farmer" would assign priority 1 to growing, 2 to cutting, 3 to hauling. "Miner" would assign priority 1 to mining 2 to hauling, etc. Should be pretty quick to implement and would cut down on micro management time. Obviously being able to manually adjust priorities should be left in place, and any priorities not affected by the job assignment could be left at whatever the player assigned.
Title: Re: Your Cheapest Ideas
Post by: windruf on November 13, 2013, 01:40:24 PM
1# My Cheapest Request is the ability to prioritize repairs on targeted equipment. As is you have to dismiss your soldiers and hope they choose to repair the turret that is saving their lives. Who decides to go take a nap or grab a meal in the middle of combat? 

This is already in the game, isn't it? Select your colonist, right-click the turret and select "Prioritize repairing Turret". I'm sure I did this just the other day.
no they are not
they repair a little and run off to eat, sleep or do other things.

and for my cheap suggestion: to make energy show:

current usage/maximum usage
current production/maximum production

it would help planing energy upgrade and is in about 5 min to make.
Title: Re: Your Cheapest Ideas
Post by: Adil on November 13, 2013, 03:17:53 PM
1. Allow food to be taken back from storage area. It a bit silly when people starve because of lack of electricity.
Or add a dumpzone variant that accepts food.

2. Ability to disallow debris from dumpzones. Some of them are meant for corpses only.

3. Color names of drafted people in the overview screen.

4. Notification about fighting\hurt people.

5. Ability to change to which conduit lamps, turrets and dispenser are connected.

6. Have idlers wander around home zones instead of any construction on the map.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on November 13, 2013, 08:23:27 PM
2. Ability to disallow debris from dumpzones. Some of them are meant for corpses only.

You can already do this. When you have one or more dump areas selected, click on the orange "Storage" tab and it will show options for debris and meal dumping.

On this note, I have found that when I incinerate corpses in a dumping area, the options will revert and allow debris to be dumped there. I have no idea why, but I would hope this kind of thing can be changed.
Title: Re: Your Cheapest Ideas
Post by: Runalotski on November 13, 2013, 10:45:33 PM
Is it possible to make a "cleaning zone" that's independent of the "home zone" so I can make my settlers only clean inside?
Title: Re: Your Cheapest Ideas
Post by: Semmy on November 13, 2013, 10:50:19 PM
Is it possible to make a "cleaning zone" that's independent of the "home zone" so I can make my settlers only clean inside?

This is an awsome idea.
I always hated my outside world to be cleaner than my cave d-; Somehow the stupid goons always want to clean outside.
Maybe i should execute one to set an example
Title: Mine safety
Post by: auspidermonkey on November 14, 2013, 02:44:26 AM
When mining have a warning or show on the map with a red zone which will collapse if not reinforced before mining completes.
Title: Re: Your Cheapest Ideas
Post by: Stryker on November 14, 2013, 07:45:23 AM
Some more weapons ideas for the cheapest threads.
Taser
Damage: 10 (Highpowered shocks)
Range: Shorter than a pistol
Will stun an enemy for a 70% chance and incapacitate (capture incapacitated) for a 55% chance

And for a melee weapon version a stun baton that's weaker and has larger chances to stun.
Title: Re: Your Cheapest Ideas
Post by: Bizz Keryear on November 14, 2013, 09:00:30 AM
A really cheap idea: Allowing to move debris every where. You can give the stuff actually a sense.
Like: A cheap replacement for sandbags.  Ugly but doing basically the same. It can also slow down mad pest  and raiders.*

I'd like to see where are my solders are going and that means not only the one I have currently selected. Like a little colored dot. It would be improving dispatching forces.

Different zones? see: http://ludeon.com/forums/index.php?topic=58.msg10840#msg10840 section: 3.c

*I read something that made it look like that's possible already, however I couldn't figure out how.
Title: Re: Your Cheapest Ideas
Post by: Bizz Keryear on November 14, 2013, 10:01:18 AM
Another cheap idea: The range of lamps before placing and when selecting them ... no more dark or too bright areas!
Title: Re: Your Cheapest Ideas
Post by: TheVoice on November 14, 2013, 11:53:47 AM
I'd like to see a change to the existing wildlife, here are my thoughts:

1. Remove Muffalo from the map and instead have events where they migrate across the map (Like herds of cattle from our planet).
2. Make Muffalo destructive to the environment (trampling vegetation and smaller critters and eating plants).
3. When a Muffalo goes mad have them beeline to crops (including hydroponics), battering through doors and when they get there consume everything they can. They could even cause damage to Hydroponics tables whilst eating (Ever hear of a Muffalo in a china shop?).
4. Boomrat, when it goes mad have it chew on cables, once it chews through have the boomrat explode.
Title: Re: Your Cheapest Ideas
Post by: Chieftain101 on November 14, 2013, 10:26:43 PM
How about something as simple as a "Stun Turret", all it would require is more power etc. It would work the same way as a standard turret however it would fire bursts of electrical current to stun maybe one target for a certain amount of time. It would be cheaper to build, and would have a chance to incapacitate a target, allowing people to take them prisoner etc. The chance for the incapacitation should probably be very low otherwise people might abuse this feature way too much (Then it already would). Later on you should be able to research ways of making the turrets cooldown shorter or even a more powerful pulse to shock targets for longer times (Not necessary just a thought).

One more of my ideas is maybe a scientific spaceship, that could share with you information or even some research points to finish said research.
Title: Re: Your Cheapest Ideas
Post by: pfox__ on November 15, 2013, 12:32:41 AM
Howdy! *great* game. I'm so glad I paid the difference to get the Influencer tier so that I could play now. Here are a few cheap-ish things (except for maybe the last one).

1) range indicators for lights at build-time, ala turrets (more important for sun lamps.. want to know how far I can effectively space them out.. they use a ton of electricity)
2) fire suppression equippable item (like a gun, makes putting out fires go much faster) .. or maybe they're buildings.. like rapid-deployable fire extinguisher turrets that you set up and tear down as-needed?
3) would be great if something could be done about poor prioritization during low-food situations. having the colonists cross the map to the site of a wreckage where there're 300 units of food, just to have them take the food, eat it, then have a mental break because eating raw food put them over the edge is heartbreaking. I could further in-depth about this, but venturing outside of this corner-case would probably make it non-cheap, heh.
Title: Re: Your Cheapest Ideas
Post by: Cilionelle on November 15, 2013, 07:52:00 AM
Double Doors: when two doors are placed next to each other, they become one double door (functionally the same as two doors but with a bigger tile and animation).
Title: Re: Your Cheapest Ideas
Post by: Clint on November 15, 2013, 08:20:16 PM
On/off toggle for lamps so we can save power in areas of our colony that are not in direct use.
Title: Re: Your Cheapest Ideas
Post by: Adeelos on November 16, 2013, 04:51:07 AM
On/off toggle for lamps so we can save power in areas of our colony that are not in direct use.

That exists, actually for all electrical appliances aside from batteries, conduits, and generators. If you click on the item in question the option to turn the object on/off is presented in the bottom left menu.
Title: Re: Your Cheapest Ideas
Post by: Somz on November 16, 2013, 06:17:38 AM
I am currently playing with an older version of the game, I did not bother to DL the new one yet, I fear the loss of my saved games (for I have yet to find the place the save files are).

So here are my ideas:

-More happiness stuff (Tv, Mood lamp or anything, sorry my imagination here is poor)

-An option to make your colonits "have some fun" for a while, sending them to a previously selected place for them only to sit and chat? +happiness)
(Edit: -Another kind of "work" tab, with priority to have fun? if all the work is done,
to have them go to that previously selected area and play cards or something?
would be good in my opinion.)

-New food making stuff (they don't like nutrient paste)

-Maybe some new turrets (double LMG, "sniper",
maybe even a short-ranged flamethrower)

-An option for walls/conduits to toggle on/off power transfer (if one were to build batteries for emergencies and would like to keep them at 100%)

-Anti-fire equipment for putting out fires (burning people included)

-A "lightning catcher" or what it is called, with a transformer, to have some more electricity on stormy days and/OR to keep lightning away from your base AND colonists.
they are very flammable, the colonists.

-(now I do not know how simple or complex this is but)
I have a hard time recruiting anybody now because every attacker dies
or flees (mid-late game), so some more guys "passing by" would be great,
or if the chance of attackers getting knocked out would be higher, it'd be great as well.

-A "stungun" or turret would be also useful (for purposes mentioned above)

-An option to literally "burn" corpses where they are instead of having someone
carry around all the corpses making him/her really unhappy (with the lack of happiness options it's really a pain in the arse)

-A food "dispensor" that requires no electricity, or just an option to extract raw food from the paste dispensor in case of no power/solar flare (I lost a game because my folks starved to death...

-Having an option to select the area(s) people can/can not work on,
for example if one were to have 2 growing areas or anything one could assign a grower to each)

-Priority option (to set up priorities yourself)

-A device or something to protect your electrical devices during Solar Flares
(it's really hard to protect your colony of 7 without turrets, with 30-40 bandits attacking).

and...yeah, that's it for now.
Probably you are working on some of them already, one can never know. :)
Anyway, it's a great game, sometimes annoying but really awesome.
You have my thanks!
Edit:
Yes, I should have read the other ideas... If I were to "stole" anything, I aplogize.
And I promise I'll read next time before posting anything. :)
Title: Re: Your Cheapest Ideas
Post by: Somz on November 16, 2013, 07:52:22 AM
I've been going through the ideas to know what not-to suggest (again) and I've run into AwMeGawd's idea which is pretty damn good, Kudos to him(/her), I fully support this idea and suggest you to make something like it!

I am running out of metal, plus because of the size of the colony, it eats up a lot of power,
so a mining building (like low, slow but constant metal output), a power hungry machine that could even generate dirt/gravel/stones/whatever around it or in a specified area)
and a steam powered generator (eating up crops to generate some electricity, fed by people)
would help people out "late-game", like me, because if I don't run into a ship selling a ton of metal soon, I won't be able to replace the destroyed turrets and I'll get smashed by those pirate...assassin...raiders.
I have mined out every single ounce of metal on the map and fear the worst...

Edit: Also, I need moar colonists.
Breeding. Think about it. I know it might not be a "cheap idea" and even though it's not "The Sims", I think it'd be fun. One of my colonists is "pregnant" (and even though it's a guy...?) it's been a long time and I want that new colonist!
I don't know, a cage or a growing pod to put the little fellow in, feed it once in a while, then after X cycles it becomes a 15 years old guy/girl (the youngest colonist I've seen so far).
Also, aging might be a good idea too. Doesn't have to have effect on the game.

Or maybe they could die when they reach 100 or something,
it would make people rethink capturing someone old.
Title: Re: Your Cheapest Ideas
Post by: kamistar on November 16, 2013, 09:26:58 AM
-An option to make your colonits "have some fun" for a while, sending them to a previously selected place for them only to sit and chat? +happiness)
(Edit: -Another kind of "work" tab, with priority to have fun? if all the work is done,
to have them go to that previously selected area and play cards or something?
would be good in my opinion.)
I can see my nobble landlord having fun at library while smoking a pipe or cigar and driking a cognac or whiskey.

some quick ideas:
-coffee maker (makes ppl work harder and longer but might cause problems)
-library + books (gives happiness but takes time from working might also improve some abilities like research, medicine)
-music/player: happiness + might improve working rate near music source
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 17, 2013, 11:14:43 AM
Idle colonists should only walk around inside of home zones.
Title: Re: Your Cheapest Ideas
Post by: maxthebeast11 on November 17, 2013, 04:27:16 PM
Animals such as squirrels and boomrats should eat and demolish crops
Title: Re: Your Cheapest Ideas
Post by: Galileus on November 17, 2013, 04:34:39 PM
Animals such as squirrels and boomrats should eat and demolish crops

They do :P
Title: Re: Your Cheapest Ideas
Post by: Workload on November 18, 2013, 01:36:31 AM
Cooking:  Food Rations    maybe if your units are able to carry items. They would give 40% food need taste bad though. Plus will only use if far away from other foods or if there really low food.

I know this keeps popping up but Jail Doors/Looked Doors   That only open for your people And same HP as reg door but the reg door should let prisoners pass them. So you can have them in there own cells but be able to have a food dispenser in the different room and have them feed them selves.

When it's raining water could be a Carried Filth and leaves a puddle but goes away after some time. More work but if on carpets they would make mold if not cleaned.

New plant: Vine Spores    A event that saids something like " Heavy winds from the west carried some weird looking plant spores "
What they do is slowly tear apart anything made of metal but they don't hurt living things. Concrete/metal floors/stone etc slow it down.
A few spores will land and start spreading. Can take it out with fire/cut plants. Keep in mind it's just a plant it has no mind just grows.   This last one is not too cheap but it could be neat.    Also would this fit into rimworld or is it to weird.
 
Title: Re: Your Cheapest Ideas
Post by: Yellowdart1 on November 19, 2013, 04:52:38 AM
Mass Graves:
Something like a 2 x 8 trench that holds large numbers of bodies, say double what the normal tile capacity would be, (or more actually since it strangely takes 2 tiles to bury a one tile person) so a 2 x 8 would hold 32, 2 bodies per tile, and cover over automatically when full.
 Building dozens and dozens of graves for nameless droves of unfortunate raiders is a bit tedious, and poor use of space. Also, should have toggles for friend and foe, if you don't want your friends tossed in with the riff raff.
There is the cheap idea, and for the future, when all cheap ideas have been used up, it could cause very strong disgust and fear for colonists near it. Also, if wind ever exists in the game (rapidly spreading fires? wind turbine output? Walking speeds by direction?) the smell of an open death pit could dishearten anyone downwind.
Title: Re: Your Cheapest Ideas
Post by: Yellowdart1 on November 19, 2013, 05:26:08 AM
Intro modification:
In addition to the blurb about about waking from cryo and such, a second screen shows a display from your escape pod computer that you could scroll through. It gives you a few details about the moon you're on, nothing game changing for now, to keep it cheap, just a fun little thing to make the story feel deeper, and you could include some funny, random, or unexpected details/easter eggs in your lists of potential facts. Could include things like:
Name of gas giant (i.e. Omichron Persei, Hoben, Bat'leth)
Name of moon (Omichron Persei 8, Wash, Kapla)
Standard year for the planet (random number of days)
Distance from Star (giant random number of miles)
Class M (or you'd be dead)
First human visit X number of years ago
Terraformed X number of years ago
Nearest inhabitable planet (another name from a list of planets) and it's orbital distance.
Native flora and fauna (always dandelions, squirrels, and boomerats for now)
A little story about something in the planets history, such as:
The first settlers attempted to raise kangaroos for meat and fur but all of the females died in cryosleep. Settlers went mad and ate each other.
Or, Planet was originally terraformed to be the site of a SuperMax Prison for pirates and raiders, but was deemed too depressing. Or they all escaped due to a fire cause by boomerat mating season.
Or, Muffalo were originally introduced from Rigelius 9 in order to get rid of the Boomerat infestation on the planet. They then realized that all Muffalos do is eat poverty grass and go mad.

Nothing game changing, just something for the story.
Title: Re: Your Cheapest Ideas
Post by: krockobil on November 19, 2013, 06:21:51 AM
Somethings that i would think make the game more fun, and would be kinda simple to add:
Things that make money worth haveing:

A rare chance that weapon trading ships selling super-weapons realy expensive. (like 20k+ cash/each )
Ideas for these: Bazooka, Granate launcher, rail-gun, Flamethrower, minigun etc.
Weapons that's kinda unbalanced but very rare.

Technology selling vessels. (very expensive 30k+)
Building architect vessels that sells blueprint for good buildning objekts:
Etc: Bunker (a place where stationed soldiers take 25% less damage).
       Guard tower (A good place for a sniper that makes it possible to shoot over walls. But enemy can target you)
       Sprinkler (extinguish fires in area)
       Repair droid (A npc that repair damaged things) Max cap: 1. Expensive as shit.
       Etc.

The storage cite should be limited and need to be upgraded for more capacity.
The research table should also need stuff to be upgraded for advanced research.
A trash burner that burns corps and stuff. (advanced research)

Last and last: Researching should cost items/cash... not just time thats op.
 
I hope you like some of the ideas =)
Love the game and the work your doing.
Krockobil
Title: Re: Your Cheapest Ideas
Post by: king komodo on November 19, 2013, 12:44:11 PM
While I think a mass grave option wouldn't be a bad idea same with the incinerator there is a makeshift way to do this already. Setup a dump site in a grassy area surrounded by 2 wide set of concrete or metal tiles and then toss grenades or Molotov's at it. Good system for now although those ideas would be great for later. Also I do believe the bodies in gibbet cages and such should influence raiders a little more. I once had a set of about 10-15 on one of the major ways to get to my settlement and they just walked through them like nothing I know that if I saw dead bodies near an obvious settlement I wouldn't just attack them, I'd be more likely to run or try to talk to the people that owned it (which is most likely a later feature).
Title: Re: Your Cheapest Ideas
Post by: Jacob/Lee on November 19, 2013, 05:24:36 PM
Melee weapons would be fun. Drop your gun and bust out the brass scrap knuckles/cheap spear/power sword and work over your enemies. Could be useful inside your base or suicide charging a sniper's cover, but would probably end poorly if used on a mass of raiders with M16s.
Title: Re: Your Cheapest Ideas
Post by: serge89 on November 20, 2013, 03:56:03 AM
What about some piping for this game? Like water supply and sanitary system?

Idea is simple:
Colonists need water for cooking/sanitary. So there also need to dump out the used water. Design the underground piping (just like the conduit) and dump outside somewhere.

It will clogged some times so repair is required.
Some researches might need water (Lab) and it will create pollution. Maybe implemented a waste water treatment plant later? Keep it simple for now...:)
Title: Re: Your Cheapest Ideas
Post by: NazTaiL on November 20, 2013, 08:37:13 AM
Birthday!
With a cakes distributor.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 20, 2013, 06:19:07 PM
Melee weapons sounds nice. Would give a real use to the pit brawler profession. Maybe a progression like this:

• Baseball bat
• Brass knuckles
• Metal pipe
• Energy Sword

Maybe the smaller ones, i.e. brass knuckles, could be equipped along with a gun.
Title: Re: Your Cheapest Ideas
Post by: king komodo on November 20, 2013, 11:00:05 PM
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.
Title: Re: Your Cheapest Ideas
Post by: Stokee99 on November 21, 2013, 12:21:30 PM
An item called binoculars used in the weapons slot that lets you see what weapons incoming raiders have once they land. I know that you can see it currently without sending a colonist out with binoculars, but I think this would make it more interesting and more surprising. Also, it would add a strategic element when deciding who to send out with the binoculars.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 21, 2013, 04:37:04 PM
A colonist should still be able to prioritize something if someone else already is going to do it; it would just cause the person already on their way to do something else. This would solve problems with things like putting out fires on colonists being impossible because Bob from the other side of the map is going to do it already.
Title: Re: Your Cheapest Ideas
Post by: stoushriver on November 23, 2013, 05:38:31 AM
Lighting rod
Minecart
Backpack for hauling more resources
Electric Fence
Lockdown System (All Colonists will stay in bedrooms except soldiers.)
Tesla Coil
And that's all  ;D
Title: Re: Your Cheapest Ideas
Post by: Makropony on November 23, 2013, 06:21:41 AM
Now, some of these may have already been proposed, I don't really have the will to read 29 pages. Sorry if some of these are repeating.

MG bunker.
Sort of like a turret, more HP, doesn't explode, has to be manned by a person (maybe like a research table?).

Mine
Works like a blasting charge, but explodes automatically. Expensive, target recognition works like a turret (if something walks in the "range" circle - mine blows up. No friendly recognition, so your own people may blow up too). Less damage than the blast charge, high chance of incapacitation.

Grenade launcher.
Works like the incendiary launcher, but doesn't start a fire, instead the projectile should essentialy be a frag grenade.

Gear
E.g: A mining pick. Picked up like a weapon, gives +1 to mining. A mining drill - +3 to mining. A hoe - +1 to growing. And so on.




Title: Re: Your Cheapest Ideas
Post by: Chompy on November 23, 2013, 10:19:15 AM
Apologies if already suggested. 29 page of ideas...

How about every/most injuries causing a change to total hit points?

Eg being hurt might make you stronger. Starving may make you weaker. Could have a bias to the negative which means the more fighting, the more likely to be less capable in fighting.

Medicines may be used to restore lost total HP.
Title: Re: Your Cheapest Ideas
Post by: Slev on November 23, 2013, 10:52:09 AM
I don't have enough programming nous to know how cheap this is, but I think it might be a good ratio of effort to interest:

Happiness modifier for a pawn engaged in work they're very skilled at, or unhappiness if they're trying to do something they're clueless at.

This would be a reward for getting a good priority schedule set up, with the miner always mining and the oaf always farming.

A problem I can see with it is that early in the game, you need everyone doing whatever is most urgent. That could be fixed if the modifier was based less on the current task and more on whether they'd want to swap with another pawn. Then again, that starts getting a lot more work to program.

Some genuine cheap ideas:

More plants: Walnut tree, figs- slower growing cycle but gives more food per drop.
Beehive: Can be harvested for honey (gives food, inflicts random small hit-point loss).
Title: Re: Your Cheapest Ideas
Post by: Tynan on November 23, 2013, 12:26:20 PM
Happiness modifier for a pawn engaged in work they're very skilled at, or unhappiness if they're trying to do something they're clueless at.

That's a really cool idea.
Title: Re: Your Cheapest Ideas
Post by: shayesllc on November 23, 2013, 04:58:17 PM
Modify 'parts of your ship have fallen' events to drop a small handful of 'rubble pods' (basically some new rubble graphic that is spaceship debris instead of rock). Don't mark what is inside of them until you send a colonist to check them out. Once a colonist explores, randomly assign or pre-assign them to be resources, tech, or recoverable furniture/buildings.. also, a small amount of metal is always there, since it's spaceship rubble. It adds more realism to a resource making it back from your wreck, and forces you to prioritize for the risk of random drops instead of knowing what's been just scattered across the map.

For example, 'Upon scouring the wreckage, your colonists find a source of food/missiles/etc has survived re-entry! They extract it from the tangled wreckage..' At which point the debris converts into whatever resource you've found and a small amount of metal.

Also, 'Upon scouring the wreckage, your colonists find that portions of the ship's communications array/galley/weapons system have survived re-entry! They disassemble it to move it home..' At which point the debris converts into a small amount of metal, and either the tech necessary to build something new (common), a pre-fab marker for something (average, carry to stockroom then free and instant build of whatever object), or a pre-fab marker for a souped-up version of something with alternative graphics (rare, carry to stockroom then free and instant build of 'salvaged from a spaceship' upgraded object)
Title: Re: Your Cheapest Ideas
Post by: apljee on November 23, 2013, 10:23:35 PM
It'd be pretty cool to see a rocket launcher in the game. Similar to how an incendiary launcher works but instead of fire, it just explodes, and has a larger blast radius.
Title: Re: Your Cheapest Ideas
Post by: Thracian on November 24, 2013, 09:27:49 AM
Why do your colonists get the "mental break" so fast? i dont get it
uhm maybe add a soft chair where colonists can relax xD
Title: Re: Your Cheapest Ideas
Post by: Thracian on November 24, 2013, 03:35:26 PM
environment:
Quicksand
Trees?
Mobs:
bats
water? doesnt your survivors need water? to drink? jees
Title: Re: Your Cheapest Ideas
Post by: Semmy on November 24, 2013, 03:51:15 PM
water (http://ludeon.com/forums/index.php?topic=144.msg11170#msg11170)? doesnt your survivors need water? to drink? jees

Nice topic about it already
Title: Re: Your Cheapest Ideas
Post by: emreakyel on November 25, 2013, 03:24:23 AM
Mine is the chepest guys !

Colonial Age Muskets !
Title: Re: Your Cheapest Ideas
Post by: DeltaV on November 25, 2013, 06:52:06 AM
Trap: Captures pests (Boomrats, squirrels) that walk on top of it. One-time use. Animal is added as a resource or something similar (Cages?)

Animal Mine: Costs 50 metal and one of either animal. When activated, a psychotic version springs out and attacks the nearest pawn. Maybe a variant with boomrats that kills them instantly when activated, causing a fire.
Title: Re: Your Cheapest Ideas
Post by: Thracian on November 25, 2013, 10:47:46 AM
little catarpillers who makes silk for carpets and clothes and shit xD
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 25, 2013, 05:37:30 PM
More carpet colors would be nice.

I'd also like the ability to lay down sand and dirt.

For that matter, it'd be really nice if it were possible to lay down some kind of artificial flooring with utterly atrocious footing.
Title: Re: Your Cheapest Ideas
Post by: theSovietConnection on November 25, 2013, 08:53:41 PM
I haven't seen anything for this yet, but I'd like it if the ship you escaped from had a name, maybe from a list of names seperate from the trading ships that appear.

This isn't anything of the utmost importance, I just think it'd add to the immersion of the game.
Title: Re: Your Cheapest Ideas
Post by: Rhok on November 26, 2013, 05:57:35 AM
i am still hoping a button on the main menu that will take me right into a new game... giving me a random storyteller and random colonists (and random whatever other options are made available in the future).... i dont even want to see the options that get picked for me
Title: Re: Your Cheapest Ideas
Post by: Ender on November 26, 2013, 06:18:26 AM
I think something to do with your "killing machines" that can't do anything else but kill, and eat food, and wander off into places that aren't convenient. so,you know recreation facilities (one that has been said before).
Title: Re: Your Cheapest Ideas
Post by: BanzaiBlitz on November 26, 2013, 03:57:59 PM
While I don't know the ease of it, a method of checking travel time against nearby jobs.

It's silly to see someone walk halfway or more across the map to build one power conduit of many and go all the way back to do some other random job.
Title: Re: Your Cheapest Ideas
Post by: Workload on November 26, 2013, 06:58:30 PM
For your people to get a "Had a argument" buff that makes them get -happiness its like chatting just rarer.
more work but maybe colonist should have a relationship tracker. So some people will get into fights with others. 

Dead bodies slowly lose hp acting as the bodies rotting away
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on November 27, 2013, 01:49:13 AM
So, big idea, We need to have a way to train people in shooting and melee, perferbly shooting at least, i don't really know how long this takes but it don't sound to hard to make, i know you can like use sand bags and also rock as targets, but i would like something that kinda sound like it would fit.
Title: Re: Your Cheapest Ideas
Post by: Bainin on November 27, 2013, 07:14:36 AM
Lol the topic is still smallest ideas! I dident read all 30 pages so i just post some very small thigs coming to my mind.

No exploding turrets. Breaking and burn a bit is ok to me.
No Burning metal walls. a littel bit dmg is ok but no burning.
More Hp for the walls i dont think you can shoot a metal wall into shreds with guns. (Maybe more expanisve alternativ wall with no roofig and power (same texture) but atleast more protektion)
Hidden door, enemys cant see the door aslong nobody use it. (Maybe to op)
The option to forbidding your people to use previously selected doors.
I also read diffrent carpet colors rlly good idea.


Title: Re: Your Cheapest Ideas
Post by: YINNY on November 27, 2013, 12:13:03 PM
A sniper tower. Increased height allows for greater range of guns.
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on November 27, 2013, 03:53:06 PM
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.
Yes that makes sense, i say all for that one
Title: Re: Your Cheapest Ideas
Post by: Necronomocoins on November 28, 2013, 04:53:52 AM
An extra equipment slot, line of sight, melee weapons that increase melee damage/defence and non weapon equipment (science scanner, motion detector, mineral scanner). With line of sight and limited visual range (like in Eclipse Colony), could have cctv as a researchable and eventually get full map view with comms. console and a view screen or something, but needs to be manned. Water could just be a darker square for damp, light blue for shallow and dark blue for deep. A flamethrower! Wood and wooden torches, Low tech versions of everything that can be low tech. Locked/unlocked open/closed state for doors that are connected to power.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 28, 2013, 05:03:42 PM
Maybe Tynan can change the colour of the food dispenser when it is "prison" accessible or not?
Title: Re: Your Cheapest Ideas
Post by: EarthyTurtle on November 29, 2013, 01:01:26 AM
Let R4 Charged Rifles have a chance of causing fires/fire damage begin energy based weapons :D?
Title: Re: Your Cheapest Ideas
Post by: Ender on November 29, 2013, 10:58:50 AM
Let R4 Charged Rifles have a chance of causing fires/fire damage begin energy based weapons :D?

genius! i always figured that was how it always was, but after looking into it, it isn't so ya! and thats gotta be fairly easy to do.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 29, 2013, 03:22:34 PM
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.


I have to agree with this, 110%. Assassins should not be unwilling to do ManualDumb tasks, only ManualSkilled. They may have utterly no experience or interest in doing things like construction or farming, but an assassin's job definitely involves cleaning up after themselves and hauling the bodies.

So I see nothing wrong with handing them a broom and telling them to sweep - and they could help pitch the bodies into the graves after the orgy of violence they inevitably assist in perpetrating.
Title: Re: Your Cheapest Ideas
Post by: TheDirtyMailman on November 29, 2013, 10:31:54 PM
It really annoys me that raiders can kill my turrets with grenades. So, perhaps some blast-resistant walls that turrets can shoot over, but grenades cannot pass through

I doubt concrete walls could be severely impacted by molotov cocktails

Blowtorch - Highly damaging to structures, potentially lights fires

Fire Extinguisher - Allows an area (3x3 maybe) to be stifled at once. Only useable after firefighting level 5.

Windows  (with and without bars) - light can pass through, can shoot through, but pawns cannot go through

Some kind of double door

Overhead lamps - don't show up after installed unless zoomed in on

Fences - Like walls, but won't automatically create a roof when a closed space is made with them

The ability to remove roofs


Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 29, 2013, 11:00:10 PM
How about a lightning rod - protects a large-ish area from lightning strikes by attracting bolts that would otherwise hit within that zone to itself.

This way, you don't have to worry so much about your outdoor agave and raspberry farms being burnt down by dry lightning storms.
Title: Re: Your Cheapest Ideas
Post by: todofwar on November 29, 2013, 11:03:07 PM
Blast walls, definitely. Some kind of reinforced outer wall that I can use for more effective defenses.

Other idea: shooting target, and new task: training. Colonists can have practice firing be a new thing on the priority list. Would give all those nobles and assasins something to do.
Title: Re: Your Cheapest Ideas
Post by: EarthyTurtle on November 29, 2013, 11:29:50 PM
Oh oh! circuit breakers!

Could be useful to separate batteries from the main power grid so they don't dump all their power when a faulty conductor explodes.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 30, 2013, 02:13:09 AM
You want an idea? Here's an idea.

During a solar flare, or otherwise at times when the colony has no functioning paste dispenser, disable all food hauling jobs.

It does me no good to have an epic stockpile of raw food if it's in the replicator pattern buffer, dwarven quantum stockpile, or magical extradimensional space, and I can't it out because the paste dispenser is depowered.

Alternatively, allow colonists to procure raw food from the stockpile, if there's no paste dispenser.
Title: Re: Your Cheapest Ideas
Post by: king komodo on November 30, 2013, 02:16:25 AM
Oh oh! circuit breakers!

Could be useful to separate batteries from the main power grid so they don't dump all their power when a faulty conductor explodes.
good idea
How about a lightning rod - protects a large-ish area from lightning strikes by attracting bolts that would otherwise hit within that zone to itself.

This way, you don't have to worry so much about your outdoor agave and raspberry farms being burnt down by dry lightning storms.

Good idea
 
It really annoys me that raiders can kill my turrets with grenades. So, perhaps some blast-resistant walls that turrets can shoot over, but grenades cannot pass through

I doubt concrete walls could be severely impacted by molotov cocktails

Blowtorch - Highly damaging to structures, potentially lights fires

Fire Extinguisher - Allows an area (3x3 maybe) to be stifled at once. Only useable after firefighting level 5.

Windows  (with and without bars) - light can pass through, can shoot through, but pawns cannot go through

Some kind of double door

Overhead lamps - don't show up after installed unless zoomed in on

Fences - Like walls, but won't automatically create a roof when a closed space is made with them

The ability to remove roofs




And mostly good ideas IMO only 2 I'm iffy on (but would not shoot down or mind having in the game) are the fence and the overhead lamp just not sure about them is all but would be nice to have at some point although sooner rather than later.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 30, 2013, 02:54:40 AM
Fire extinguishers. Dear god, we need fire extinguishers, even if it's a research item. Let it be like, a 1x1 equipment rack that you build and it comes with a fire extinguisher when constructed. They can only hold extinguishers, and the normal weapon-hauling behaviors can be subverted to allow colonists to haul fire extinguishers which have fallen to the ground back to the holders. (Make them unsellable when selling weapons, of course.)

Have it extinguish a 3x3 area when used manually. They shouldn't be TOO useful as a weapon, but not completely useless (using a fire extinguisher to stun and disorient an opponent is a time-honored technique of improvised fighting in an urban area.) something like small damage and a very high chance to stun. Ideally, they should extinguish a cone or something, but for simplicity's sake in these early rounds, you could call them "foam grenades" and have them thrown like a grenade.
Title: Re: Your Cheapest Ideas
Post by: TheDirtyMailman on November 30, 2013, 03:06:18 PM
Blast walls, definitely. Some kind of reinforced outer wall that I can use for more effective defenses.

Other idea: shooting target, and new task: training. Colonists can have practice firing be a new thing on the priority list. Would give all those nobles and assasins something to do.
Yeah! They could even not conduct power.

Also. we really need some way to use the debris. Maybe like a debris processor of some kind that expels metal and uses power. Because I seriouslt don't know what to do with all of this slag debris.
Title: Re: Your Cheapest Ideas
Post by: Renoch on November 30, 2013, 03:49:16 PM
I'd love to see the an option to cause raider corpses and dropped weapons to be allowed for hauling from the moment they spawn, like a toggle. It gets annoying when I kill a pack of bandits with a blasting charge and I have to hunt for the dropped weapons, especially when there's several of them already in my equipment racks.

Part of my wants to see a manned turret, though I doubt that'd be cheap, since a colonist would have to jump onto it.

Another odd thought was a human-powered generator, like a stationary bike generator or something similar. Could be set for use by colonists or prisoners, so I can get something out of them for eating up my nutrient paste.   >:(

On that line, exercise equipment, like a gym. Set it around the cleaning or researching priority level, so colonists don't go working out instead of growing potatoes and such. The cardio equipment could generate power, the weight equipment could put points towards their ManualDumb skills, and it could all generate happiness from giving the colonists a productive output for their frustrations. ( +5 happiness "Got to vent on the punching bag today" ).
Title: Re: Your Cheapest Ideas
Post by: Arbust on November 30, 2013, 06:45:22 PM
How about planetary traits asigned to the world when it gets created, say you have a planet with longer days so on the plus side solar panels get more energy but colonist get unhappy. or a planet rich in gas, so it spawns with more gas outputs or each gas output gets more energy but it harms colonists when outside (obiously little life).

Then maybe a raider how can break out of arrest.

we could have weapons drop along side debris and food/metal when ship crash.

the game talks about " no staying forever in the planet" how about starting the game with a part of the hull where you first crush. This could be an unmoveable object that would need alot of resourses or/and a special reserch tu fix, kind of Age of Empires Wonder. And when finished have the option to leave the planet. (this is no so "cheap" but sill wanted to added)
Title: Re: Your Cheapest Ideas
Post by: Cider on November 30, 2013, 07:00:35 PM
Well I had the idea of a personal terminal, basically it'll raise happiness and can be used to improve certain skills but it'll take a lot of time out of their schedules to do their jobs.
Title: Re: Your Cheapest Ideas
Post by: Greentears on November 30, 2013, 07:16:38 PM
hmm dont know how hard this would be could you just make it so people you capture are slaves? I just find it hard to believe that i can win over someone who was just trying to kill me :P and sort of just make it so you can push them more than your people and not give a toss if they go a bit nuts, you could even put some sort of slave bomb collar on them?

I know i am evil and crazy but hey I want to live in this world :D
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on November 30, 2013, 07:20:35 PM
Few ideas:

-First, not sure if this one would be cheap, but: Drill. Requires research. Requires power. Drills a geothermic vent. Can fail/explode. Maybe 3x3, geothermic vent is created in the center, drill must be sold to build Geothermic Generator.

-Motion detecting lights: Would work much like auto-turrets, but instead of killing things on sight, would turn on on sight. Would also turn off when no one is around. Requires research(?)

-Non enclosing walls; maybe more durable?

-Improved roofs research option; maybe can stand further away from supports? Or maybe vaulted ceilings, to decrease the amount of XY space that is required for colonists to not feel cramped.

-Lightning rods/generator; requires research, keeps lightning from damaging a certain range, generates vast amounts of energy when batteries are hooked up. Diverts excess energy into the ground.

-Wall lamps

-Underground conduits; so they don't take up as much space.

-Double sided equipment rack.

-Bunk - sleeps multiple prisoners/colonists.

-Couch

-More potted plants; different colored flowers, shrubs, bushes, etc.

-Fences and gates; keep animals out without having to enclose farms.

-Handler class; like Warden except for animals.

-Vet class; like Doctoring except for animals.

-Patrol class; colonist patrols a designated zone for threats. Auto-drafts when threat is detected.

-Animal capture; requires lasso/traps.

-Some sort of beast of burden; bull-like, horse-like, mule-like. Requires same process as "recruitment," except called "Breaking." Can be used to haul more, grow more efficiently. Requires "cleaning-up" after and feeding. Fed by Handlers. Small chance to be injured on the job.

-Hay for animals to sleep on.

-Research: shoes for animals, saddle/reins/etc.

-More crops; need to acquire seeds which require research, or are attained from traders or crashed ships. Perhaps Oaf recruitment yields small chance of getting new seed type.

-Smooth-out mineshaft walls.

-Metal detector; equipment allows for seeing minerals deeper into walls than just one block.

-Caverns; must be mined into to discover. Same as outdoors, but hidden until mined into. Rock fllor, rock walls. Maybe geothermic vents?

-Mushrooms and other fungi grow in dark. (Found in caverns.)

-Cooking options: Multiple tiers. Higher tiers less likely to set fires; T1 Open campfire, T2 Fire pit, T3 Fire Grill, T4 Electric Stove, T5 Oven, T6 Microwave oven (penalty to happiness?) Require research. Also (not cheap part) Maybe higher tiers (up until microwave) are less likely to burn food.

-Overcooked/Undercooked food: Multiple tiers. T1: Raw (-12 Happiness, 0 Fear when eaten), T2: Undercooked (-10 Happiness, 0 Fear when eaten), T3: Cooked (+3 Happiness, 0 Fear when eaten), T4: Overcooked (-8 Happiness, 0 Fear when eaten), T5: Burnt (-12 Happiness, 0 Fear when eaten.)

-Nuked food: Microwaved. (-5 Happiness, 0 Fear when eaten)

-Prisoner-accessible doors (so I can build a mess hall or rec center :D)

-Prisoners try to escape during power outages, depending on loyalty.

-Trench: slow down movement like sandbags, provide cover when standing in. Do not provide cover for standing behind.

-Bunker walls: Requires research. Can be shot through, provide cover, and are roofable. Possibly don't conduct electricity? Resists explosives from the outside, flame retardant.

-Streetlights: More durable, provide vast amounts of light when outside, cannot be roofed in.

-Chef class; has lesser chance of burning/overcooking/undercooking meals depending on aptitude.

-Blast doors; Require research, can only be opened from terminals, flame retardant, resist explosives. Can be forced open by sapper raiders.

-Sapper raiders; can dismantle auto-turrets, cut through walls and blast doors (over the course of several hours.)

-More happiness items; lampshades, desk, different kinds of chairs (office, lounge, recliner, etc.) bookshelves

-Water supplies; rivers, lakes, etc. Possibly able to drill water wells. Story event; draught. Crops begin to die, animals die of thirst, wells and rivers dry up, intense heat creates exhaustion. Colonists should need to drink water.

-Sewage system; toilets, pipes, and septic tanks all fall under on research category; water purifiers which require research, and a biofuel generator which requires research and turns waste into energy. Before researching sewage (0 Happiness, 0 Fear), chamber pots (-15 Happiness, 0 Fear), or outhouses (-5 Happiness, 0 Fear.)

-Check/Uncheck all button on Overview screen.

-Automatic pause on opening Overview screen.

-Robots which can perform firefighting, constructing, repairing, mining, plant cutting, hauling, and cleaning tasks (each task requires additional research. Should be too unwieldy to grow plants.

-Mechanic class; like warden except for robots. Repairs robots as needed. Even-more-Not-so-cheap idea: Depending on aptitude of the last mechanic to repair the robot, chance of shorting out, exploding, shutting down, or going rogue.

-Power sockets for robots to return to (beds for robots.)

-More weapons; flamethrower, gas cans which burn until put out when damaged, throwable knives, RPG, Incendiary grenade, baseball bat, crowbar, wrench, screwdriver, hammer, nail gun, saw, gloves.

-Non-lethal weapons; tazer, mace cans, EMP grenades which knock out power in a certain range, lasso, some kind of weaponized incapacitating drug (darts or melee syringes).

-This one has been mentioned before: Negative damage; threshold between incapacitation and death. Death at -10. Incapacitation at 0. If a unit takes damage that drops them below 0, halve the remaining damage. If the HP falls below -10, the unit dies. If the -10<HP<0, the unit survives, is incapacitated, and continues to bleed out until rescued.

-Field medkits: bandages stop bleeding, certain drugs provide extra HP, certain drugs cut incoming damage by a certain percentage (person on morphene or adrenaline feels less damage than a person not.)

-Improved doctoring system: more than just feeding people. Maybe some injuries require bandaging, surgery, or drugs instead of just nursing. Success of said operations should be based on aptitude and difficulty of operation.

-Events where prisoners become disorderly and/or attempt to escape. Makes me feel better about telling the warden to beat them.

-Floods which require pumps to keep the colony from flooding inside the walls. Floods damage electrical systems, crops, and furniture, and creates an excess of filth.

-Mentioned before: Dismantle option for furniture instead of sell and buy again to relocate. Also available for turrets.

-Practice dummy/target practice furniture. Improves shooting/melee skills when there are no raiders to defend from.

-Personal lockers which can be claimed by colonists; raise happiness.

-Mentioned SO many times: FIRE EXTINGUISHER. Takes up equipment slot. Requires research.

-Craftable equipment. Fire ext. (increases aptitude for firefighting), hoe (increase aptitude for growing), rake (increase aptitude for growing), power tools (increase aptitude for constructing/repairing), hand tools (increase aptitude for constructing/repairing), pickaxe (increase aptitude for mining), wheelbarrow (increase carrying capacity, lowers walking speed, increases aptitude for hauling), backpack (increase carrying capacity, lowers walking speed, increases aptitude for hauling), machete (increases aptitude for plant cutting), vacuum (increases aptitude for cleaning), broom (increases aptitude for cleaning), dust pan and brush (increases aptitude for cleaning), surgical equipment (increases aptitude for doctoring), handcuffs (increases aptitude for warden), all other equipment I listed above.

-Engineering/Crafting class.

-Crafting table; like research table, but for crafting equipment. Equipment must be researched first before crafted.

-Recycler to melt down slag into metal. Requires research.

-Grinder to grind down rock debris. Requires research.

-Heater/AC Unit: requires energy, requires research. Boosts happiness.

Phew! I think that's everything I thought of in my first day of playing. Apologies if some of these aren't as cheap as I think they are (most of them probably aren't... Sorry.)
Title: Re: Your Cheapest Ideas
Post by: Ender on November 30, 2013, 08:35:11 PM
JKTD dude, i freaking love you (no homo) but man, soooo many great ideas, 98% of them should, and i feel are planned on being in the game, jeesh, just amazing.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on November 30, 2013, 08:40:27 PM
Here's a thought...

Walls should gain HP if they're built on something exceptionally sturdy, and lose HP if they're built on something exceptionally un-sturdy.

For instance, "Sturdy" would mean "any hard type of constructed floor," IE, metal tiles/concrete/paving tiles/smoothed stone," and exceptionally un-sturdy would be sand and gravel. Soil, rough stone, and carpet would give the same HP values we have now.



Also,  when a wall or a door is built over a conduit, it should discount the wall/door the cost of the conduit, and/or auto-sell the conduit.
Title: Re: Your Cheapest Ideas
Post by: enderstenders on November 30, 2013, 11:36:11 PM
Building: Mining Drill. Costs 1000 metal, but mines beneath the surface and slowly extracts metal. It would dump metal deposits on the ground beside the drill for colonists to haul to dumping areas.

First off, this idea sounds easily exploitable, but you could make it so drills are only placeable over geothermal vents or maybe a different rare deposit that could be added to the game. Currently metal is the only way to construct things, but it is a non-renewable source and is not that easy to come across.

Another way of making it easier to obtain metal is to add a research for communication boost. It would allow the colony to send out signals to passing trading vessels. The player could specify which vessel they would like, and in this case, industrial traders. Of course, metal-thieves may receive the signal as well, and with broadcasting for vessels may attract unwanted guests.

I know this game is still not even in Alpha, so I'm sure the system is getting balanced out and will probably be completely different down the road. I'm excited to see where this game takes us!
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on December 01, 2013, 12:05:35 AM
<3 Ender. (homo)
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on December 01, 2013, 03:17:48 AM
What we really need is what minecraft kinda did, chunks or what ever to genrate the map as you exspore, so other things that mean like another tribe of people showing up could work abit better
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on December 01, 2013, 02:42:57 PM
Yeah, open-world concept would be nice, but let's not call it "Minecraft." Open, generate-as-you-go, worlds have been around far longer than Minecraft.
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on December 01, 2013, 04:56:51 PM
What we really need is what minecraft kinda did, chunks or what ever to genrate the map as you exspore, so other things that mean like another tribe of people showing up could work abit better

This thread was intended for cheap ideas. This is pretty much the exact opposite of a cheap idea, on par with "give us Z-levels" and "Let's have the ability to play on an airless rock."

(Both of which I think are good ideas, but the exact opposite of cheap ideas.)
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on December 01, 2013, 05:13:15 PM
This thread has been everything BUT cheap ideas from like the third post; and I completely agree with you that people should respect the cheap requirement. However, most people that get on here seem to be too inexperienced to understand the difference between cheap and expensive. A lot of people are even disregarding the requirement and just posting whatever they feel like here (probably much to the annoyance of Ty.)
Title: Re: Your Cheapest Ideas
Post by: king komodo on December 01, 2013, 07:37:23 PM
This thread has been everything BUT cheap ideas from like the third post; and I completely agree with you that people should respect the cheap requirement. However, most people that get on here seem to be too inexperienced to understand the difference between cheap and expensive. A lot of people are even disregarding the requirement and just posting whatever they feel like here (probably much to the annoyance of Ty.)

I am willing to bet that the reason for that is not many people know how to code and therefore think it's easier than it really is, but yeah not many of them are cheap but 1 really expensive idea or a list of cheap and semi cheap ones with the expensive ones tossed in there for good measure which is probably part of the reason this next update seems to be taking so long (though I'm willing to bet it's a mix of everything).
Title: Re: Your Cheapest Ideas
Post by: mmMike on December 01, 2013, 10:50:17 PM
How about a way to measure tiles? Like say you hold down alt or something and drag out lines while the game shows you the length. Just to make it easier to plan things out and build walls of specific lengths without having to count.
Title: Re: Your Cheapest Ideas
Post by: fanatics on December 02, 2013, 12:40:45 AM
really any kind of melee weapon/combatant simply put a item that bolsters damage when unarmed, maybe if a someone has a breakdown and goes total batshit crazy, maybe move faster and have slightly higher hp
Title: Re: Your Cheapest Ideas
Post by: Necronomocoins on December 02, 2013, 05:31:55 AM
Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.
Title: Re: Your Cheapest Ideas
Post by: apljee on December 02, 2013, 08:51:47 AM
Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.

Or just a real dog, cat, and possibly farm animals. There's already squirrels in this game; maybe we can herd muffalo and mount them, too.
Title: Re: Your Cheapest Ideas
Post by: todofwar on December 02, 2013, 09:02:15 AM
Ability to dump weapons from equipment racks. I have like twenty spots, but they keep getting filled with pistols. I've stopped letting them haul pistols, but the ability to clear space in my increasingly crowded equipment room would be nice
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on December 02, 2013, 03:20:24 PM
I'd like a box for colonists to haul unwanted weapons to instead of taking up equipment rack space.
Title: Re: Your Cheapest Ideas
Post by: cameron908 on December 02, 2013, 07:36:08 PM
wouldn't mind adding maybe floods that could cause some... electrical situations if it finds its way into buildings or if you just plain out leave exposed wires in the rain.

hell maybe you could even add a global warming scenario (assuming you add coal plants and whatnot) where ice caps melt that ultimately leads to a new type of gameplay(underwater base!!!!!!!) and you could re-include oxygen drill from your prototype game because im pretty sure its hard to get good airflow underwater... fwew that was a lot of words and typing, I hop it was worth it. <img src="http://ts2.mm.bing.net/th?id=H.5030889627848085&w=262&h=178&c=7&rs=1&pid=1.7"/>
Title: Re: Your Cheapest Ideas
Post by: central on December 03, 2013, 04:35:30 AM
Here's a very cheap idea that is well worth the dev time:
Have idle colonist stay within the home-zone.
Title: Re: Your Cheapest Ideas
Post by: Lynx Observateur on December 03, 2013, 09:47:02 PM
Here are I few ideas I have:

-An interactive event log. Where you can click and zoom in the locations of the events.
-Traps.
-Cleaning order.

Like the game a lot, by the way. Keep up the good work.
Title: Re: Your Cheapest Ideas
Post by: Drip T Rat on December 04, 2013, 05:10:39 AM
After playing the game for a few days, this is what I've got. I do apologize if some one has already mentioned these.

- The shadows growing long and short are a really nice touch. In real life a shadow is sharper the closer the object casting it is to whatever the shadow is projecting on, and fuzzier the further away the two get. I wonder if this can't be simulated.

- Some of the stats seem to reset after loading up a game. I've over a hundred raiders in my graveyard and according to their stats they all died on the same day.

- I feel like E-mail messages in game could be color coded. When ever I get a message I automatically slam the space bar because I'm worried its warning of an impending raid. I would like to see different colored messages for Raid warnings, Orbiting ships, and outbreaks of rabid boomrats.

- I think it'd be nice if the colonists could develop relationships with each other. Gain happiness when their beds are in the same room and become depressed if their partner is killed. Chosen partners could be determined by a random sexual preference, the number of social chats they have together and/or how many meals are shared at the same table.

- It may be neat to have a rare chance for a raider to switch sides mid fight if his raider allies are not faring too well.

- Rain washing away blood stains.

- Right now it seems colonists can only die a violent death. It'd be nice to see one die of natural causes for a change. Less severely, perhaps a colonist could become bedridden for a time.

- In the current game, the repair SFX sounds much too similar to the SFX of a landmine about to go off. If I'm not watching my colonists fix something, I keep anticipating a follow up explosion.

- When a solar flare knocks out the lights, or anytime the power goes off, I feel like my colonists would break out the candles. This could be a research-able piece of stone age technology and could provide the opportunity for the occasional fire.

- Purely aesthetic but I'd like to see the occasional female colonist with her hair in a ponytail. Hair styles could be a cheap way to add variety to the colonist characters.

- As I'm setting up graveyards, I'm finding it difficult to determine at which end the tombstone will go.

- I think it'd be nice if the colony is visited from time to time, perhaps from one of the orbiting ships. Visitors could offer gifts and interactions between visitors and colonists could raise colonist stats.

Thats all I have for now. I love the game and if it grows no further I feel my money was well spent on it, so anything you add is a welcome bonus. Thank you and have a good one.
Title: Re: Your Cheapest Ideas
Post by: TheLastGenius on December 04, 2013, 02:07:43 PM
I have a few cheap Ideas I thought of when playing the game -
- A way to destroy corpses (they can get very area consuming) Such as an incinerator
- A way to destroy rubble (should not be easy but again very area consuming)
- More decorative items and furniture such as a sofa a tv etc that increases happiness
- An in depth(ish) optional Character creation screen/ character save feature (currently I'm going into the save file and editing the name, age, traits and body type of my people because I like to have my own little story)
- More research subjects to upgrade Items and structures, such as fireproof walls/turrets blast proof objects and upgraded sandbags
- More character pick-ups like armour or clothing to change appearance and possibly lessen hit damage also a shield to replace the weapon slot or maybe even a large object/ small object, so can can carry a handgun and shield or a big gun and handgun or something
- The ability to mount character weapons onto turrets or to research new ammo types and turret heads/body’s
-a powered shield system where you have a generator and nodes, and the nodes connect to each other in a way you specify and you can research to make the shield more effective (harder to walk through, more chance to block shots etc) also have it start as a 2 way block but be able to be upgraded to a 1-way block (you can shoot at the bad guys) or something to make it so it remains 2-way but your colonists can get through
- Possibly a map editor so you can design and share your own map designs
- Make weather more effecting i.e. if it's raining and your colonist is outside he/she gets less happy because he/she is soaked or if theres a thunderstorm fear goes up and if it's foggy there shooting range is decreased.
- Better doors to be researched such as a reinforced door which is harder to get through or a light door which produces light or an energy door that functions like the shield idea and so on
- Add in hobbys such as jogging, painting, stargazing etc.

Hope these aren't too elaborate, thank you for reading and please reply with thoughts on my ideas :)
Title: Re: Your Cheapest Ideas
Post by: TheLastGenius on December 04, 2013, 02:47:46 PM
I've had a few more cheap ideas
- Make it so you can choose how much ram is used (for high end machine that want better performance)
- Give you the ability to define prisoner areas and tasks, like in prison architect so they can grow crops and repair objects
- Allow you to tame animals to use squirrels as a way to quickly cut plants and muffalos could be mount so you can move around the map faster
- Give you colonists a special exercise area to increase stats like walk speed  or melee strength or mining speed for a mid-term basis unless you continue to exercise.

Thanks for reading :) please reply
Title: Re: Your Cheapest Ideas
Post by: Drip T Rat on December 04, 2013, 05:49:49 PM
- The ability to mount character weapons onto turrets or to research new ammo types and turret heads/body’s
-a powered shield system where you have a generator and nodes, and the nodes connect to each other in a way you specify and you can research to make the shield more effective (harder to walk through, more chance to block shots etc) also have it start as a 2 way block but be able to be upgraded to a 1-way block (you can shoot at the bad guys) or something to make it so it remains 2-way but your colonists can get through

I liked most of your ideas and agree they would enhance the game but I feel these two, mounted turrets and a shield system may distract from the stated goal of making the game feel like the old west in space. On my end, I like that the game is trying to walk a line where it wants to be a simulated western with a rare few added sci-fi elements.
Title: Re: Your Cheapest Ideas
Post by: Ambius on December 04, 2013, 09:12:06 PM
-Add an area/structure for Muffalo/Animals to raise.
-Ability or something like it (Like Animal Handling/Farming?) to herd animals to then harvest later for food.

Kinda has adds a wild west feel to it, yea?
Title: Re: Your Cheapest Ideas
Post by: TheLastGenius on December 05, 2013, 02:39:47 AM
I've had a couple more cheap ideas
- A more in-depth social development engine like the more you talk to a certain colonist the better friends you are and eventually you can start dating get married etc
- Different alert sounds or colours for the E-mail thingy (ie raider will be red with a little Siren)

Thanks for reading, please reply :)
Title: Re: Your Cheapest Ideas
Post by: chessteach on December 05, 2013, 06:54:02 PM
First off: Awesome game, and I am glad you prereleased it so I don't need to wait to try it out :-)

Engraved floor. I loved this feature in DF and it would be interesting if you allowed players to place engraved tiles.

Subdue option under attack menu. This would do less damage, but would be less likely to kill the person. I hate it when I have to kill perfectly good slaves.

Training Grounds. A small area where idle settlers can practice combat.

Allow building statues, and fountains.

Endless research. Create research options that never complete, then reward the city based upon how many research points are put into it. An example would be 'Study local fauna'. Each hundred points would give every settler one point of happiness as it creates a diversion from from their day.

Illnesses. Cause one settler to become ill for a random number of days, with the possibility of death. They may need to be rescued.

Time Saving Suggestions:
Diagonal placements. I would like to be able to make diagonal roads, and it is tedious at the moment. If I could hold down a button that would cause the placement to be diagonal rather then a square would be helpful.

Prioritize materials over harmless animals. If I try to select a group of minerals and food so that I can get my colonists to pick it up and a stupid squirrel walks into my selection, I only select the squirrel. Harmless animals should be the lowest priority.
Title: Re: Your Cheapest Ideas
Post by: owenkberg on December 06, 2013, 10:48:25 PM
Wall-hung lights.

Simple as that. The fact that they're always just awkwardly chillin' on the ground really bugs me. =P
Title: Re: Your Cheapest Ideas
Post by: TheLastGenius on December 07, 2013, 08:37:56 AM
I have lots of new cheap ideas so here they are
- A whole map job option I.E. Set it so you auto bury corpses or auto pickup fallen cargo, or auto clean blood of your enemies

- A 'Cleanup' tool that lets you completely clean a selected area of rubble, filth, blood, corpses, and smooth over the terrain evenly

- A Dirt/sand floor type so you can make a farm in an area thats already been covered

- A mapping mode that lets you plan an area for free that shows you how it will look afterwards

- Defensive points that let you pick areas your people will automatically go to in the event of an assault

- Non-Lethal weapons like a concussion pistol or stun grenade to let you capture raiders instead of killing them

- Weapons that straight up disintegrate your enemy so you dont have to deal with their bodies with the side-effect of destroying their weapon

- Weapons that are heat or burn based so they cauterise the wound as soon as it's made so the raider wont bleed all over your new carpet

- Special tools that let you do extra thing like disintegrate debris (it will take about an 10 minutes when first acquired) or speed up repairs or place multiples of the same block at once ETC

- Some sort of mobile cover so if one of your people are moving debris or something they can defend themselves

- A triggered version of the blasting charge so it can be used as a mine against radiers

- An advanced research building called the Growth-Pod where you can input the traits and backstorys of your colonists to build a custom colonist and where the adulthood will be identical to normal colonists but the childhood will always be the same - Pod-born +2 to everything but -5 to social

- The ability to force people not to fight and to just run

Thank you for reading and please reply to my ideas :)
Title: Re: Your Cheapest Ideas
Post by: apljee on December 07, 2013, 12:02:46 PM
I'd like to see a missile launch thing, where if raiders are coming, (or just for fun,) players can choose a location and it will blow up there (not instantly) but players would need a rocket launch pad.
Title: Re: Your Cheapest Ideas
Post by: Tonixzmac on December 08, 2013, 02:10:04 AM

Quote
If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.

How about a small mini map on the top left corner of the screen just under the stats info.
where i can see a small red dot to indicate some bits off raiders and a green or blue dot indicate my colonist.
Title: Re: Your Cheapest Ideas
Post by: ba12348 on December 08, 2013, 02:46:41 AM
This ended up being far longer than I originally thought, I just kept coming up with things.

Structure:
-Concertainers (http://en.wikipedia.org/wiki/Hesco_bastion)
Perhaps listed as "Reinforced Sandbag wall," blocks vision, movement, and gunfire like a regular wall, does not contain a power conduit, does not roof an area when enclosed. 
-Dirt and sand flooring
What it says on the box.  Perhaps a pick and additional construction time is required if replacing a stone or concrete floor.
-Manual roofing tool
Lets you designate an area to be roofed, requires construction time and pillars (in the form of single wall sections) for support.  Reduces the chance of whatever is underneath being affected by weather (nutrient paste dispenser, I'm looking at you), but does not remove it entirely.
-Wind turbine
Makes less power than a solar plant, but works day and night, an alternative to geothermal if no vents are available nearby.
-Incinerator
Requires massive amounts of electricity, destroys whatever is put inside after a time, including debris.  Incinerating a body serves as closure, cancelling out any "I saw a body" mood effects.  Can only work on one item at a time.

New gun turret types:
-Advanced Turret
Medium range, medium damage, low fire rate (a sniper tower, but not on nearly the same level as the M24)
-Heavily armored turret
Noticeably higher health, but much higher material cost, also affected by Turret armor research (see below)
-Manned turret
Functions only when someone is inside, higher accuracy than an auto-turret, but can be turned against you if a raider gets inside.
-Fire based tower (more like a flamethrower than Molotov cocktails) Terribly damaging, fear inducing, but very short range, and dangerous to anyone nearby while firing. Anyone.  Significantly larger explosion radius than other towers when destroyed.

Objects/items:
-Placeable bushes, flowers, and trees/cacti
Serves the same purpose as a flower pot, but outdoors, and doesn't require (frequent) maintenance.
-Target Dummy
Gives colonists something to practice their aim on other than Muffalo, has lots of health, but will need to be replaced occasionally.
-Melee weapons
A metal pipe, pointed stick, even a banana*, but some way to improve melee damage, could make guns more rare and valuable if some raiders come equipped with them as well.

*Monty Python, self defense against fruit.

Fire control:
-Fire cabinet
Re-tooled equipment rack, contains the tools listed below. 
-Fire extinguisher
Equipped as a weapon, makes colonist more effective while fighting fires, entirely useless for combat though.
-Turnout gear
Also equipped like a weapon, makes colonist fire-proof, good for rescuing other colonists trapped in fire.  Possibly slows movement speed, so it shouldn't be worn all the time.
-Fire should probably be more of an issue if these are implemented, spreads faster, much harder to beat out by hand, starts more frequently from faulty machines and power conduit.

Research:
-Turret armor
Each level increases health slightly, costs metal as well as time to research, each tier costs more than the last.
-Electrical efficiency
Power plants make slightly more power, and batteries store more. 

Behavior:
-Recreational activities, painting, reading, radio?, actively socializing.  Gives colonists something to do that improves their mood, perhaps too long without recreation could be enough to cause a breakdown on its own.  Each activity has different effects for each colonist, based on traits.
-Several levels of mental breakdown, the "kill everyone" breakdown, run away (can still be arrested and convinced though), fetal position (requires rescuing, bed time, and a doctor to become active), again, based on traits.
-Improved path finding, do chores based on walking distance, not "as the crow flies."  I've had colonists walk all the way around a mountain to get food, walking past metal, because the food was technically closer to where they were when they selected the task.  Also improve efficiency, when a miner finishes and heads for bed, have him carry an armful of metal to the stockpile if he is also a hauler.
-Separate Hauling and Dumping tasks, hauling brings in supplies, dumping gets rid of debris and the like.
-Deny areas to certain colonists, my haulers usually end up running between my hydroponics building and stockpile, not collecting the metal someone else has mined, because the food is closer to the stockpile.
-Panic button, allows you to designate a "retreat" and a "muster" area, and assign each colonist to one of the two.  Hitting the button immediately sends all colonists to their assigned areas, protecting the unarmed ones from raiders, and summoning the armed ones to defend the colony.

I know cooking and actual medical attention are already in the works, so I wont mention those. 

Side note to Tynan:
I program buildings, not games, but it has been my experience that most people have absolutely no idea what four hours of programming means in terms of results.  I don't know how much work each of these suggestions means for you, they just seem simple to me (alright not the behaviors section, most of that is pretty major).
Title: Re: Your Cheapest Ideas
Post by: Varock0 on December 08, 2013, 05:22:39 AM
I have a problem with the graves they just take too much space in a long game. One way to hadle that is to shoot with a T9 on the graves to burn them but it would be much nicer if there was a better way to cremate them, in a stove or sth like that.
I also experienced some huge electric discharges wich led to huge explosions. I think it would be nice if you can do this on purpose on a specific destination to kill raiders.
Title: Re: Your Cheapest Ideas
Post by: RRT877 on December 08, 2013, 06:06:08 AM
Hi,

I'm a huge fan of Dungeon Keeper and I always build my Base like in there old times.

Usually I first dig out a 18x18 room ( 9x9 Dungeon Keeper equals 18x18 in Rimword ).

Then I start to place furniture like Beds and Stuff.

After a while I'll add some nice Floor.

And after that I'll upgrade the Walls and this is a bit complicated for me ..

.. dig the old "stone" walls away and then place structure walls.

Nits not a huge Problem if I upgrade one room after another but if I try to do this with to neighbour rooms - I often loose were there walls exactly were.

-

So please let us build structure walls on naturals ones, like it is possible to build growing area on existing plants.

The colonist then would automatic dig the Wall away ..
Title: Re: Your Cheapest Ideas
Post by: Drip T Rat on December 08, 2013, 08:35:01 AM
- The ability to designate colonists as Leader, Sharif, Head Gardener ect. for a stat bonus and added depression to the others if a colonist with a tittle is killed.

- lots of people have discussed having the colonists form relationships. Why not continue on to children and eventually families?
Title: Re: Your Cheapest Ideas
Post by: RRT877 on December 08, 2013, 01:34:36 PM
Emergency light Tech.

If the Power is low, lamps will automatic activate a lees power intensive red light. The Colonist can see but still get the "in darkness" malus.
Title: Re: Your Cheapest Ideas
Post by: MrHudson on December 08, 2013, 04:32:15 PM
Autotraders - they aren't affected by Social skill but are a bit cheaper.
Title: Re: Your Cheapest Ideas
Post by: xmakina on December 08, 2013, 05:26:13 PM
For the player:
Notepad / Sticky notes
Screenshot taker / Polaroid camera
Title: Re: Your Cheapest Ideas
Post by: palandus on December 09, 2013, 04:40:10 AM
My cheapest ideas would be:

Research topics that improve variables currently ingame such as:
-> Carrying Weight (How much stuff a colonist can carry)
-> Expanded Store Stocks (Allowing ships to carry more stock and more credits)
-> Amount of Food produced by Gathering a Potato in a Growing Area
-> Amount of Metal produced by Mining an Ore Vein
-> Increased duration of ships sticking around (Allows you to trade with a given ship for longer)
-> Increased hitpoints of turrets
-> Increased power production of Solar Arrays
-> Increased power storage of Batteries
-> Reduced power consumption of Lights
etc...

Floors
-> Different tile shapes (ie Diamond, Hexagon, Pentagon, etc...)

Furniture
-> Power-Saving Lamps (Ones that only turn on during the night)
-> Double-Door (A place where you can place a single large door that takes up two spaces)

Trade Commodities:
-> Alcohol, Silk, Salt, Pepper, Oil

Bit tired, so can't think of anything else. Will probably post again later.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on December 09, 2013, 05:44:07 PM
Energy Efficiency: New technology, 3000 research. Causes lights to automatically switch off when nobody is in the room or when everyone in the room is asleep. Does not apply when there are hydroponics tables in the room.
Title: Re: Your Cheapest Ideas
Post by: palandus on December 09, 2013, 09:16:54 PM
Equipment: (Takes up weapon slot; can be placed on Equipment Racks)
-> Omni Repair Tool = Repairs far faster (200% faster) than normal.
-> Diamond Power Drill = Drills far faster (200% faster) than normal.
-> Craftsman's Toolbox = Constructs far faster (200% faster) than normal.
-> Grower's Toolkit = Grows and Cuts plants far faster (200% faster) than normal.
-> Miniaturizer Backpack = Allows someone to carry far more goods (300% more resources) than normal.
-> Science Kit = Research far faster (200% faster) than normal.

Weapons:
-> Heavy Pistol (think Desert Eagle) = Similiar to pistol but deals more damage, is armor piercing, and has slightly more range.
-> Machine Pistol = Similiar to pistol but fires more shots (Burst of 3), and has slightly less range.
-> Rocket Launcher = Fires a rocket-based explosive that detonates wherever it lands. Slows down the user using it.
-> Light Machine Gun = Fires a lot of shots (Burst of 7), but slows down the user using it. Somewhat inaccurate at longer range.
-> Automatic Shotgun = Fires more shots than the regular shotgun (Burst of 3), but has shorter range.
-> Belt-Fed Automatic Shotgun = Fires a lot of shots (Burst of 7), but slows down the user using it. Ineffective except at close range, due to recoil.
-> Grenade Launcher = Fires an explosive device that detonates at the destination. Fires explosive/fragmentation grenades.
-> MP5 = A more powerful submachine gun than the Uzi and more accurate. Burst of 5 shots
-> Dual Wielding = Allows a colonist to pick up a second guy of the same type. Fires both weapons (doubles burst size; ie two pistols = Burst of 2), but reduces range of weapons.
-> Dual Wieldable Weapons = Pistol, Machine Pistol, Heavy Pistol, Uzi, Molotov, Grenades, and MP5

Furniture:
-> Benches = Something two people can sit on
-> Wall Torch = Produces light, but doesn't prevent colonists from moving into or past it.
-> Punching Bag = Allows colonists to train Melee Fighting in a safe environment.
-> Target Dummy = Allows colonists to train Gun Fighting in a safe environment. (Would be very useful if you had someone with high Social and high Guns but ManualDumb traits so that they could be used as the top marksman in emergencies. Makes them more useful, as everyone else is honing their skills)
-> Lamp Post = Similiar to other lamps, but protected from the rain so it doesn't short-circuit.
-> Organically Powered Generator = Produces energy in exchange for food (potato-powered). Doesn't produce a lot of energy.

New Concepts:
-> Armor Piercing Weapons = M16, M26 and the Enfield naturally penetrates bullet proof armor. Otherwise bullet proof armor/plating reduces bullet damage by 33%.

Research:
-> Advanced Turrets = Unlocks Sniper Turret, Mortar Turret and Suppression Turret
-> Longer Barrels = Increases effective range of all weapons.
-> Armor Piercing Bullets = Increases damage of all bullet-based weapons. All bullet weapons can now penetrate armored targets.
-> Bullet Proof Armor = Provides colonists with some protection from bullet-weapons and makes turrets take less damage from bullets.
-> Metallurgy = Increases metal yield from mining.
-> Agricultural Practices = Increases food yield from growing.

Research Unlocks:
-> Sniper Turret = Fires a single bullet at long-range. Deals light damage, but has greater range than M26 Sniper Rifle.
-> Mortar Turret = Fires an explosive mortar at medium-range. Explodes on contact and induces fear into targets (Think Shell-shocked effect)
-> Suppression Turret = Fires a constant stream of fire at short-range. Deals high damage and induces fear into targets. (Fire is hot)
-> Longer Barrels = Increases range by 15%
-> Armor Piercing Bullets = Increases damage by 10% and ignores bullet-proof armor.
-> Bullet Proof Armor = Reduces bullet damage by 33%. If the enemy's weapon can penetrate armor this has no effect.
-> Metallurgy = Increases metal yield by 50%
-> Agricultural Practices = Increases food yield by 50%

Trait Change to Manual Dumb:
-> Make it so that people with Manual Dumb can clean and fight fires (normally its just fight fires). Since cleaning levels no skills and only makes the environment look better for morale purposes, I think it would make sense to allow cleaning, if they can firefight. Ones normally with Manual Dumb are usually useless to the colony except in VERY specific circumstances. I'm looking at you Nobles and Assassins. It would make it so that they at least do something semi-useful for the colony AND clean up blood splotches.
Title: Re: Your Cheapest Ideas
Post by: Woyzeck on December 11, 2013, 02:09:48 AM
A lot of ideas being bandied about here aren't sounding very cheap, and get into a lot of very narrow and complicated mechanics. One of the great strengths of gameplay like that Rimworld provides is rooted in simple mechanics that interact and/or randomly come into play simultaneously to create complex situations.

Raiders, as they are now, have some issues - they show up, shamble into our gunfire like Chinese conscripts at Chosin, and appear to have no goal but to smash furniture and set walls on fire. I have a few ideas that may be sufficiently "cheap" to implement, and which could broaden the potential situations and options players face:

1 - Split hostiles into two potential factions, "raiders", who attack for material gain, and "cultists", a faction roughly akin to the Thugees (http://en.wikipedia.org/wiki/Thuggee). The Cultists would also be seeking loot, however, their ideology would also cast their acts of murder as benevolent - they're sending their victims off to paradise, or providing human sacrifices that will prevent some great catastrophe.

Either way, as far as game mechanics go, the Cultists would behave in a manner more like the present-game raiders; they come to destroy, will destroy everything and kill everyone if allowed, and will trudge onward into gunfire with little concern for their mortal existence. Maybe later on down the road a Trojan horse/colony infiltrator mechanic can come into play as well.

2- Alter the standard Raiders' behavior in two (relatively) simple ways. First, make them less suicidally aggressive. Give greater weight to their AI seeking cover, and lower their threshold for punishment before beating a retreat.

Secondly, change their goal. Their aren't after your doors, walls, and furniture anymore - they're after your stockpile. If they reach a stockpile, they will begin taking resources (perhaps only cash, for simplicity's sake) out of it, and will continue to do so until either driven off by losses or they extract a certain amount of loot, which would be based upon the size of the raiding party. Attacking them while they do this will kick them back into attack mode until all -drafted- colonists are out of sight again. At that point, they'll return to looting the stockpile.

And here's where strategic options come in: the maximum amount of resources that can be taken from any one stockpile, would be the total colony resources divided by the total number of stockpiles. So, for example, if you kept one stockpile outside the front gate, and one inside your base, the most the Raiders could loot from the outside one would be one half of your total wealth. If you keep one outside and three inside, the most they could get from outside would be one fourth your total wealth.

And if that's enough to sate the raiding party's numbers, off they'll go, and no one has to get hurt. But if it isn't, they'll start moving deeper, seeking out what else you might have hidden away somewhere - the next stockpile. And if that's still not enough, the next after that.

This gives the player the option of bribing non-Cultist raiders, avoiding at least some combat, cutting down the risk of losing colonists, and cutting down on combat-related hits to happiness.* That is, if the colony's initial offering is sufficient, or if it isn't, that you're willing to let them come in and help themselves to more.

And of course, if you're too low on resources, or the raiding group is too large, well, a dairy cow with dried-up teats isn't much worth keeping around, is it? If they take everything you have and still haven't hit the group's pay-off limit, they go hostile again, and show you what they do to cheapskates who fail to give them everything they want.

Similar to the slave/prisoner prices, the pay-off limit could simply be based off of the experience and health of the raiding group's members, albeit with a formula tweaked to put greater weight on backgrounds/skills with combat bonuses - a bunch of healthy assassins and marines will expect more, a gaggle of wounded oafs, far less.

Of course, players will still have the more challenging option of building high fences, keeping what's theirs, and just shooting the thieving bastards on principle.

*- It occurs to me there could still be a negative morale effect attached to allowing raiders to take resources, albeit one still less than and "witnessed death", "witnessed corpse" - much like the way hunger/ate raw food or paste works now. On the flip side, a positive bonus could be attached to successfully driving raiders or cultists off, perhaps one that is multiplied by their numbers, and then adjusted according to the number of colonists you have. A big colony driving of a few raiders or cultists would only get a small bonus, a small colony driving off a big group would get a big bonus. For those who were manning the line during the fight, this could balance out or even exceed the morale toll of witnessing deaths and dead bodies. A hard fighting colony is a happy colony, as long as they do win in the end.  A colony that engages in paying off the barbarians had better offset the undermining psychological effects with a lot nice carpeting and entertaining distractions.

And if they get hit by a Raider group that wants more than they have, or by a large group of Cultists who will kill them all regardless, well, it's just a shame their soldiers didn't get more combat experience. Those extra levels in fighting skills might have been handy.

It's a system with complex options, but as you can see, the rules and mechanics behind it aren't complex themselves. Most of it comes down to a few simple math formulas, a splitting of hostiles into two groups, and a tweaking of what Raider AI pursues.
Title: Re: Your Cheapest Ideas
Post by: henrytm82 on December 11, 2013, 10:50:01 PM
Better descriptions or reasons for "capturing" random wanderers for recruitment would be nice. As it is, the only real option is to "arrest" them, which makes me feel like a bad guy. Like, why am I "arresting" him? What'd he do, other than wander into my line of sight? I feel like The Mayor from Walking Dead - I'm kidnapping people and then brainwashing them into staying with me, forcing them to work for me and, if need be, to kill and die for me. That feels dirty.

Maybe instead of just "Arrest" there could be another option - "Invite". Has basically the same effect, but you'd need an open "colonist" bed instead of a "prisoner" bed. It could be based on a character's social skill (or possibly even the pleasantness of the unclaimed bedroom?); and maybe the wanderer is extremely likely to agree if he's unarmed, out of food and low on health - suddenly someone comes by and says "hey, we'll fix you up and give you a place to live if you'll come join our little colony", and he's all "hell yes, I'm dying out here". But maybe he feels like he's in okay shape, and your guy isn't very social, and he passes and continues on his way.

Then you have options (the golden word!): Try again, maybe with another character with higher social. Let him go. Or, you know...be the bad guy and arrest him for "trespassing" ;)

Seems easy enough to implement - all the parts are already there, you just need to make some slight modifications to the system.
Title: Re: Your Cheapest Ideas
Post by: LanceVance on December 12, 2013, 06:14:50 PM
A 'next colonist' button.

When you pull up a colonist's skill/traits details, I'd love to be able to scroll left/right to the next/previous settler.

I frequently am looking to see who is my best miner, rifleman, etc.  It would make things more fluid if I could scroll through them all instead of tracking them down on the map.
Title: Re: Your Cheapest Ideas
Post by: doctorkill on December 13, 2013, 10:48:04 AM
Gate, functions exactly like a door but doesn't create a roof in a room
Title: Re: Your Cheapest Ideas
Post by: DeltaV on December 14, 2013, 01:48:37 PM
Gate, functions exactly like a door but doesn't create a roof in a room

In a similar vein to that:

Fence: Functions similarly to a sandbag, but provides no cover. Can be climbed over by people (But slows them down), but not animals. Good for keeping pests out of your outdoor farms, but highly flammable.
Title: Re: Your Cheapest Ideas
Post by: palandus on December 14, 2013, 04:20:24 PM
Suggested both Gates and Chainlink fences in my Suggestion Thread :)
Title: Re: Your Cheapest Ideas
Post by: skiddyfisk on December 15, 2013, 11:32:11 AM
Better descriptions or reasons for "capturing" random wanderers for recruitment would be nice. As it is, the only real option is to "arrest" them, which makes me feel like a bad guy. Like, why am I "arresting" him? What'd he do, other than wander into my line of sight? I feel like The Mayor from Walking Dead - I'm kidnapping people and then brainwashing them into staying with me, forcing them to work for me and, if need be, to kill and die for me. That feels dirty.

Dude, this was my exact thought. I actually named an oaf Merle once to embrace the evil. :v


I have a few ideas I think are that easy!

- assign batteries to devices; a battery directly adjacent to a piece of powered equipment will power ONLY that device, and only when the device is getting no other power, and not feed into the general grid. this lets you keep key equipment running longer during low-power situations without micromanaging all the on/off switches on everything

 - power switches; an easy way to toggle power on and off for entire buildings or areas, this would just be a power conduit tile with an on/off function like the lights have. (I currently do this by just selling and rebuilding the same bit of cable as needed)

- a "go to home" hotkey that centers the view on your base. (Defined as the geographic center of your home area, or your food dispenser, or some such thing)

Title: Re: Your Cheapest Ideas
Post by: Karmos on December 15, 2013, 09:21:22 PM
I might repeat previous suggestion, but they're cheap:
Research

Raider Behavior

Other
Title: Re: Your Cheapest Ideas
Post by: ShadowDragon8685 on December 15, 2013, 10:13:39 PM
One thing I'd like is the ability to turn a paved floor/whatever into dirt by shoveling soil (free, but takes as long as smoothing stone, if not longer,) and the ability to selectively plant agave/raspberries/bushes/ornamental trees.
Title: Re: Your Cheapest Ideas
Post by: CharlieC on December 16, 2013, 03:31:20 PM
As new art is being done how about a hat on each Rimworlder that relates to job. In that weather I would want a hat. A nice one.

Not sure if this has been mentioned (searching hat is impossible as its in too many common words)  ;D
Title: Ideas
Post by: Quinto on December 16, 2013, 04:11:04 PM
Here are some ideas.

Armor:
Adds Hp to whoever is wearing it.
Hats/Helmets, too.

Akimbo:
Dual wield single handed weapons, (Pistol, Uzi, Grenades, ect.) Makes characters fire faster, but less accurate.

Fireproof:
Fireproof armor
Fireproof walls
Fireproof everything

Rivers/Streams:
Make crops grow faster, can't travel through it though.

Applet Bush:
Another source of food.

Done!
Title: Re: Your Cheapest Ideas
Post by: Creepypastaanime on December 16, 2013, 04:27:47 PM
Electrical cord extension: like power conduit, except you can place objects on top of it, and it easily short circuits when outside.
Title: Re: Your Cheapest Ideas
Post by: Karmos on December 16, 2013, 06:40:27 PM
Crysknives.
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on December 16, 2013, 08:02:31 PM
One thing, Maybe to adding from past session that fail building, and sometimes sessions that exsite in a alternet universe of one that still going on, sounds pretty intesting
Title: Re: Your Cheapest Ideas
Post by: Væringen on December 17, 2013, 07:55:19 PM
More animals - Dogs, Cows and Pigs
Windows
Farming with animals
Title: Re: Your Cheapest Ideas
Post by: skiddyfisk on December 18, 2013, 01:37:01 AM
One thing, Maybe to adding from past session that fail building, and sometimes sessions that exsite in a alternet universe of one that still going on, sounds pretty intesting

what
Title: Re: Your Cheapest Ideas
Post by: Straykiller on December 18, 2013, 05:15:12 AM
a bonfire pit to burn raider bodies in. you can only dig so many graves.
Title: Re: Your Cheapest Ideas
Post by: palandus on December 18, 2013, 02:19:33 PM
@Straykiller; I simply put them in graves, put blasting charges near the graves and detonate. Destroys the corpses but not the graves. Expensive way of doing it but it works.

How about adding in more explosive weaponry?

-> Rocket launcher (dumbfire), Missile Launcher (guided or heat-seeking), Grenade Launcher, Mines (Step-Activated [step on to detonate], Spider [Mines that seek out a target on 4 legs], Trip [Mines that are attached to a surface with a laser beam]), Grenades (Cluster, Napalm, Flashbang, Bouncy, Sticky, Nuclear, or all the Above), Tactical Nuke Launcher, Firewall (Think Rise of the Triad), Drunk (Think Rise of the Triad), etc...
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on December 18, 2013, 07:04:16 PM
Part of this one will be cheap, the other part wont be, Fences, and prisoner labor, so you can have them grow food, i dont know about cleaning, cuase that would be dangerouse of they were to get a gun, and also having certain people to be allowed throe certain doors, would be nice, :D
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on December 18, 2013, 07:07:13 PM
Better descriptions or reasons for "capturing" random wanderers for recruitment would be nice. As it is, the only real option is to "arrest" them, which makes me feel like a bad guy. Like, why am I "arresting" him? What'd he do, other than wander into my line of sight? I feel like The Mayor from Walking Dead - I'm kidnapping people and then brainwashing them into staying with me, forcing them to work for me and, if need be, to kill and die for me. That feels dirty.

Maybe instead of just "Arrest" there could be another option - "Invite". Has basically the same effect, but you'd need an open "colonist" bed instead of a "prisoner" bed. It could be based on a character's social skill (or possibly even the pleasantness of the unclaimed bedroom?); and maybe the wanderer is extremely likely to agree if he's unarmed, out of food and low on health - suddenly someone comes by and says "hey, we'll fix you up and give you a place to live if you'll come join our little colony", and he's all "hell yes, I'm dying out here". But maybe he feels like he's in okay shape, and your guy isn't very social, and he passes and continues on his way.

Then you have options (the golden word!): Try again, maybe with another character with higher social. Let him go. Or, you know...be the bad guy and arrest him for "trespassing" ;)

Seems easy enough to implement - all the parts are already there, you just need to make some slight modifications to the system.


Your not the bad guy, They are tresspassing on your map turf. Thats why i arrest them. :D and i think your just complaining that you dont wanna waste time recruiting, :l
Title: Re: Your Cheapest Ideas
Post by: Duce Williams on December 20, 2013, 08:49:17 PM
i think you should add some different kinds of defensive weapons.

a cannon that fires over walls, a sniper style one, a much smaller one that is very cheap but has the capabilities of a pistol.
Title: Re: Your Cheapest Ideas
Post by: Jimthebob123 on December 20, 2013, 09:48:55 PM
Should be able to work prisoners while they are in jail by connecting a closed off area to thier cell that has  a manual work job inside
Title: Re: Your Cheapest Ideas
Post by: Jimthebob123 on December 20, 2013, 09:52:02 PM
missed out my example it was gonna be a farming plantation or gulag
Title: Re: Your Cheapest Ideas
Post by: LordMunchkin on December 21, 2013, 05:42:38 PM
I agree with the guy who said there should be stone walls.
Title: Re: Your Cheapest Ideas
Post by: Joog on December 21, 2013, 06:33:41 PM
A firing range so that people can practice their shooting without getting killed.
Title: Re: Your Cheapest Ideas
Post by: loki on December 22, 2013, 01:58:53 AM
after doing some test games I have to say one thing i would really like to see more easy is the psychological review of the characters.
Would it be possible to define some threshholds for values like Fear, Happiness and Loyality and summ them up in simple "smilie" icon, that appears next to a character when you hover over with the mouse or select one?

So this would give a first indication if the colonists are fine or need more attention.
Title: Re: Your Cheapest Ideas
Post by: LordMunchkin on December 22, 2013, 04:28:10 AM
Bring back killing animals for food. Give us more reasons to actually keep nobles and assassins instead of selling them into slavery.
Title: Re: Your Cheapest Ideas
Post by: Joog on December 22, 2013, 08:38:35 AM
Non letal weapons for defense so you can change raiders into a resource and sell them into slavery.
Title: 16:9 friendly resolutions.
Post by: roninpawn on December 22, 2013, 04:45:08 PM
If Rimworld had 1280×720 and 1366×768 options, it would make recording for Youtube a lot easier. Thanks.
Title: Re: Your Cheapest Ideas
Post by: Joog on December 24, 2013, 12:40:41 PM
A way to get two flies with one stone.

make another electric generator that runs on biomass and is able to process human remains. Chuck the raiders in there and charge those batteries. No graves needed, no dumps, just a quietly humming generator that converts the biomass into electricity.
Title: Re: Your Cheapest Ideas
Post by: ZyChrome on December 24, 2013, 01:55:08 PM
here's one: domesticated muffalo
here's another: like starcraft, if you press ctrl-number you assign whatever is selected to that number when pressed
Title: Re: Your Cheapest Ideas
Post by: colblackwolf on December 24, 2013, 08:42:31 PM
Not sure if this has come up before, but I'd love to see a toggle button on doors that let us set them to "Remain Open". Would be really handy to have on doors you normally want to stay open, but have to base segregation when being attacked.
Title: Re: Your Cheapest Ideas
Post by: Sion on December 25, 2013, 03:01:47 PM
I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.

It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P

How about a pet squirrel (or boomrat?) to increase happiness?
Title: Re: Your Cheapest Ideas
Post by: palandus on December 25, 2013, 03:05:25 PM
A boomrat as a pet? What happens if you accidently step on it? Would it blow your foot off from the resulting explosion?
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on December 25, 2013, 09:53:18 PM
I see that rain is only visible in unroofed areas. Why don't we make fog the same way? It's kind of annoying, I can't really see anything inside my roofed buildings without zooming in.
Title: Re: Your Cheapest Ideas
Post by: shaunxD on December 26, 2013, 08:01:19 PM
Don't know if anybody has said this yet but i would love to be able to group my colonists together so i don't have to go clicking on every single one of my colonists to find out who has the weapons. Also why not add a watchtower with a searchlight to help out during the night if you get attacked maybe have the light cost around 200 300 energy per tower and costs maybe 150-300 metal.

 
Title: Races
Post by: Bemoteajh on December 27, 2013, 10:42:32 PM
Think races would be fairly nice who doesn't love them selves some ugly/beautiful blue/green huge/tiny angry/stoic alien friends

Just for story purposes would require little in the way of actual code just new appearance for male and female and maby 2 variants of each
different starting stat values and available jobs
(one race has no social while another refuses to fight ECT ECT)
Title: Re: Your Cheapest Ideas
Post by: Bemoteajh on December 27, 2013, 10:59:42 PM
1)Hardened Reinforced Walls
Pro- Cant be destroyed at all       
Con-Massive cost (4x normal wall) no power flow

2)Slower Growing/Less Food Required
Pro- Will slow down the flow of the game (crops instantly being ready makes for too much money for trades)
Con- Allows too much time to respond to emergencies

3)Solar Flare Pulses
Solar flare interruptions should be 1hr long every few hrs
and repeating for about 3 days
Pro- Cave settlements can still survive if only barely
Con-Cave settlements will be more common

4)Plague Doesn't Affect Hydroponics Or All Crops At Once
DUH!
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on December 28, 2013, 12:59:45 PM
You colonists spread the blight through walking around fields whilst "Growing." All of your plants probably contracted the blight at about the same time, so it makes sense that they would all die at once.

One hour is way too short to make solar flares even relevant.
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 02, 2014, 09:51:42 PM
I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.

It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P

How about a pet squirrel (or boomrat?) to increase happiness?

That is a neat idea.
Title: Re: Your Cheapest Ideas
Post by: kdfsjljklgjfg on January 05, 2014, 11:45:15 PM
Would mannable gun emplacements be simple enough? Like the Sentry, but cheaper, but a colonist has to get on it, and it requires no power. I imagine it could be set up like the comm does, with a colonist getting on it.
Title: Re: Your Cheapest Ideas
Post by: parkourwalrus on January 07, 2014, 06:32:33 PM
Multiple tech levels of weapon, you  know, caveman tech, medieval tech, dieselpunk, modern, near future, post-fall (relics from a time of endless war.), and transcendent tech.
Title: Re: Your Cheapest Ideas
Post by: GemCat on January 07, 2014, 06:41:37 PM
A firefighting AI? Dunno how much time this would take, but I would like it if all of my colonists would drop their task (unless they are drafted, of course) and run to help with extinguishing a fire in the Home Zone. Even with manual priorities fire fighting is a problem.
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 07, 2014, 06:43:50 PM
Multiple tech levels of weapon, you  know, caveman tech, medieval tech, dieselpunk, modern, near future, post-fall (relics from a time of endless war.), and transcendent tech.
Planned already

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
 ;)
Title: Re: Your Cheapest Ideas
Post by: Darker on January 08, 2014, 03:00:50 PM
Title: Re: Your Cheapest Ideas
Post by: Dr. Z on January 08, 2014, 03:34:46 PM
It's really annoying that you can't choose the powersource for your electrical objects. For example, if you put a lamp a few tiles away from a power conduit, there is an automatic placed smaller cable, but if theres also a wall nearby which isn't connectet to your network, the lamp probably will choose the wall instead of the conduit and won't function.
Title: Re: Your Cheapest Ideas
Post by: sldee on January 08, 2014, 08:03:25 PM
Absolutely love the game, even in this unfinished state. Few simple cheap ideas:

Buildings:
-Barbed wire (I really want this, my base defense needs it :))
-Firewall (expensive wall with added benefit of not catching fire when not damaged)
-Firedoor (to compliment the above)
-Perimeter wall (just a wall without automatic roofing)
-Searchlight (powerful light that lowers penalty for shooting targets in dark squares)

AI:
-priority areas similar to home area for repairing, cleaning etc. (for example to high priority on main power supply maintenance, little lower priority for perimeter defenses and lowest for living quarters)

Jobs:
-Priest (talking with one removes the saw bodies penalty and generally improves morale. Maybe whole religion thing later.)
-Wench (keeping in with theme, gives random "morale boosts". Maybe doesn't require own room? :P)

Interactive events:
-similar to current ones but with simple do that/don't do that options would add some depth and story potential for the game. Example: "You get scrambled emergency message on comms console. Respond Y/N?". Choosing no just dismisses the message and you everything continues as is. Choosing to respond to the message enters you into a coin flip. Options could be something like raiders faking emergency in search of target to raid or trader in distress who joins your colony and in gratitude also supplies you metal, food or weapons. These could be easily crowd-sourced. No idea how hard this is to implement, but sounds simple enough.

Robots:
-Robots please. Hauling bots, mining bots, repair bots, cleaning bots. Bots to do incomplex tasks. Could require some research and a scientist to manufacture them. Requires recharging.
Title: Re: Your Cheapest Ideas
Post by: Darker on January 09, 2014, 05:37:13 AM
Robots

Oh yes absolutelly! Why didn't I ever think of that! We have Total Anihilations power system, byt no robots!
(looking forward to build some Peewees and show the raiders who's in charge there!)
Title: Re: Your Cheapest Ideas
Post by: Shepherd on January 10, 2014, 07:34:24 AM
So, this will be my very first entry in a forum. What an experience! A little word of warning: If you encounter strange grammatical formations, please don't assume anything, it's just that english is not my native language.  ;) Now my suggestion:


I have maybe more of a tweak than a new idea, but i would really like to see the

- cramped environment modifier removed in small bedrooms.

While it makes sense that colonists mining in small tunnels or crawling through small hallways (two adjacent wallblocks) get the modifier, it doesnt make that much sense while sleeping. Normally you feel even more secure when sleeping or sitting in a corner. I would then suggest a

- cozy bedroom modifier

for small rooms with maybe four to six walkable tiles and a bed. The room could become cramped as soon as another colonist enters the room, and the modifier could last for a few hours.
I hope this is something acomplishable in up to four hours  :D
Title: Re: Your Cheapest Ideas
Post by: ThyJustice on January 11, 2014, 04:13:24 AM
Goodmorning everyone, I hope to write in decent English at least. Here's my 2 cents:

 - Emergency Trigger: similar to Jurassic Park Operation Genesis, when an emergency occur, you can trigger the Alarm. Civilian will run into the Bunker Area, designated by the player (similar to Home Area). Soldiers and Patrol instead will be at your command.
 - Cleaning Robot. Maybe expensive but a MUST for advanced colonies!
 - Cleaning Robot rage. Some says that "sometimes" Robots gets mad, and start kicking ass with their broom. It's probably a joke, right?
Title: Re: Your Cheapest Ideas
Post by: fade2po on January 11, 2014, 05:36:01 PM
Things i'd like to see.  :-X
Would like to have a toggle, certainly on the lowest difficulty setting to turn off certain elements, eg, raiders, rampaging beasties etc. (toggles in game so you can at least have some fun when you want it)  ;)

Gun turrets that actually have some use  :( opposed to blowing up your entire base when attacked. (Smaller explosions? The only use i have for them is to stuff a few together after a long corridor of doors, and then kill all the raiders when they blow them up)...
 Failing that different types of turret, eg, standard (pretty useless) gun, flame thrower, tesla? (ie spread lightning damage to many foes, but require high charge of electricity), etc.

A power meter? least some way of knowing how much power you have available / drain. (is it sustained power?)

Traps. other than blasting charges,  anything really that can promote fear for raiders. (probably doesn't need to be as elaborate as something from orcs must die, but still have some use)

Different stances / rolls for combat (stances probably wrong term) : setting options to prioritizing how aggressive people are at least, or toggles to set them to prioritize repairing over firing back etc?

On map overview would be nice to toggle view of roofs etc on / off, to tell if  you can grow in areas that you have walls around? Or having the ability to cave in parts of the roof when in mountains?

Broader research options, If there's one to stop gun turrets from exploding i'll defiantly fire all my research towards getting that!

Killing combos for high level shooting or melee. you could slow the game down matrix style and have them bouncing around taking down several enemies in a row?  ::) (j/k)

Title: Re: Your Cheapest Ideas
Post by: fexman on January 12, 2014, 08:55:31 AM
Interface:
Currently the skills of the colonists are displayed as a number and a progress-bar.
I always tend to look at the large progress-bar first and then realize I have to check the tiny number next to it to see the actual skill.

To make it easier to compare skill-sets between characters with one look, I would suggest a double bar layout similar to EVE-Online.
For an example look here: http://evemon.battleclinic.com/images/evemon-app-mainwindow.png (http://evemon.battleclinic.com/images/evemon-app-mainwindow.png)

Love the game so far  :)
Title: Re: Your Cheapest Ideas
Post by: Darker on January 13, 2014, 09:25:10 AM
I think thi skill displaying is fine. Try to think if it's not rather the fact, that you're used to see it differently in another game.
Title: Re: Your Cheapest Ideas
Post by: Pakislav on January 13, 2014, 12:25:28 PM
Two things;

Make Turrets benefit from sandbag cover. Just because a turret surrounded with sandbags looks awesome and I'll do it anyway.

Mines. Like current charges, except can be walked on, and detonate when that happens, who-ever happened to step on them - a raider, a colonist or a boomrat. Explosion radius high enough to make minefields less effective by causing a chain reaction in denser minefields when a squirrel happens to walk over it.
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 13, 2014, 07:00:32 PM
I think thi skill displaying is fine. Try to think if it's not rather the fact, that you're used to see it differently in another game.

I think its fine the way it is right now as-well.
Title: Re: Your Cheapest Ideas
Post by: damnedsky on January 14, 2014, 07:44:55 AM
Hello everybody! Bought the game maybe a week ago and already spent a few nights in it without sleep...
I have a problem with differentiating between my colonists. Since my first language is not English I have trouble remembering their English names so I always forget who does what. If it is simple to implement I would like either a visual indication(like a miners cap or scientist robe or farmers hoe) or a small text nickname I set that would replace their name on the map or at least preface it in the priorities menu. I would prefer the second option because I could constantly change it to my liking. For example after each battle I need to  search every colonist because I can't remember which one was the best shooter to give him the R4 Charge Rifle that just dropped from the raiders. Or when a shuttle passes by I always forget which one has the most social skill points. I tend to remember him/her by the first letter of their name: "oh look a shuttle! V! Where are you V?!" Feedback on this would be welcome!
Title: Re: Your Cheapest Ideas
Post by: Pakislav on January 14, 2014, 12:44:37 PM
+1 to damnedsky's idea.

Nicknames would be great to have and probably not all that hard to implemment.
Title: Re: Your Cheapest Ideas
Post by: Marads on January 16, 2014, 11:13:38 AM
One thing I wanted to see is adding bodies to ships that crash, I find it kinda odd that a ship would only contain, either, food, metal or a single person so I think some bodies would fit well, also make so that they are burning.

And I'm fairly sure someone already suggested zombies, but I'm saying it again because I would like them to be a random event.
Something crashes into the planet and there are bodies all around like they would with the previous suggestion, when your colonist go to pick the stuff some of the dead start to move and it turns out they are zombies.
Make so that a dead body can burn for a long time, this way the player can't just wait a few for the bodies to become ashes.

I also didn't see a single melee weapon, every raiders group from other places I remember has some lunatics that wield axes.
Maybe making a melee weapon can be quite easy, use the same template for the other guns, but make the range for the weapon be small and have a high chance of hitting, put a custom picture+sound for it and you have a melee weapon.
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 16, 2014, 01:59:23 PM
Hello everybody! Bought the game maybe a week ago and already spent a few nights in it without sleep...
I have a problem with differentiating between my colonists. Since my first language is not English I have trouble remembering their English names so I always forget who does what. If it is simple to implement I would like either a visual indication(like a miners cap or scientist robe or farmers hoe) or a small text nickname I set that would replace their name on the map or at least preface it in the priorities menu. I would prefer the second option because I could constantly change it to my liking. For example after each battle I need to  search every colonist because I can't remember which one was the best shooter to give him the R4 Charge Rifle that just dropped from the raiders. Or when a shuttle passes by I always forget which one has the most social skill points. I tend to remember him/her by the first letter of their name: "oh look a shuttle! V! Where are you V?!" Feedback on this would be welcome!

Its already being added, realize that the current art assets are just placeholders, in the next version this actually has been implemented already.
Title: Re: Your Cheapest Ideas
Post by: damnedsky on January 17, 2014, 04:52:52 AM
Its already being added, realize that the current art assets are just placeholders, in the next version this actually has been implemented already.
I just read this article (http://ludeon.com/blog/2013/12/rhopunzel-in-the-house/) on the DevBlog... I'm so derp... Can't wait to play it!!!
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 17, 2014, 08:08:21 AM
Things i'd like to see.  :-X
Would like to have a toggle, certainly on the lowest difficulty setting to turn off certain elements, eg, raiders, rampaging beasties etc. (toggles in game so you can at least have some fun when you want it)  ;)

Gun turrets that actually have some use  :( opposed to blowing up your entire base when attacked. (Smaller explosions? The only use i have for them is to stuff a few together after a long corridor of doors, and then kill all the raiders when they blow them up)...
 Failing that different types of turret, eg, standard (pretty useless) gun, flame thrower, tesla? (ie spread lightning damage to many foes, but require high charge of electricity), etc.

A power meter? least some way of knowing how much power you have available / drain. (is it sustained power?)

Traps. other than blasting charges,  anything really that can promote fear for raiders. (probably doesn't need to be as elaborate as something from orcs must die, but still have some use)

Different stances / rolls for combat (stances probably wrong term) : setting options to prioritizing how aggressive people are at least, or toggles to set them to prioritize repairing over firing back etc?

On map overview would be nice to toggle view of roofs etc on / off, to tell if  you can grow in areas that you have walls around? Or having the ability to cave in parts of the roof when in mountains?

Broader research options, If there's one to stop gun turrets from exploding i'll defiantly fire all my research towards getting that!

Killing combos for high level shooting or melee. you could slow the game down matrix style and have them bouncing around taking down several enemies in a row?  ::) (j/k)

It seems to me you just want the game easier. Which is funny because once you get to a point the game gets extremely easy already just build a thing to contain the raiders when they attack. (I forgot what it is called, but once you have one of those you can kill raiders super easily because they go there, get shot a bizillian times, get blown up then die, or you can ave a giant minefield to kill them, which is just as effective)

If you don't want raiders or anything play on phoebus friendly (that is what she is there for)

Also you can see how much power you have by simply clicking on the solar panel/generator or the item that is using power.
Title: Re: Your Cheapest Ideas
Post by: BlockerHD on January 20, 2014, 07:08:51 AM
Water:Colonists need this to survive, they cant just eat nutrient paste!
Title: Re: Your Cheapest Ideas
Post by: AK on January 21, 2014, 02:09:59 PM
Cheap ideas:
- Water as mentioned earlier (lakes/rivers/ponds etc).
- Shrapnels from grenades (only damaging soft targets)
- Trenches/foxholes
- Ability to shoot flares into sky during night. Maybe when there all the powers are out and raiders are rushing in. Alternative way to light out the field.
- Ability to brew beer. That could have some boost on happiness (for some...or make them even more aggressive/depressed) for a while and decreasing shooting/melee skills.
- Trees
- Randomised cloud shadows/tumbleweeds. Gently passing by the map.
Title: Re: Your Cheapest Ideas
Post by: Leon4852 on January 21, 2014, 10:54:38 PM
  I think a cool idea for some of the colonists that are just soldiers have a "guard mode". When you have some colonists like assassins they can only "firefight" making them not really useful for everyday activity. But sometimes when raiders land and still need some time to build it would be cool for a guard mode. It could just be the colonist would stand guard somewhere looking for threats. if it fired you would just get a little alert, when he/she got hungry they would just go eat and a little message might pop up saying "guard left post" for when they went to eat, or sleep.
   
  Let me know what you think. Thanks
 
Title: Re: Your Cheapest Ideas
Post by: kdfsjljklgjfg on January 22, 2014, 12:22:40 PM
A target or shooting range type of thing for colonists to raise their shooting skill in between fights with raiders. Right now, all that would really need to be done is to take a colonist model, make some small change to the skin (maybe put a red X across their torso), and make it unresponsive to stimuli, and immune to hunger/rest.
Title: Re: Your Cheapest Ideas
Post by: Ash_Crow on January 24, 2014, 04:36:12 AM
A campfire : serves as a light source, cancels the "slept ouside" for nearby sleeping spots but has a small chance to set fire on them.
Title: Re: Your Cheapest Ideas
Post by: CodyRex123 on January 25, 2014, 10:30:44 PM
Am back, with one more suggestion, Which i also dont really know how cheap it is but whats in the game makes it sound doable, so i want to have a certain person in the game allways controlled, or someting like DF's adventure mode, thats all am looking for, but the adventering thing needs some other place then here
Title: Re: Your Cheapest Ideas
Post by: lewisd on January 27, 2014, 05:37:27 PM
I just started a thread titled "Separate cleaning/firefighting zones".  It seems likely it would be fairly cheap, since it's a separation of two things that are already in the game.
http://ludeon.com/forums/index.php?topic=1738.0
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 27, 2014, 05:40:44 PM
Am back, with one more suggestion, Which i also dont really know how cheap it is but whats in the game makes it sound doable, so i want to have a certain person in the game allways controlled, or someting like DF's adventure mode, thats all am looking for, but the adventering thing needs some other place then here
*add a adventure mode*
Yep, cheap..so very cheap
-_-
You realize how much time it takes to implement entirely new modes to a game? A very long time.
(I know this, as I am a programmer)
Title: Re: Your Cheapest Ideas
Post by: dotoli on January 28, 2014, 12:05:12 PM
Currently, lamps only have two modes : on & off. What if they also had:

-energy saving mode: only turn on when ambient light is below a certain amount.
-timer mode: lights are put on a time interval.

a third mode would be cool as well (but not as cheap as the other two):
-proximity mode: turns on when something moves nearby.
Title: Re: Your Cheapest Ideas
Post by: Dormeur on January 28, 2014, 06:30:57 PM
just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement

-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens!  (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character

I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on January 28, 2014, 07:00:44 PM
just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement

-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens!  (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character

I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-

The dev has stated that aliens (non-human/non-transanimal) will NEVER exist in the game.

Right now, we need anything but new defenses, once you get to a point you are litterally invincible (obviously this isnt something that sits well with the dev and he is adding more variety of attacks before new defenses.)

Title: Re: Your Cheapest Ideas
Post by: Dormeur on January 28, 2014, 07:44:08 PM
by new defences, I didn't mean to make the game easier but to add some choices to make (the landmine field gets a little boring after a while), I'm fully aware that you can now get to a point when you are invicible (which is a bad thing in my opinion), I meant some defences that you need to replace after every combat or that you use just before the combat, in order to have a more dynamic way of defending yourself, because the same tactic won't work everytime, I thinck that "scorched earth tactics" can be very fun to use if implemented in a game, there are so much things you can make with fire in terms of defences with big draw backs like losing control of the fire, or not beeing able to use this tactic when it's raining. I almost thinck that the mines are too powerfull in the game, maybe they need to be more expensive, or make them explode at some random times. It could also be fun for the raiders to use dynamite to dig trough your defences and attack you from a weak spot.
Title: Re: Your Cheapest Ideas
Post by: snowslugger12 on January 29, 2014, 01:34:37 AM
1. Research to create a fire extinguisher to more easily put fires out.
2. Actually being able to use meds
3. Specific doors for jail cells
4. Different areas besides just home. Such as a Prison area
5. more research for turret upgrades
6. allow animals to be used as a food source
7. allow prisoners to be sold to slave ships
8. create more resources besides just metal. Such as wood or lumber
9. create mines/mine fields
10. allow colonists to have children
Title: Re: Your Cheapest Ideas
Post by: Sorin Braveheart on January 29, 2014, 04:03:49 AM
I don't think we need separate types of metal such as metals and than silver or whatever. just keep it as metals and precious metals as that would make things simpler.
Title: Re: Your Cheapest Ideas
Post by: Shadow123 on January 29, 2014, 09:59:59 AM
 :)I hope this is what you mean by not extream
*Speed position:It maes you walk 3x faster
or instead of the spead postion you can do this
*Speed tile: makes you walk 3x faster but when you get off the efect last for 10 more secounts
can you please add at leaste one of these, Thankyou
Title: Re: Your Cheapest Ideas
Post by: king komodo on January 29, 2014, 10:59:25 AM
just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement

-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens!  (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character

I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-

I like the idea of bear traps something that hurts (over time) and immobilizes but won't kill instantly.
The fire wall can be beaten from being dangerous by adding tiles behind it but not a horrible idea just too easy
The trench/barricade is a good idea, specifically the trench which I see as something like the sand bags with a little better cover.
I do like the mini quest idea a "free" item with a great possibility of failure therefore hurting your colony overall.
I have seen the idea of buying off raiders presented before but not certain on it's overall response although I have seen someone with a former job of combat negotiator in the alpha so it may be a viable option.
Progressive traits in terms of how a person thinks is good in my book but each one should also impact something else just as it gives a boost to that one thing.
Title: Re: Your Cheapest Ideas
Post by: Neutromancer on January 29, 2014, 12:28:36 PM
Cheapest idea ever: Change the envelope icons, so that different kind of news have a different icon. Specially the Raiders, should have a distinct icon that screams "DANGER DANGER DANGER".

Collapses, fires, etc maybe slightly less, but still noticeable. Environment effects (eclipse, solar flare) could have a simple icon of a sun or moon or something.
Title: Re: Your Cheapest Ideas
Post by: timegrinder on January 29, 2014, 06:59:16 PM
So far I've only got a single idea that I've noticed.

Make fog alter the light level (and thus alter the energy output of solar arrays) - just like in reality, on a cloudy or foggy day the energy output on a solar cell is lower as the sun is obfuscated.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on January 29, 2014, 10:11:53 PM
1. Some kind of display showing whether or not, and how many, colonists are currently recruited as soldiers would be nice.

2. At times, I've turned off my nutrient dispenser to save battery power, only to have a colonist suffer a mental break because I forgot to turn it back on. When food is tight, it's possible that all the colony's food is bound up in the hopper (I think that's what caused the break), so some kind of reminder that important buildings like Nutrient Dispensers are offline would be very helpful.
Title: Re: Your Cheapest Ideas
Post by: Thunder1 on January 29, 2014, 10:52:18 PM
- Colonist names underlined in the colony/jobs window while they are drafted.

- Floating point prices for commodities with final cost rounded up to nearest whole silver, and rounded down when selling. For example, buying 12 food at 0.8 silver each from a farming merchant for 10 (9.6) silver.

- Allow a colonist with doctoring job to heal an incapacitated colonist (on the field or in bed) once per day using 1 medkit to heal for 5-30 HP depending on medical skill level. Give a "healing" thought for +5 happiness that lasts for 1 day.

- Use hours instead of days for measure of thoughts' durations when they are less than 2 days remaining.

- Increase maximum stack size when a commodity stack is in a stockpile. Supposedly things in a stockpile would be more organized and allow for more efficient use of space.
Title: Re: Your Cheapest Ideas
Post by: DarkMyau on January 30, 2014, 03:38:17 AM
- A few more colour's for carpets. yellow, orange and purple would be great. Dont forget Taupe...taupes very soothing.

 
Title: Re: Your Cheapest Ideas
Post by: Thunder1 on January 30, 2014, 04:54:34 AM
A few more.

- Allow reserved tasks to be overridden by closer colonists. Say a fire breaks out with one colonist next to the fire and the other colonists across the map hauling things. Since firefighting is priority one, they almost immediately try make their way to the fire, but the one colonist already finished beating out one tile of fire and can't fight the rest, which is burning down valuable furniture. Since the one colonist is there available to fight the fire, he should be allowed to override the task reservation of the other colonists to prevent as much damage as possible.

- Alternatively, allow multiple colonists to work on the same task on the same tile/entity (with some exceptions like research, equipping, hauling, etc.), like how multiple wardens can be talking to one prisoner at the same time.

- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.

- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.

- Prevent a task prioritized by the player from being interrupted by the colonist's job priorities or needs. In Alpha 1, a hungry colonist constructing a nutrient paste dispenser will stop building it and try to eat raw food after the player told them to prioritize building the dispenser.

- A constructable and unrepairable target dummy you can order drafted colonists to shoot at or melee attack, to help build their skill levels. Perhaps 1000 HP or so, and passable-only.

- Make circuit fault events require a wall to be at ~60% HP or less to happen. My repair team keeps these walls pristine and they suddenly can't explain why there's a big hole in my armory.
Title: Re: Your Cheapest Ideas
Post by: timegrinder on January 30, 2014, 08:49:19 AM
I wasn't able to find it while searching (though I did find the 'seperate firefighting/cleaning zones' thing).

Prioritised home/cleaning/firefighting zones, like the prioritised stockpile/dump stockpile zones except for cleaning/firefighting.

e.g. You have buildings you want to be kept clean, but you'd also like the outside of your base kept clean too, so prioritise cleaning the inside of the buildings before the outside (as I have colonists cleaning random bloody messes on my outer perimeter).

Same thing would be done for firefighting, could the code be recycled for stockpiles and instead of setting the zones to 'store these materials here by importance' set it to 'do these tasks in this zone by importance'.

Then if you so wished you could leave a fire blazing in a certain zone (as fires are useful for cleaning up dump stockpiles) while you tended to more important cleaning/fire things in another zone.

(As a side note, I don't think this second part would be 'cheap' but a negative status effect for being near something that's on fire (especially if it's corpses/buildings) due to the smoke and pollution you're creating).

EDIT: Another thing - maybe a notification when a ceiling collapses that tells you if a person was actually killed by the collapse, as sometimes I have warnings of collapses (eg, I cause a LOT of collapses) but sometimes a person disappears and I don't notice right away as all the warning says is that 'this person was hit' but not 'this person was crushed to death'.)
Title: Re: Your Cheapest Ideas
Post by: lewisd on January 30, 2014, 05:53:17 PM
I'd love to be able to override someone's "reservation" of a task though the right click menu.  If there's a fire next to Alice, but Bob from across the map has decided to come fight it, if I select Alice and right click on the fire, it tells me that Bob's on his way to do it, but doesn't let me say "No, I'd like Alice to do this instead" which would be really nice in emergencies.

Right now I'm resorting to finding Bob, drafting him, then going back to Alice, telling her to fight the fire, then going back to Bob and undrafting him, all while paused.  It works, but boy oh boy is it a pain.
Title: Re: Your Cheapest Ideas
Post by: TheGoudafather on January 30, 2014, 09:24:34 PM
Babies and booze
Title: Re: Your Cheapest Ideas
Post by: invisible worm on January 31, 2014, 02:09:59 AM
Those lovely pictures for the narrators? Put them in the messages, so the art gets used more and the emails feel more personal and less cold.
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on January 31, 2014, 06:34:19 AM

A power meter? least some way of knowing how much power you have available / drain. (is it sustained power?)


This would be nice.
Title: Re: Your Cheapest Ideas
Post by: Xell3h on January 31, 2014, 08:37:29 AM
It would be nice if you pressed 'h' key and it would auto return you to your home location on the map.
Title: Re: Your Cheapest Ideas
Post by: Shaithis on January 31, 2014, 03:45:20 PM
The ability to forbid things from interaction. For example, a lot of structures deteriorate over time but often I'll colonists running of to repair them when I would rather have a million other things done. Could you let us say... forbid chunks of a wall? They would be ignored and wouldn't get repaired until the forbidden flag is removed.
Title: Re: Your Cheapest Ideas
Post by: lewisd on January 31, 2014, 04:10:15 PM
Some more cheap(ish?) suggestions:

- Walls that don't have power conduits, are cheaper to build, and don't degrade as quickly.
- Some way to designate areas as unroofed. (Edit: just saw this is already in the change log for next release! yay!)
- Research that unlocks longer range and/or higher damage turrets, either as unique things (like blasting charges and hydroponics tables do now) or upgrades (like turret cooling does now)
- Double doors, or allowing side-by-side doors.
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on January 31, 2014, 06:49:49 PM
A vault building that stores silver/currency and can be linked to the launch pad. I have amassed a huge amount of silver in around 120 days and the stockpile I have set just for silver is about 1/4 the size of my colony. It looks like I am creating the rimworld version of ducktales.

Also on the same note maybe research in inventory management that will allow you to make larger stacks. Maybe research into wheelbarrow or some space version of that so people are not moving one rock at a time like cavemen that can also fly spaceships.
Title: Re: Your Cheapest Ideas
Post by: Tynan on January 31, 2014, 11:04:32 PM
I'm liking a lot of these recent suggestions, very practical minded.

Quote
- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.

- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.

These are going on the investigation list; they're borderline bugs as it is.
Title: Re: Your Cheapest Ideas
Post by: palandus on January 31, 2014, 11:12:54 PM
Have cooks make premade meals and store them in a stockpile. This would allow your colonists to eat meals when there is a solar flare, an eclipse, your nutrient paste dispenser exploded (electric shortcircuit), or the dispenser has no power. This causes your colonists to use up less food during these instances and avoid the larger debuff from eating raw potatoes.

You could set it up so that the cooks will only make premade meals IF and ONLY IF there is storage space available for cooked meals. So they won't make any meals if all stockpiles are listed as "not accepting" meals. And as colonists will default to eating meals now, colonists will go to the stockpile for their food when the hoppers run out.

Title: Re: Your Cheapest Ideas
Post by: ApexPredator on January 31, 2014, 11:34:10 PM
Have cooks make premade meals and store them in a stockpile. This would allow your colonists to eat meals when there is a solar flare, an eclipse, your nutrient paste dispenser exploded (electric shortcircuit), or the dispenser has no power. This causes your colonists to use up less food during these instances and avoid the larger debuff from eating raw potatoes.

You could set it up so that the cooks will only make premade meals IF and ONLY IF there is storage space available for cooked meals. So they won't make any meals if all stockpiles are listed as "not accepting" meals. And as colonists will default to eating meals now, colonists will go to the stockpile for their food when the hoppers run out.
+1 good idea. I did notice the stockpiles have an option for meals when I drafted someone who was holding a meal, they dropped it and someone hauled it to a stockpile.
Title: Re: Your Cheapest Ideas
Post by: Thunder1 on February 01, 2014, 04:19:46 AM
- Adding to my previous suggestion, have medical skill influence the rate that an incapacitated pawn takes damage while being rescued or captured. For medical skill level 0-4, cause damage rate to increase (inexperienced medics cause more harm than good), and at medical skill level 20, no damage at all.

- Make raiders prefer to shoot at colonists firing at them, rather than at colonists attempting to rescue others, until there are no other targets in the area. Someone shooting at your team should be a bigger threat than someone dragging their friend out of a firefight. Unless of course they've got a totally cruel leader.

- Make colonist rescues automatic when a colonist is given the doctor job.

- Not sure if this is a bug, but colonists need to be able to put out burning colonists that are outside the home area.

- Have fires leave behind ash that fades away in time on terrain, or burn marks on man-made flooring that can be cleaned by colonists.

The ability to forbid things from interaction. For example, a lot of structures deteriorate over time but often I'll colonists running of to repair them when I would rather have a million other things done. Could you let us say... forbid chunks of a wall? They would be ignored and wouldn't get repaired until the forbidden flag is removed.
For that you might be interested in setting manual priorities in the colony window. I usually just untick the job from every colonist if I want other things done for the short term.
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on February 01, 2014, 06:50:01 PM
I don't know if this has been brought up but I was thinking that the sleeping spot needs to have the enjoyment reduced. An outline on the ground gets a 8/10 while a bed is 10/10. I would think some ground outline would be more like a 2 or 4. Maybe have outdoor sleeping spot be a 2 while an indoor is a 5 and a bed is a 10.
Title: Re: Your Cheapest Ideas
Post by: Paul_Wortmann on February 01, 2014, 09:49:06 PM
- Corpses decompose when buried or if not used.

- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly)

- Sell waste, corpses, rubble and debris. (could pay to have them removed)
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on February 02, 2014, 02:04:13 PM
- Corpses decompose when buried or if not used.

- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly)

- Sell waste, corpses, rubble and debris. (could pay to have them removed)

Soon you will be able to eat corpses, so, no need for an incinerator...:P
Title: Re: Your Cheapest Ideas
Post by: TimMartland on February 02, 2014, 05:25:27 PM
Towers! They would be metal watchtower-like constructions that people can climb into to boost range and sight, and to give them a protection boost. If the tower collapsed with a person inside, they would take lots of damage
Title: Re: Your Cheapest Ideas
Post by: Ender on February 02, 2014, 09:17:06 PM
- Corpses decompose when buried or if not used.

- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly)

- Sell waste, corpses, rubble and debris. (could pay to have them removed)

Soon you will be able to eat corpses, so, no need for an incinerator...:P
Soylent Green is PEOPLE!!!!
Title: Re: Your Cheapest Ideas
Post by: failtolawl on February 02, 2014, 11:17:16 PM
upgradeable solar panels (more futuristic, current ones are current age looking), upgradeable beds (sleeping pods)
Title: Re: Your Cheapest Ideas
Post by: Poko on February 03, 2014, 01:11:44 PM
"Alien Artifact" discoveries when mining rock.  Cheapest Ideas version will probably be a weapon with some kind of cool stats (BFG 9000 please!).  Add on a raider attack to steal the gun maybe. 
More expensive version would be a building blueprint or cryogenically frozen alien that joins your colony.

An event like the one that drives all the squirrels mad, but that drives the Muffalos mad.  (Please allow turrets to fire at Muffalo first though)
Title: Re: Your Cheapest Ideas
Post by: Kirktheturk on February 03, 2014, 01:20:16 PM
Tasergun - a short ranged weapon that incapacitates an enemy for capture.
Grenade Launcher - the same damage as a frag grenade but with a slower reload time and longer range.
Different Turrets -example Sniper Turret(long range long reload), Shotgun Turret(Short range high damage) Etc...
Guard Post - a place where you can set up a guard shift/roster for permanent military personnel to keep watch.
Imperial Tax - An event where your colony is contacted by an imperial Tax Collector and you can ether pay the tax or resist and they send some marines to "convince you to pay".
Personnel IDs - Doors only accept a person who has a key card to fit that door. Example- Only people in the military can enter the door to the Armory or only a farmer can enter a hydroponics room.
 

 
Title: Re: Your Cheapest Ideas
Post by: insanityfarm on February 03, 2014, 04:30:03 PM
This thread is a brilliant idea, I wish more game developers did this!

Title: Re: Your Cheapest Ideas
Post by: Tynan on February 03, 2014, 04:35:11 PM
This thread is a brilliant idea, I wish more game developers did this!

  • I keep missing messages. I'm well aware this is my fault, but I'd love to see an optional (could be enabled/disabled in the menu) way of making messages more evident. This could be the mail icon flashing, the message opening immediately and pausing the game upon arriving, or even just adjusting the volume or length of the alert sound. I think of all 3 ideas, I'd prefer the second, but something would be nice.
  • A keyboard shortcut for cycling colonist descriptions/menus. If you want an example, look at another Kickstarter game, Timber & Stone. In Timber & Stone, "[" and "]" cycle through all members of your settlement, automatically pulling up the first menu, and then F1-F4 pull up the different menus available for the settler. This would be really convenient if I just want to flip through and compare colonists' skills, overview colonists' thoughts, etc.

I've seen 1a lot; I'll look into it.
Title: Re: Your Cheapest Ideas
Post by: insanityfarm on February 03, 2014, 04:40:07 PM
I've seen 1a lot; I'll look into it.

Thanks for the quick response, I appreciate it! Yeah, I've lost colonies due to not realizing that raiders had landed.

Also, it's possible that this is already possible, and I've just missed how to do it, but:
3. Ordering a military-drafted colonist to unequip a weapon and set it in a certain place. So far, equipping  a specified weapon has been easy, but I haven't been able to figure out a way to say "go put your Lee Enfield rifle back in equipment slot where you found it", etc.
Title: Re: Your Cheapest Ideas
Post by: Tynan on February 03, 2014, 04:43:17 PM
So far, equipping  a specified weapon has been easy, but I haven't been able to figure out a way to say "go put your Lee Enfield rifle back in equipment slot where you found it", etc.

Select and right click him to make him drop it on the spot. Select and right-click the equipment rack to make him deposit it there. Unless there's a bug, these should work.
Title: Re: Your Cheapest Ideas
Post by: insanityfarm on February 03, 2014, 04:47:21 PM
Select and right click him to make him drop it on the spot. Select and right-click the equipment rack to make him deposit it there. Unless there's a bug, these should work.

Ah, I probably missed it, sorry for the chain of posts in the Suggestion board.

Another one:
4. A quick way to check your current storyteller. At one point, I was unsure which storyteller I has picked, I couldn't find any way in the UI to check the storyteller. Perhaps listed in the save descriptions, in the Escape menu, or something else entirely?
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on February 03, 2014, 05:44:46 PM
So far, equipping  a specified weapon has been easy, but I haven't been able to figure out a way to say "go put your Lee Enfield rifle back in equipment slot where you found it", etc.

Select and right click him to make him drop it on the spot. Select and right-click the equipment rack to make him deposit it there. Unless there's a bug, these should work.

I usually just right click on the equipment rack with the person already selected and click "store pistol in equipment rack". It would be nice in the future to reduce micro managing if weapons could have assignments like beds or some way that they would know to suit up for battle without me having to click every person and choose what gun to pick up individually.
Title: Re: Your Cheapest Ideas
Post by: Thunder1 on February 04, 2014, 02:33:26 AM
I usually just right click on the equipment rack with the person already selected and click "store pistol in equipment rack". It would be nice in the future to reduce micro managing if weapons could have assignments like beds or some way that they would know to suit up for battle without me having to click every person and choose what gun to pick up individually.

I just have my colonists carry their weapons at all times. I don't know who started the rumor that colonists don't like carrying weapons, but I see no evidence to support it. Anyone can write in a wiki.
Title: Re: Your Cheapest Ideas
Post by: Kian on February 04, 2014, 12:24:26 PM
Currently prioritizing construction seems to require (depending on how far along the construction is) more than one order to prioritize it for it to get finished.

For example, ordering a colonist to prioritize construction of a newly placed blueprint results in them carrying some metal to it and then wandering off, rather than completing the construction. They then have to be ordered to once more prioritize the construction before they will actually build it.

Perhaps implementing a priority queue of tasks for each colonist, which should probably be lower priority than eating/sleeping/firefighting (configurable?), but higher priority than tasks they have not been specifically been ordered to complete, would allow colonists to carry out prioritized orders even when interrupted or when their attention is temporarily required elsewhere.

unrelated suggestion:

A menu which lists all people currently on the map, their affiliation (colonist, neutral, raider/hostile) and the ability to jump to them. That way it is easier to find people who are walking through.
Title: Re: Your Cheapest Ideas
Post by: lewisd on February 04, 2014, 05:53:46 PM
Showing the associated skill values for the tasks on the overview screen would be really useful.  As a tooltip, probably.
I realize the grey background shade relates to that already, but a bit more detail would be nice.
I find I'm constantly opening and closing the overview window so I can see the stats of the currently selected colonist, and set the priority levels.  Then moving on to the next colonist, repeat.  It would be much easier if I could see the skill values from the same screen.

Successfully recruiting someone, or having a random traveller decide to join you, needs to be called out more obviously.  The messages are too easy to miss in the heat of the moment, and their default priorities for work they'll do seems to be quite limited.
Title: Re: Your Cheapest Ideas
Post by: Reaper142 on February 04, 2014, 10:03:59 PM
Hey guys, just been reading a few of these suggestions, some really interesting things being posted :)

Most of the following suggestions, apart from one are already somewhat implemented features in the game, I'm just suggesting expanding their uses somewhat, if it doesn't mean breaking the gameplay ofcourse. With this in mind, here are my cheapest ideas.

1) Minefield Zones/Blasting Charge zones
Personally I've found a much greater use for Blasting charges as makeshift mines, rather than blasting away rocks. With this in mind, would it be a feasible idea to create a Zone based on this function? You build XX amount of mines in XX distance to each other, place a Zone over it. This Zone would allow you to dictate how the charges should detonate, user-input(how it is now), proximity, or timed. Whilst also having the option of defining who can trigger the bomb (Colonist, stranger or animal).

Attacking forces, or any other target would walk right through your minefield, and depending on your parameters, would detonate accordingly. Ofcourse this nerfs the effectiveness of Raider parties, but as a counter-balance to this, have the AI-Storyteller (Since they can already watch your gameplay) "Notice" that you have made use of minefields, and instead equip raiders with long range weapons (M24 for example), this would negate some of the need for the raiders to approach, otherwise this system could undoubtedly squander any sized attack.

2) Z Levels.... kinda
I know this has been mentioned in this thread before, and also on the Kickstarter page, however I'm not thinking of Z-Levels in the traditional sense.

How about the addition of Guard Tower buildings? A fixed elevated position that only drafted colonists can use. It should raise the colonist to "roof top" level, and in doing so should give some added bonus', a little like the sandbags.
Once the colonist is in the tower, he/she would have a bonus on accuracy and range, however have a negative effect on cover, meaning they're more accurate and long range, but are more susceptable to enemy fire & grenades. There should be no freedom of movement in this position, (which is why I said drafted colonists only), a sentry simply stands there until you decide to give him a break or he has a mental break down, and should have an arc of fire of about 130 degrees, give or take.

A little twist on this idea would be Sentry Towers, the same as before only occupied by sentry guns, the same effect should apply, longer range and higher accuracy vs vulnerability.

3) Layered defensive stats

http://www.youtube.com/watch?v=KIcSCzslNas

Pretty much what I was saying in my video, you see how I have my sandbags layered like that? I'm not sure if this mechanic is already in the game, or if it ever will be, but I thought I'd explore in that direction anyhow..

Basically the first layer of sandbag produces 60% cover benefit already, however if I built a second layer, could this offer another 15% or something to the overall benefit? With rocks providing an extra 10%.. I'm thinking of entrenching defences and so on.

I know most of the things I posted are regarding defensive features, main reason being that's what I have the hardest time with. (Because I'm a noob! lol)

Most of the ideas I've come up with may or may not be useful, but I thought I'd post them anyhow :)

Thanks for reading
//..Tony
Title: Re: Your Cheapest Ideas
Post by: Galamann on February 05, 2014, 04:48:05 PM
Current functionality: The mail icon is used for all kinds of messages (raiders, trading vessels, etc.). 
Suggested Change: Use meaningful icons instead. Stick figure with a gun for raiders, green ship for farming vessels, blue ship for trading vessels, black ship for slave vessels, stick figure with x's over eyes for crash lander, stick figure with a backpack for wanderer, etc.

Current functionality: When 2 or more colonists are idle (or needing a break from soldiering, or about to snap) and you click on the text telling you this, it centers on one of the colonists only
Suggested Change: Have multiple clicks toggle between the different colonists
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on February 10, 2014, 02:33:19 AM
Current functionality: When 2 or more colonists are idle (or needing a break from soldiering, or about to snap) and you click on the text telling you this, it centers on one of the colonists only
Suggested Change: Have multiple clicks toggle between the different colonists

Also the same problem with "Disconnected buildings" message.
Title: Re: Your Cheapest Ideas
Post by: ADOMFan on February 11, 2014, 12:59:41 AM
I apologize if this has been mentioned before.  Two quick ideas:
1)  Check all/ Uncheck all box in "Overview" box.
2)  A way to cycle through all your characters when you are inspecting one.

Let's say I want to research something.  How do I know who has the highest researching talent or best shooting skill?  I have to individually select each person.  Why not just select one person then be able to cycle through them all.  I think this would be a great feature and shouldn't be to hard to implement.

Great game!  Keep up the good work!
Title: Re: Your Cheapest Ideas
Post by: harpo99999 on February 11, 2014, 04:34:37 AM
I have noticed that the abilities are colour/brightness encoded already ie black square= very poor at task, white is good at task and yellow is GREAT at task
Title: Re: Your Cheapest Ideas
Post by: ChuggingClorox on February 11, 2014, 03:45:22 PM
hmm cheap ideas..
how about

1)different areas (example: you may choose to explore more of the planet and create new towns and trade routes between them) seems like more than a cheap idea in a way but ill just toss this out there anyways
2)vehicles (example: tanks, mechs, jeeps etc)
3)trenches for defensive purposes (you would need to build a platform along the edge for your colonists to shoot on (as if they have to step on it to look over the top)
4)renewable resources maybe something that can replace(or is better than) metal when you go into the late game like a carbon fiber or something sci fi ish and you can only find it by exploring different zones around the planet and will have to build a special and costly factory to manufacture it(works with idea #1)
5)forests so you can get access to different woods and stuff (iron bark?)
6)hostile towns and bases

thats all i have for the moment i hope these give you some good ideas :)
Title: Re: Your Cheapest Ideas
Post by: Xakyrie on February 12, 2014, 02:11:07 AM
not exactly the cheapest idea, but I wonder if its possible.

I for one see promise story-wise from the artificial interactions between colonists.
The traits will go a long way towards this (such as putting a prisoner who's claustrophobic and goes berserk in a tight cell is a bad idea if you failed to notice that).

Anyways, I was wondering if the social element of the game could include their own styles of government?  such as someone elected or assuming the role of leader.  Could be Social and Tenure dependent and perhaps a mix of other useful things.  Might cause some interesting clashes within the community if there are rivals for leadership and different factions supporting them dependent entirely on the random daily social interactions and perhaps similar skills.  Or perhaps if there are 2 or more recognized leaders, they may want 'wants' such as more power or more rooms or more plants or higher shooting skill average, and your decisions as a player decides who gets what, and those who are disappointed get sour.  Those who support said leader would also be affected.

I feel the missing dynamic so far beyond traits is the capability of the colony to rip itself apart, not just failing to survive a rimworld event.  If you want a good story, you need good drama from good characters, and people's petty one-sided interactions with each other with their own reasons are the best drama there is.

However, I recognize this isn't cheap by any means, and traits by themselves will give plenty of interesting drama.  I just feel the need for a little more oomph from that drama.  Just food for thought after traits are in I guess.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on February 12, 2014, 06:23:47 AM
I assume this is cheap, but maybe it isn't. In any case, I suggest getting rid of the Home Zone option and adding Firefighting Zone and Cleaning Zone options in its place.

I suggest this because the Home Zone is sub-optimal: areas containing long sections of power conduit are vulnerable to fire, but aren't always places that need to be cleaned. It would be nice to have my colonists set up to fight fires along these vulnerable areas without also wasting the time of colonists on cleaning duty.
Title: Re: Your Cheapest Ideas
Post by: ADOMFan on February 12, 2014, 03:00:13 PM
Here's another cheap/easy idea:

Add DRAFT to the Overview command

It's a pain to have to individually select every toon whenever raiders attack.

One more... sorry.  This one won't be as easy.
What is the purpose of the game?  What are we trying to accomplish?

I propose the end game is building a spaceship and getting off the planet!  There may be better ideas out there, but it's one possible solution.   :D
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on February 12, 2014, 03:07:57 PM
I usually just right click on the equipment rack with the person already selected and click "store pistol in equipment rack". It would be nice in the future to reduce micro managing if weapons could have assignments like beds or some way that they would know to suit up for battle without me having to click every person and choose what gun to pick up individually.

Colonists are fine holding weapons constantly..where is this lie coming from.

I just have my colonists carry their weapons at all times. I don't know who started the rumor that colonists don't like carrying weapons, but I see no evidence to support it. Anyone can write in a wiki.
Title: Re: Your Cheapest Ideas
Post by: OobleckTheGreen on February 12, 2014, 07:22:38 PM
I assume this is cheap, but maybe it isn't. In any case, I suggest getting rid of the Home Zone option and adding Firefighting Zone and Cleaning Zone options in its place.

I suggest this because the Home Zone is sub-optimal: areas containing long sections of power conduit are vulnerable to fire, but aren't always places that need to be cleaned. It would be nice to have my colonists set up to fight fires along these vulnerable areas without also wasting the time of colonists on cleaning duty.

I agree with this. I often end up creating an outer "castle wall" that separates my home from the rest of the world and gives the raiders a specific path to take. However, I often find that firefighting along that wall can be as dangerous as the raiders, since there's so much material that can burn out there. What I usually end up doing is using a LOT of metal to create a 2-block concrete firewall outside the perimeter wall, and then setting that to "Home" (along with the wall itself). Unfortunately, this also sends my colonists out on cleaning missions, usually right about the time that raiders are in the area. Being able to separate have separate cleaning and firefighting zones would be a +++
Title: Re: Your Cheapest Ideas
Post by: TrashMan on February 13, 2014, 06:41:22 AM
As raiders come, you stockpile gun and they tend to take far too much space. A weapon rack the size of the bed can only hold 2 handguns???

Change to weapon racks - they hold up to 4-6 weapons of a single type.
A single rack only stores one type of weapon. Maybe it's just 1x1 size too.

(http://rhinovault.com/weapons/weapons-expand-2-lg.jpg)

Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on February 13, 2014, 12:11:32 PM
Some kind of "alert status" system to keep colonists awake without having to draft them all would be nice. Perhaps the "rally flag" suggested by DeMatt could include this functionality.
Title: Re: Your Cheapest Ideas
Post by: Ender on February 13, 2014, 05:29:10 PM
As raiders come, you stockpile gun and they tend to take far too much space. A weapon rack the size of the bed can only hold 2 handguns???

Change to weapon racks - they hold up to 4-6 weapons of a single type.
A single rack only stores one type of weapon. Maybe it's just 1x1 size too.

I really do like this idea, and it may not be all to hard to implement seeing as values for things like food stacked are implemented so, maybe that sort of value system can be reused for weapons?
Title: Re: Your Cheapest Ideas
Post by: woolfoma on February 15, 2014, 01:01:56 PM
The Ability to smoothen out stone walls like you do stone flooring would be nice, plus being able to embed power conduits into stone walls would be nice as well (can't you tell I like living in the mountains :P )
Title: Re: Your Cheapest Ideas
Post by: Xarfo on February 15, 2014, 02:17:09 PM
Hi guys,
i have actually a problem while playing Rimworld with Slag debris and Rock debris.
Yes of course i mark Dumping Stockpiles... but later in the game u have the half map full of it!? (I also tried to shot on it or to blow it up!) ;)

So i like to suggest a recycling machine to do something with this Slag/Rock debris because after maybe 1000 days
u haven�t the place to mark more Dumping Stockpiles...

I think nice is when u get some recycled material only for trading
Because u will need an option to clean the map of Slag and Rock debris for "Endless Games"...

Also maybe a nother carakter skill: named "Recycling"? for this Job
A new thing to research to allow recycling machines.



Than for economical feeling a simple time switch clock to switch on/off different lights at day/night.
Maybe a simple building to research and 1x1 size and u can conect it to the lamps u want, like the power for example.
then u need to build time switch clocks for all groups of lamps u want switch on/off different times.
With two simple settings like:    Power on at 0-12 am/pm
                                           Power off at 0-12 am/pm
Because who let the whole day burn his lights in front of the house?
And i talk about many houses ;)

Both of them summarized can form a 1st and 2nd grade of research: named "Economical"

And it looks like a maximum for 15 or 16 colonists? At least i don�t get more.
Please lift up this number or who will clean/repair everything you build on the whole map?
Title: Re: Your Cheapest Ideas
Post by: Rimarx on February 15, 2014, 04:10:12 PM
The Ability to list your colonists after their skills in a nice order.
I always want to equip the best shooter with the higher tier weapon,but with 20 or more colonists this is kinda hard.
Title: Re: Your Cheapest Ideas
Post by: Hieronymous Alloy on February 15, 2014, 07:40:18 PM
Track lighting.

Build it like carpet, adds illumination and pleasure, leaves tiles walkable.
Title: Re: Your Cheapest Ideas
Post by: IncognitoMode on February 17, 2014, 02:01:13 PM
Autosave on/off function (if this exists already then I cannot find it)

Thumbnail of map on the dimensions pop up (like on C+C games) <<< might not be cheap enough but not worth new topic.
Title: Re: Your Cheapest Ideas
Post by: Snownova on February 18, 2014, 06:09:24 AM
More decorative objects. Since colonists are only truly happy in rooms of 36+ tiles apparently, dressing these rooms up is a challenge. (leaving them empty with just a bed, lamp and two or so flowers is boring). Currently I'm filling them with a small table, a chair, gun rack and several flowers, but more variety and dedicated decorative objects would be nice. codewise most could be flowers without grower maintenance requirement, but with added repair and degradation.

- Bookcase (no function other than environment bonus)
- Several types of flower pot, ferns for example.
- Desk with PC or writing utensils. (behavior for using them can be added later, initally just environment bonus is sufficient)

- More colors of carpet, ideally a color wheel and ability to save favorite colors, but that wouldn't be as "cheap".
- Outdoors plants. Ability to plant decorative trees, grass lawns, flower beds. Make the outside of your colony pretty so that colonists get a mood bonus there too.
Title: Re: Your Cheapest Ideas
Post by: TrashMan on February 18, 2014, 07:35:56 AM
1x1 tables. Would come in handy.

A personal locker where colonists could store some items.
Also random items that may increase colonists happiness - things like mementos, clothing and similar. But these would be on an individual basis (specific colonists like specific things).
Title: Re: Your Cheapest Ideas
Post by: ADOMFan on February 18, 2014, 03:08:42 PM
How about armor?  Armor could be simple at first (e.g. a bullet-proof vest).  Maybe a helmet, or boots, etc.
Title: Re: Your Cheapest Ideas
Post by: arctan on February 19, 2014, 08:36:43 PM
Or perhaps even tables of custom shapes.

Autophluorescent plants and minerals. And possibly the ability to mine and place the mineral, to create powerless outdoor dim night lights.

Ceiling mounted lights.

Perhaps blasting charges become frag grenades on tripwires? Triggered by all fauna and raiders and travelers, but not colonists who know where they are. Tripwires would allow for awesome traps. Detonate some columns and create a huge stone fall trap. Note, not proximity mines. Built separately, anything crossing a tripwire would arm all grenades connected to it.

Ability to make turrets hostile to colonists, wildlife, and raiders. Seperately, and toggleable. Hostile to colonists would apply more when scientists come with raider parties :P.

Ability to set food dispensers to colonist only or prisoner only. Same for tables.

Prisoners as slaves. Perhaps based on warden skill a pawn can bring a few prisoners with him for tasks like mining and growing and firefighting. Makes them terribly unhappy, and much less likely to join, and perhaps even take a shot at escape. They'd work slower, maybe half speed to whatever their skill level should be, but anything past the first couple skill levels of warden would get more than two slaves to offset this. Perhaps you can toggle whether or not they get whipped, increasing work speed but reducing health.
Title: Re: Your Cheapest Ideas
Post by: Pirx Danford on February 20, 2014, 05:09:02 AM
Hey this might be a nice change:
store the last location a soldier was assigned to and when one performs draft the soldier will automatically move there.

Or maybe keep drafting as it is and make a second mode (copy of drafting) called "Guard mode" and do the location storing with this mode,
this way one could assign "guard posts" separately from the normal direct fighting controls.
Title: Re: Your Cheapest Ideas
Post by: Shards on February 21, 2014, 12:45:14 AM
Didnt read everything but i guess its not big deal if this has been said before...

Bounty hunters / Law  /Military ships  : you could get reward for captured raiders , pirates ,  space marine deserter and so on ... maybe need special Background for raider to be "wanted" or maybe familly offering money to get prisonner back (reward with money / stuff / buffs)

working radius for each settler : as an example if you wanna have fews smalls colonies all over the map  instead of one big  (not sure if its a cheap idea)

Non lethal Weapon (shorter range i guess)

Romance ? put two settlers in a same "house" with things in their backgounds that make them close from each other and soon or late you may have to let them sleep in same room better than in separate ? (they might get buff sleeping in same room even debuff if not)

Possibility to rename your new settlers (as they are starting new life , pick a new name to start over)

Another IRL cheap idea : i saw people here saying they didnt play the game so far , maybe release a free demo with pre alpha.

keep up the good work , Rimworld is full of fun , entertaining  and so promising

Title: Re: Your Cheapest Ideas
Post by: Quaigon on February 21, 2014, 08:16:53 AM
I played for 150 ingame Days (one game) now and here are my Ideas, what I think might be cheap:

- Raider Attacks have gone so big, my (12x12 graves) graveyard is full. Graves (and corpses) should decay over time, so you can reuse them
- a switch (or movement detector) should be researchable for lights. my base is huge and I am wasting so much power for lamps
- people should remember whom they talked to. in their character sheet you could add that info. maybe later you could implement sth like bonus-happiness if they talk to someone new or one they have a high score with
- the player should be able to make them eat. so they eat at the same time and have a nice chat at dinner
- attackers die too easy. not speaking of toughness but mortality-rate when in combat. its rather hard to get new crewmembers, if raiders have only three states: combat, fleeing and dead.
- pyre to burn corpses (raise moral?)
- possibility to tame sqirrels (so they are crewmembers, eat from the plants in the base, give happiness bonus to crewmembers) [dunno if this takes too much AI programming, but maybe not, they could stay in the homezone]
- weapons that knock out rather than kill (slingshot, teazer maybe?)
- some sort of emergency-batteries, that diconnect when full so they do not empty on short circuits
- something to do with rubble, like a converter who can make metal out of it. just like the food dispenser does with potatoes
- possibility to train someone in a feat.
- ability to make idle ppl go to the other guys and talk to them

that's what I wrote down while playing. Ill add more as it appears to me.
If some or all of the ideas were alrdy posted, my apologies.

Regards Q
Title: Re: Your Cheapest Ideas
Post by: Chromat on February 21, 2014, 08:44:14 AM
Huh, so cheap stuff?

Apart from adding variety, i would like to add concept of various diseases.

in order of difficulty:

space flu - spreads quickly, mildly irritating, passes on its own

Coughing disease - nasty, spreads, needs doctoring

Red swelling - puts colonist to the bed, does not spread, need doctoring to pass

Gut rot - This one can kill colonist, does not spread, needs research to cure.

Ok, these are just basic ideas, it could easily be added several more variations.

Hope it helps


Title: Re: Your Cheapest Ideas
Post by: Quaigon on February 22, 2014, 02:52:33 AM
Huh, so cheap stuff?

Apart from adding variety, i would like to add concept of various diseases.

in order of difficulty:

space flu - spreads quickly, mildly irritating, passes on its own

Coughing disease - nasty, spreads, needs doctoring

Red swelling - puts colonist to the bed, does not spread, need doctoring to pass

Gut rot - This one can kill colonist, does not spread, needs research to cure.

Ok, these are just basic ideas, it could easily be added several more variations.

Hope it helps

I don't think, that's cheap, as it would require  good amount of AI programming
Title: Re: Your Cheapest Ideas
Post by: Timber on February 22, 2014, 06:23:27 PM
My 2 cents on possible and in my opinion much needed features (that would be easy to implement). I'll try to motivate each item on the list as best I can.
      I currently have 11 colonists running around. I can still (barely) fend off raids but it's becoming much harder to recruit new colonists due to near 100% mortality rate of the attackers. Slave traders are too rare of an occurrence to be reliable. It would be nice to be able to tag some of the fleeing raiders with a sleeping dart so that they may be captured and eventually convinced to stay (or executed). This gun may also have an application in animal taming - a system I believe is in the works.
      Adding drones would be a simple solution to two late-game problems:
Problem 1: Metal starts piling up in massive numbers.
Problem 2: Having to assign several workers to to menial tasks like cleaning and hauling. Corpse management is very bad for morale.
Having them lie around is bad for morale also, but moving them is not easy on the poor sod who has to do the work. Some drawbacks may be necessary to avoid having drones replace actual colonists. They can perform only most rudimentary tasks like cleaning and hauling. They have a finite battery life. The drone must recharge regularly or else it shuts down and must be hauled manually. Having too many drones would strain the power grid and entire colony would suffer. Add a new type of furniture like "Drone Station" where drones are recharged and are idle if no tasks are available. You could also add a finite range around the station beyond which the drone may not wander.
This idea might sound like a little too much but think of the ways to do it: take Colonst AI, strip most features - leave basic navigation and ability to perform 2 tasks. Recharging can be done by same code that makes colonists eat.
   Basically a power conduit that you can switch on and off. With these you could manage your power much better. For example instead of having to individually select 10 lamps to turn them all off you could connect them to power through a single switch and with it control all 10 at once. Same would go for turrets which are costly to have running constantly. Another use would be cutting off batteries once they are charged so that the energy may be stored safely from shorts for later use. This would reward putting time in to planning the power grid layout.
   A new kind of Security structure that does not provide much cover but damages any creature passing through it. Adds some variety when planning defenses and serves as another metal sink.
Title: Re: Your Cheapest Ideas
Post by: Quaigon on February 22, 2014, 06:58:02 PM
@ Timber: I thought the same (look my post two posts above) in regard to the raiders ("knock-out weapons) but thats a problem of the story teller. I now play with Randy and have 37 colonists, there is no need then for knock-out weapons or drones, as you have enough ppl to do tasks. But drones would be great for combat purposes, and that would be easy and cheap to implement too.

The switch is a nice idea, but I think it takes too much micro for the player. Seeing this game is more about makro management, I think researchable movement-sensors for lamps would be more effective.

Reghards Q
Title: Re: Your Cheapest Ideas
Post by: Timber on February 22, 2014, 09:05:02 PM
@ Timber: I thought the same (look my post two posts above) in regard to the raiders ("knock-out weapons) but thats a problem of the story teller. I now play with Randy and have 37 colonists, there is no need then for knock-out weapons or drones, as you have enough ppl to do tasks. But drones would be great for combat purposes, and that would be easy and cheap to implement too.

The switch is a nice idea, but I think it takes too much micro for the player. Seeing this game is more about makro management, I think researchable movement-sensors for lamps would be more effective.

Reghards Q

I get the impression this game is all about the story (from reading Tynans posts) and knock out weapons would open up a whole branch of pacifist playthroughs. Plus as I said taming might be a thing so there's another reason to have them.

Drones seemed like a good idea because I thought they fit well both gameplay wise and with the general theme of the game. There's a lot for the artists to work with. You can add a lot of flavor to the game.

As for the switch - the whole point is to avoid micro managing the little lamps one by one. Story or not - this game is about building a colony and if so give me the tools to make it efficient.

I can understand the fear of self generating complexity - one of the main programming rules is actually "Keep It Simple, Stupid". But in this case I don't think it's a rational fear. I mean this is barely Minecraft redstone level we are talking about here. Hardly rocket science.
Title: Re: Your Cheapest Ideas
Post by: Milltio on February 23, 2014, 01:10:48 PM
I think this could use a bookcase, its function would be to improve rudimentary skills over time (like the research table but with skills)
Title: Re: Your Cheapest Ideas
Post by: Timber on February 23, 2014, 02:22:30 PM
   A building that predicts weather. Must be connected to power and may not be roofed over.
   Used to connect two bases on a big map. Consumes a lot of energy.
   4x4 security building that provides superb cover for the inhabitants. Grenade damage reduces bunker health. High construction cost.
Title: Re: Your Cheapest Ideas
Post by: Jet Jaguar on February 23, 2014, 05:17:56 PM
These may be slated for later releases due the need for more art assets, but I think a few more facilities might help improve the lives of colonists. For example: we have agave and potatoes, a still to make booze would be useful for both medicinal and recreational use.

Also, our colonists with an artistic bent might need an easel and paints, or clay, or some other way to create items for decorating rooms and/or sale.

Right now colonists have their active task listed if you select them--would it be hard/easy to create some sort of thought balloon over their head that indicated what they were working on next? Different than social speech indicators, but some sort of mining/hauling/freaking out at the bodies laying about thought. (Be tricky to make icons recognizable at long distances, though...)
Title: Re: Your Cheapest Ideas
Post by: Tuimatoe on February 23, 2014, 09:20:17 PM
Blasting Charges should be set off by drafting a colonist and manually "lighting the fuse", similar to arresting someone.  That may stop you from hiding behind a wall and blasting raiders remotely.

Love the game
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on February 24, 2014, 07:00:36 PM
I suggest campfires. RimWorld needs something like a campfire: something that serves as a light source, a means of cooking food, and a natural gathering spot, would help give the game a certain quality of "soul" it's currently lacking.
Title: Re: Your Cheapest Ideas
Post by: Jet Jaguar on February 25, 2014, 03:08:47 PM
Thought of another incredibly-cheap idea, though it sorta depends on whether or not a colonist's attributes/skills can be edited after they're created.

What if something caused colonists to shift personalities? Say somebody gets shell-shocked and can't fire a gun anymore, or has a complete break and invents a new personality with new skills.

Alternatively, they find a nice shiny black monolith buried in a mountain and gain 15 research points...
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on February 25, 2014, 07:19:34 PM
Suggestion: prisoners who are starving should attempt to escape by beating down doors.
Title: Re: Your Cheapest Ideas
Post by: Chromat on February 26, 2014, 04:42:18 AM
Quote
I don't think, that's cheap, as it would require  good amount of AI programming

Ahh ok,  true im a no good at programing.

Than simpler version of disease.

Space flu outbreak - colonists get slight penalty (to morale/tasks)  and some coughing noises sound and that's it. Also it would pass after few days, variying for each colonist.

More could be added...
Title: Re: Your Cheapest Ideas
Post by: keylocke on February 26, 2014, 10:16:55 AM
-there should be an option to change the storyteller AI in mid game so people don't have to start a new game when things start to get dull or if things start to get too hectic.

-during the start of the game : there should be options for randomizing character values (ie: tick boxes to choose between random gender, age, job, etc) rather than randomizing all of the values all at the same time.

-convert scraps to metal : (maybe researchers can do it, so they don't become useless in the end game)

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

-when dropping stuff to complexly shaped dumping zones (ie: a singular dump zone surrounding the base perimeter), the haulers sometimes just drops the debris near the dump zone rather than inside of it. (might be better suited to bug report)

-demolishing mount everest : how high are those mountains? lol. i mined a mountain section twice a game day for several game months. i want it gone, but holy carp it's still there.. maddening.
maybe there should be indicators or something showing how high a mountain is or something, other than that misleading shadow. haha.

-anyways, that's it.
Title: Re: Your Cheapest Ideas
Post by: GrimTrigger on February 26, 2014, 01:12:32 PM
Without knowing the level of difficulty in implementing this 'feature', I would greatly appreciate the capability to Select/De-Select all Job Assignments to Colonists, whether it be in standard or Manual Priority, additionally, to be able to "Lock" the assignment of certain colonists.  I find myself spending a lot of time unselecting the jobs assigned to my colonists only to re-prioritize what I need them to do.  Hopefully this is an easy to implement option, and a valuable suggestion.
Title: Re: Your Cheapest Ideas
Post by: keylocke on February 26, 2014, 08:23:52 PM
oops. i got another cheap idea i forgot to add.

for example : an eclipse just started and my batteries were running low. so to conserve energy i started to turn off unnecessary electrical objects. but the problem with this, is that it's too menial and 'micromanagey'.

how about if there's an option to just choose 'critical' priority objects for electricity? this way players don't have to manually turn on/off a zillion objects when their batteries are low. players can just assign priority powered objects, and these will always stay active unless you completely run out of juice.
Title: Re: Your Cheapest Ideas
Post by: ghosttr on February 27, 2014, 04:26:27 AM
Idk how easy these are, but here goes.

Automatic lights, outdoor lights only come on at night, indoor lights that go off when people goto bed (without negative effects ofc)

Setting that toggles 'dropped' items to be forbidden by default or not.

Title: Re: Your Cheapest Ideas
Post by: Benny the Icepick on February 27, 2014, 11:26:37 AM
Just started playing last night after watching several hours of videos.  What a terrific, engaging game!

Most of the ideas posted here have to do with gameplay, but I have a few suggestions for the interface itself.

First of all, it's really, REALLY hard to see weapons and other items that have been dropped.  Some sort of graphical element - a dashed border, or occasional "blink" perhaps - would alert you to the fact that there is something with which your colonists can interact.

Secondly, it can get really challenging to keep up with all of your colonists.  At times, when they occupy the same space, it's difficult to select one instead of the other.  I would like to see a panel that lists each colonist and their current tasks, perhaps even their health status.  Clicking on a name will center the character on the screen and select them.  This could even be built into the existing Overview pane.

EDIT:  A similar panel would be useful for buildings and equipment.  I would like to see a list of elements that need to be repaired/cleaned, and a list of equipment that can be toggled.  For instance, if I am running short on power, I can go into this panel and click all interior lights to "off."  Again, clicking on an item name will center it in the view, so if there's something on fire I can find it right away.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on February 27, 2014, 12:00:58 PM
Unpleasant thoughts for butchering human corpses. It only makes sense.
Title: Re: Your Cheapest Ideas
Post by: Tynan on February 27, 2014, 01:17:02 PM
Unpleasant thoughts for butchering human corpses. It only makes sense.

Yeah, good idea.
Title: Re: Your Cheapest Ideas
Post by: GrimTrigger on February 27, 2014, 01:53:57 PM
oops. i got another cheap idea i forgot to add.

for example : an eclipse just started and my batteries were running low. so to conserve energy i started to turn off unnecessary electrical objects. but the problem with this, is that it's too menial and 'micromanagey'.

how about if there's an option to just choose 'critical' priority objects for electricity? this way players don't have to manually turn on/off a zillion objects when their batteries are low. players can just assign priority powered objects, and these will always stay active unless you completely run out of juice.

I see where you're coming from with this, however, an alternative to designating priority to individual items, that I've found seems to work well for me, is I zoom out to span the size of my base/compound/facility and just double click on the lights and hit V to shut them all off.  I do the same with the doors.  That usually does the trick for me.
Title: Re: Your Cheapest Ideas
Post by: Milltio on February 27, 2014, 03:30:18 PM
After seeing the update and the new things, I just thought of something.  Mobile Turrets.
Title: Re: Your Cheapest Ideas
Post by: FowlJ on February 27, 2014, 04:49:07 PM
After seeing the update and the new things, I just thought of something.  Mobile Turrets.

So... Guns?
Title: Re: Your Cheapest Ideas
Post by: Milltio on February 27, 2014, 05:21:34 PM
After seeing the update and the new things, I just thought of something.  Mobile Turrets.

So... Guns?

No, a Mobile Turret, a turret that could be placed, and then redeployed when required without having to deconstruct and rebuild them.
Title: Re: Your Cheapest Ideas
Post by: Japzzi on February 27, 2014, 06:08:35 PM
More enemies would be a nice addition. Killing the same ''Generic Raider Joe Nr. 1'' time and time again gets abit boring. More disasters! How about some diseases? Or how about Storms?.

Tents would be cool aswell!. Now that I come to think about it, it would be cool if you could make a sort of tribal colony.. Living in tents, hunting muffalos! Capturing passers by and trading them for guns and food?.

Talking about passers by.. How about the drifters dosent just walk from one end of the map to another how about they sometimes stay for awhile? If they are wounded get healed and maybe get a bite of nutrident paste or two. (Or human flesh if you are such a colony...).

Travelling merchants! Not just space ships flying around but merchants who come and go on foot? And and!... Oh? What? Am I ranting? Is my writing style to annoying? To big ideas?.. Oh.. Well.. Raiders have just landed again so I gotta go! Been nice chatting! *runs off with his Lee-Einfield*
Title: Re: Your Cheapest Ideas
Post by: Thoughtless on February 28, 2014, 03:15:10 AM
I don't know if it's been said anywhere, but this thread is 45 pages deep.

-A big a** hole to dump bodies in. (In Random Randy I've been playing for about 300 in-game days and I've buried 100+ bodies, it's just taking up too much room.)
Title: Re: Your Cheapest Ideas
Post by: keylocke on February 28, 2014, 03:38:00 AM
oops. i got another cheap idea i forgot to add.

for example : an eclipse just started and my batteries were running low. so to conserve energy i started to turn off unnecessary electrical objects. but the problem with this, is that it's too menial and 'micromanagey'.

how about if there's an option to just choose 'critical' priority objects for electricity? this way players don't have to manually turn on/off a zillion objects when their batteries are low. players can just assign priority powered objects, and these will always stay active unless you completely run out of juice.

I see where you're coming from with this, however, an alternative to designating priority to individual items, that I've found seems to work well for me, is I zoom out to span the size of my base/compound/facility and just double click on the lights and hit V to shut them all off.  I do the same with the doors.  That usually does the trick for me.

nice. thanks for the tip. i realized that even with the ability to set critical objects for energy priority, non-essential objects would still drain the energy grid if left active.
Title: Re: Your Cheapest Ideas
Post by: keylocke on February 28, 2014, 03:42:00 AM
I don't know if it's been said anywhere, but this thread is 45 pages deep.

-A big a** hole to dump bodies in. (In Random Randy I've been playing for about 300 in-game days and I've buried 100+ bodies, it's just taking up too much room.)

since i don't think decomposition has been coded in yet. what i usually do is have a dump pile dedicated to human corpses. then i draft someone with a frag grenade and then force fire at the bodies. (though i sometimes use molotovs instead just so i can watch them burn... mwahahaha...)
Title: Re: Your Cheapest Ideas
Post by: cel on February 28, 2014, 05:50:15 AM
-Rock flower pot
-Rock table
-Rock chair
-To be able to grow mushrooms on the hydroponics table.
Title: Re: Your Cheapest Ideas
Post by: keylocke on February 28, 2014, 06:36:33 AM
not sure if this has been suggested before either. but in build mode, when i drag the cursor when making a wall or assigning mining areas. i want to have a text display of the affected area (ie : 4x8, 9x9, etc) so players don't have to count manually making building and mining so much more hassle free.
Title: Re: Your Cheapest Ideas
Post by: Demtrod on February 28, 2014, 08:35:25 AM
- I'd like to suggest dug down power condiuts, or even dug down with bricks.
This would defend them against fire and to some degree explosions.

- Also, I would like to be able to determine what kind of plant I want to grow on my Hydroponics tables (just like with the farming zones).
Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on February 28, 2014, 09:44:54 AM
- Tie learning speed to age
- Tie movement speed to age
Title: Re: Your Cheapest Ideas
Post by: Chridy on February 28, 2014, 10:35:51 AM

The UI also seems cluttered at times, especially when the architect box is open. My cheap suggestion would be to shrink some of the boxes so that more stuff can fit into the same area.
A longer-term and less cheap version may be needed though, e.g. condensing similar things into one box that brings up the options available (like all the carpets in one box, that when clicked shows all the different colours).
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on March 01, 2014, 08:19:32 PM
Customizable key bindings! I'd love to be able to do something like make control + d, say, the mining designation shortcut. I say this partly because DF habits die hard, but it would also make the interface quicker to get through overall.
Title: Re: Your Cheapest Ideas
Post by: InCreator on March 02, 2014, 03:33:51 PM
I have tons of ideas, but those feel like cheap ones:

* Remove "cramped space" from negative morale modifiers. Not everyone is claustrophobic (but that'd make neat character trait!)
* Add "In my room" as positive morale modifier. Man's home is man's castle
* Less negative effects from mining. Right now, digging a long cave feels like most dangerous task ever
* Remove "trading ship in orbit" from alerts, or better yet, make two-tier alert system where such low-priority alerts appear in different-colored icon or simply as message on upper right
* Extremely cool would be to actually see shadow of trading ship slowly going over game map. Since it's far away, it would be quite large and impressive. It could even disrupt solar panels (although occurrence of ships should be much rarer, otherwise it'd just be annoying)
* Stackable food or single-tile container to store stacks of prepared food. Also known as fridge
* Some scheduling system for designated cook(s). Like "make colonist+prisoner amount of food twice a day" Right now you either micromanage food all the time or make tons (infinite) and lose a colonist to this never-ending task, not very conservative approach to ingredients neither, since stuff rots over time
* Handheld lights. Nobody really goes to dig endless mine with no flash- or headlight
* Better solar panels. They feel very unbalanced right now. So far in future, solar power efficiency should be much higher
* Prisoner escape attempts
* in a game where you colonize unknown world, there should definitely be injury and disease system. And various diseases, born immunities to them, viral outbreaks, isolating patients, broken feet and hands (and how they affect colonists work), etc etc. This is not cheap to make, but groundwork for something like this is easy enough and could be handled with character trait system
Title: Re: Your Cheapest Ideas
Post by: Hexxagon on March 02, 2014, 08:06:59 PM
* Some scheduling system for designated cook(s). Like "make colonist+prisoner amount of food twice a day" Right now you either micromanage food all the time or make tons (infinite) and lose a colonist to this never-ending task, not very conservative approach to ingredients neither, since stuff rots over time

Was thinking something similar, to implement it, you can maybe 'attach' it to a stockpile-zone, and select 'Keep stockpile filled with Simple Meal', or make 'Keep "amount" of Simple Meal'(overall in RimWorld, or maybe in a radius, like the ingredients search), instead of just 'Make 20 Simple meal'... and then forget the rest :D
Title: Re: Your Cheapest Ideas
Post by: MrSleepless on March 03, 2014, 03:35:59 AM
Outside lights - Any kind of outdoor light would be a huge thumbs up. Colonists hate the dark and end up unhappy while traveling between buildings at night (not that it has too much of an effect on their overall happiness, but it does make a difference.) And it looks good when you can light up the outside.

Carpet colors - More colors of carpet would also be nice. Not even any difference between what is already in the game, just new colors.

More decor - Flower pots and carpet are about the only way to "liven up" a room. Adding things like a painting (Seen as a white line up against a wall and only slightly affecting the happiness in a room) or bookshelves could give the game a little more variety and in turn more unique areas.

A statue - An outdoor structure that helps bring happiness up in an area. Also could bring fear?

Campfire - Could start as a simple unpowered light source and if there is extra time you could add the risk of the fire spreading and giving it a lifespan. Future development of it could include: Rain puts it out, inside house = higher risk of spreading, low-level cooking (if ever implemented,) and other possibilities as well.

Most of these would be relatively "cheap" to do and bring value to the game.
Title: Re: Your Cheapest Ideas
Post by: Psyckosama on March 03, 2014, 06:55:40 PM
Change the stackability of silver in the base game.

Right now silver like all other resources only stacks to 75. That makes storing it a real pain in the rear as successful colonies inevitably build up large stores of money. I'd suggest either going to to an abstract unit of currency or having it so silver can stack much much higher, like 750 per pile instead of 75.
Title: Re: Your Cheapest Ideas
Post by: Viceroy on March 04, 2014, 05:44:20 AM
Straps on weapons to keep them from being dropped on incapacitation
The ability to manufacture/buy said straps.
Title: Re: Your Cheapest Ideas
Post by: cel on March 05, 2014, 12:21:02 PM
This might not be a very cheap to implement but anyhow. What about adding some animals which eat metal? Would be nice if base got hit by metal eating slugs and you have to get rid of those things fast before they eat all your metal and metal based things  ;D 
Title: Re: Your Cheapest Ideas
Post by: daft73 on March 05, 2014, 12:54:21 PM
This might not be a very cheap to implement but anyhow. What about adding some animals which eat metal? Would be nice if base got hit by metal eating slugs and you have to get rid of those things fast before they eat all your metal and metal based things  ;D

AD&D player? I hated  these things back in the day  (http://en.wikipedia.org/wiki/Rust_monster)
(http://ludeon.com/forums/index.php?action=dlattach;topic=174.0;attach=1099)

[attachment deleted by admin: too old]
Title: Re: Your Cheapest Ideas
Post by: keylocke on March 05, 2014, 09:38:17 PM
Outside lights - Any kind of outdoor light would be a huge thumbs up. Colonists hate the dark and end up unhappy while traveling between buildings at night (not that it has too much of an effect on their overall happiness, but it does make a difference.) And it looks good when you can light up the outside.

Campfire - Could start as a simple unpowered light source and if there is extra time you could add the risk of the fire spreading and giving it a lifespan. Future development of it could include: Rain puts it out, inside house = higher risk of spreading, low-level cooking (if ever implemented,) and other possibilities as well.

I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
Title: Re: Your Cheapest Ideas
Post by: Epicnator on March 06, 2014, 05:00:44 AM
Defensive Ideas
-

Foxhole - Digs a small trenchlike hole that provides medium-low cover for you colonists, Can build for free.

Wooden Spikes - Can place wooden spikes that blocks movement and is impassable, Can build for free.

Metal Barrier - Can place down a low metal barrier that protects you from gunfire, Needs 10 metal each.

Barricade - Places down hastily barricaded barrier with dirt/wood/metal/etc. Needs 5 metal each,
Title: Re: Your Cheapest Ideas
Post by: daft73 on March 06, 2014, 01:09:38 PM
...
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
I agree with the roughing it mentality...though the base game has yet to offer some type of fuel to burn..ie woods ect. I suppose you could try to burn plants..but there goes the food.
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on March 06, 2014, 08:25:44 PM
...
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
I agree with the roughing it mentality...though the base game has yet to offer some type of fuel to burn..ie woods ect. I suppose you could try to burn plants..but there goes the food.
Well, from what I've seen, raiders burn quite well.
Title: Re: Your Cheapest Ideas
Post by: woolfoma on March 08, 2014, 02:44:05 PM
make the colonists eat the oldest meals first so that now meal is allowed to rot.
I always have this problem because my cooks will make 50 meals then 40 of them will get eaten and I tell the cooks to make more and no one eats the old ones and I lose tonnes of food.
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on March 09, 2014, 09:23:42 PM
make the colonists eat the oldest meals first so that now meal is allowed to rot.
I always have this problem because my cooks will make 50 meals then 40 of them will get eaten and I tell the cooks to make more and no one eats the old ones and I lose tonnes of food.
Perhaps making colonists eat old food first could be the default, and then have some colonists with traits that would only eat the newest food first, like Nobles or something.
Title: Re: Your Cheapest Ideas
Post by: Adam561 on March 09, 2014, 09:59:28 PM
Based on what mods I made I would recommend adding batteries with different power levels and speed of filing. Also (Maybe a little longer, but more for modding) a way to change the texture of the gun on the turret (not just the base). Il be sure to post any other ideas I have in the future!
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 11, 2014, 08:16:46 AM
Adding different sizes of items would be a nice way of adding more content (and giving players greater options and flexibility) with the bonus being that it should be really 'cheap' to do.


Other items that I can think of that should be easy to implement and aren't copies of existing items;

Boomrat explosions should damage/destroy the trap depending on its condition.
Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on March 11, 2014, 03:49:08 PM
Battery displays need to include a timer that shows how long it takes before the said battery is depleted if used at a current rate.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 11, 2014, 04:19:58 PM
Good idea.

Speaking of batteries, how easy would it be to balance the charge across batteries in the same circuit? It upsets my electronics knowledge that this doesn't happen and the result of having differing battery levels upsets my symmetry OCD.  ;D
Title: Re: Your Cheapest Ideas
Post by: keylocke on March 13, 2014, 12:51:33 AM
...
I agree with the campfire and the outside lights part. it's really important to have a cooking method that does not require electricity.
I agree with the roughing it mentality...though the base game has yet to offer some type of fuel to burn..ie woods ect. I suppose you could try to burn plants..but there goes the food.
Well, from what I've seen, raiders burn quite well.

mwahahaha..  tru dat. ;D

--------------
anyways, more cheap ideas :

-undrafted colonists, seem to have no sense of danger. they should have an AI that tells them to interrupt their current task and tell them to run away from enemies upon visual contact. (maybe tell them to gather to the nearest dining table.

-drafted colonists should have an AI that tells them to automatically seek the nearest cover available when their cover is destroyed or when they are caught standing on open ground.

-colonists should stop shooting when friendlies are caught in the crossfire. same thing when using thrown weapons. friendly fire needs to look more like an accident rather than deliberately ignoring friendlies in your line of sight even after emptying several bullet clips .
Title: Re: Your Cheapest Ideas
Post by: Armorat on March 14, 2014, 08:45:56 PM
Doors - A simple internal door that requires no power but can still segregate rooms would be nice. Having a structure full of doors each drawing 50W soon eats through battery supplies. The simple door should be cheaper to make and still slow the Colonist down as unpowered doors currently do, but still be able to segregate rooms so that simple bedrooms can be constructed without including power-sapping doors. A strong lockable door could also be added that, when locked, prevents all movement but is quite resistant to damage. This could be used on complex entrances or high value areas (stockpiles etc.)

Tynan's already added a simple door for the next build ("Added simple door. Cheaper, but cannot be powered."), so you're good on that one. I like the heavy lockable door as well, though I think it should require a colonist to do the locking and unlocking, rather than operating it yourself from godmode.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 14, 2014, 08:47:27 PM
Winner! 8)
Title: Re: Your Cheapest Ideas
Post by: keylocke on March 15, 2014, 03:24:24 PM
-prevent live people from occupying the same space at the same time (just add rigidbodies and colliders that are unset as a trigger or something). since this generally leads to problems when you want to aim for specific enemies that are hiding behind a "doom stack". (a doom stack is a huge stack of enemies that players sometimes encounter when playing through the end game).

(note : other base building games have the same phase-shifting properties, but i never once condone it's use since i thought it was such a lackluster way to simplify pathfinding)

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

this should also force the players to reconsider their base designs to incorporate the fact that 2 objects should not be able to occupy the same space at the same time. (unless they got super-mutie powahs or they occupy different z-levels)

just think about it, players (like me) could usually get away with this and abuse base designs that should've generated enormous amounts of traffic jams from the colonists (single tile corridors? lol).

base design is too "simplistic" coz of this, since it's like missing an additional layer of complexity that players should be addressing in order to be able to design a base that actually makes logical sense.

Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on March 16, 2014, 10:17:55 AM
Replace the Research skill with Education.
Education: Still same as Research when it comes to discovering new techs but:
At level 6: Gain +10% learning speed for all the other skills
At level 15: Gain +100% learning speed for all the other skills (maxes out here)
That's +10% per level of Education, starting at lvl 6.

Additionally: let colonists gain/practice Education at Research tables, up to lvl 10, for example.
Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on March 16, 2014, 10:37:37 AM
Hated skills and tasks!
These are the opposite of passion skills. Not only do the colonists learn these skills slower but if you put a colonist to do these tasks, their loyalty and happiness go down. In the Thoughts tab it could appear as 'Worked on something he/she hated'. Perhaps in the same vein, a colonist should gain happiness if he's assigned to apply passioned skills?
Title: Re: Your Cheapest Ideas
Post by: leetreet on March 16, 2014, 05:32:07 PM
I think with the food system, make a minimum/max option in it so you don't run out or have hundreds of meals,also maybe on the butchers table have a hunt option so you can always have a minimum of meat.
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on March 16, 2014, 09:50:48 PM
Hated skills and tasks!
These are the opposite of passion skills. Not only do the colonists learn these skills slower but if you put a colonist to do these tasks, their loyalty and happiness go down. In the Thoughts tab it could appear as 'Worked on something he/she hated'. Perhaps in the same vein, a colonist should gain happiness if he's assigned to apply passioned skills?
+1
Title: Re: Your Cheapest Ideas
Post by: James009 on March 17, 2014, 01:50:26 AM
Functional Traits! Each trait and background (adult/childhood) should have a greater impact on the game modifying abilities, skills, and character personality. Make the character depth as deep as possible for the most meaningful experience.
Title: Re: Your Cheapest Ideas
Post by: idgarad on March 17, 2014, 08:49:40 AM
Grenade damage needs a nerf against walls or roll a new reinforced wall.

Metal Floors should = smoothed stone as far as happiness goes.

Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).

Ability to assign beds rather then having to remove a sleeping area to foce colonist to select a new bed.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 17, 2014, 09:13:17 AM
Ability to assign beds rather then having to remove a sleeping area to foce colonist to select a new bed.
I manage this by setting a bed as a prisoner bed, although all of my colonists always have their own rooms (which means a stupidly large base as the rooms are 5x6 with dividing walls to get full happiness).
Title: Re: Your Cheapest Ideas
Post by: Tynan on March 17, 2014, 12:11:55 PM
Grenade damage needs a nerf against walls or roll a new reinforced wall.

Metal Floors should = smoothed stone as far as happiness goes.

Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).

Ability to assign beds rather then having to remove a sleeping area to foce colonist to select a new bed.

I imagine them as closer to 3 feet (e.g. doorway width, or the with of one person with a bit of personal space) than 5 feet.
Title: Re: Your Cheapest Ideas
Post by: Serrate Bloodrage on March 18, 2014, 02:23:25 AM
You people using your feet to measure distance, so funny ^^
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on March 18, 2014, 02:46:32 AM
So true. We all know we should be using a smaller unit, like, say, the Barleycorn (http://en.wikipedia.org/wiki/Barleycorn_(unit))
Title: Re: Your Cheapest Ideas
Post by: Serrate Bloodrage on March 18, 2014, 04:43:32 AM
And wow, still in use in the US and UK, to determine the length of a person's foot! You don't know how much you brightened my day Storymaster
Title: Re: Your Cheapest Ideas
Post by: Rokiyo on March 18, 2014, 11:41:25 AM
Cramped quarters size needs to be reduced. If each square is roughly 5 square feet apparently you are cramped if your room is less then 30x30 feet! Apparently a person feels cramped if their bedroom is the same size as an entire apartment. Even 5x6 @ 5 feet per square is 25x30 feet! A typical master bedroom in the USA for example is 10x12 and most common bedrooms are 10x10 or 8x9 (not counting closets).

I imagine them as closer to 3 feet (e.g. doorway width, or the with of one person with a bit of personal space) than 5 feet.

That's still 18 square feet, which is still quite big for a bedroom. :P
Title: Re: Your Cheapest Ideas
Post by: Tynan on March 18, 2014, 11:47:44 AM
It's not specific to bedrooms.
Title: Re: Your Cheapest Ideas
Post by: mkire on March 18, 2014, 05:56:36 PM
Currently the trading mechanism works by sliders, and that's okay, but would it be possible to implement the ability to simply type the desired trade number? It'd be real helpful for when i want to sell thousands of pounds of potatoes so i can afford to buy some slaves or a bunch of nice guns
Title: Re: Your Cheapest Ideas
Post by: harpo99999 on March 18, 2014, 06:02:01 PM
Currently the trading mechanism works by sliders, and that's okay, but would it be possible to implement the ability to simply type the desired trade number? It'd be real helpful for when i want to sell thousands of pounds of potatoes so i can afford to buy some slaves or a bunch of nice guns
I also had suggested a similar idea forthe basically same reasons, but as it would bea bit more than small change to the interface, I only hold out hope and desire that it will happen.
Title: Re: Your Cheapest Ideas
Post by: Nihil on March 19, 2014, 02:45:48 AM
Not sure if it has been suggested/planned already, but I just wanted to make a quick suggestion before I fell asleep.

Orders(specifically for meals) to have an option to refresh daily.

When placing orders for meals, I try my best to avoid making too many at a time due to the expiry dates. I end up deciding I will make a certain amount every day but I inevitably forget on the next day. There are ways I could manipulate the stockpiles to result in a similar effect but I feel all current solutions subtract fun and creates unnecessary micromanagement.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 19, 2014, 06:08:23 AM
Recent patch notes states that stockpiles will have desired values, so it should be possible to set a food stockpile and your cooks will only make meals when the stockpile is below the level you've set. Not sure when Alpha 3 will be out but I'm looking forward to it!
Title: Re: Your Cheapest Ideas
Post by: Nihil on March 19, 2014, 08:34:23 AM
Recent patch notes states that stockpiles will have desired values, so it should be possible to set a food stockpile and your cooks will only make meals when the stockpile is below the level you've set. Not sure when Alpha 3 will be out but I'm looking forward to it!

I read that in the notes but even with that fix I would still attempt my forgetful strategy.

With a sufficiently large colony I would need to have a stockpile maintain 15-20 meals to ensure no one is eating paste or raw foods when everyone wakes up hungry at the same time. One thing I notice whenever I try and keep a lot of meals in storage is that a few will get ignored in favour of the closer ones and they will go bad. Colonists do not prioritize the meals that are closer to going bad(perhaps they should). Maintaining a stockpile for me always leads to waste, I would much rather cook precisely how many meals I think I would need every day.

I do agree that I am looking forward to the next release though.
Title: Re: Your Cheapest Ideas
Post by: Kirid on March 19, 2014, 01:40:03 PM
Roaming Muffalo and Fly Swarms..These are cheap animal ideas. 10-30mins to make easy
A larger, slightly rarer roaming muffalo with horns. This creates the idea that the females herd up while the males migrate and control many herds over large territories, I think that's realistic. Much scarier when they go crazy. Also some baby muffalo in the herd perhaps. I posted this idea in the mods section, but I would like to see it actually implemented, its easy.
Swarms of flies, simple to draw, they function as a herd like muffalo, but faster, super low health, yet very hard to hit. They get hungry easily, and eat up food left lying in the wastes. 
Title: Re: Your Cheapest Ideas
Post by: ChesStrategy on March 19, 2014, 04:49:24 PM
Hi Tynan,

An idea being 'cheap' is heavily dependent on how the game/code was implemented. Without knowing the details, I can only hope that these suggestions are 'decently' cheap.

Objects:
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 20, 2014, 04:39:13 PM
The combat system has quite a lot of depth to it already as it has been borrowed from other project Tynan has worked on. (as stated in the Tactics section at http://rimworldgame.com/)

Anyway, cheap ideas:

Job assignment: Clicking on an item like a cooker or stonecutting table, or perhaps even construction blueprints, will show you who is currently working on/with that item. Should be cheap to implement as this information would be readily available from the jobs lists/queues, and handy to know for a multitude of scenarios like, "are my chefs actually cooking stuff?" or "who's building this door?" or whatever other situation you find yourself in in which this information would be handy.

Like this:
(https://dl.dropboxusercontent.com/u/26582192/Games/RimWorld/Idea_CookJob2.png)

Chef Hauling: In the same vein as the recent patch notes stating that colonists will fill up the nutrient paste dispenser if it's empty even if they're not a hauler, would it be a simple job to have the chef haul a meal that they've just cooked to a table/stockpile rather than just throwing it on the floor, even if they're not a hauler? This would be far more visually pleasing and have the advantage that stockpiled meal numbers would be accurate (which would tie in nicely with the other patch note stating that desired stockpile levels can be set for items).
Title: Re: Your Cheapest Ideas
Post by: idgarad on March 20, 2014, 10:54:59 PM
Define a room as a freezer where food can be stored indefinitely but must be powered.
Title: Re: Your Cheapest Ideas
Post by: Splinterbee on March 23, 2014, 10:39:28 PM
Comfort things to make your people happy such as: paintings or art tables just for your people to draw or write. Sure calms my nerves.
Couches to sit and relax when tired but not quite ready to sleep. Tv that requires antenna for people to stare at for hours on end.
Title: Re: Your Cheapest Ideas
Post by: flobojoe on March 25, 2014, 02:43:40 AM
Sorry if this has already been suggested but a way to lock the doors. When raiders are attacking my base would be great if I could lock the doors to stop my people running out and getting in the way of my turrets.
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on March 26, 2014, 09:38:54 PM
I was thinking it would be nice if in the overview tab had the skill levels for each person in each category within each box. So if I was looking at a list of 10 colonists I could easily pick from the overview my two best cooks to be the only cooks, or have the best three miners assigned to that position.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 27, 2014, 01:11:11 PM
Chef Hauling: In the same vein as the recent patch notes stating that colonists will fill up the nutrient paste dispenser if it's empty even if they're not a hauler, would it be a simple job to have the chef haul a meal that they've just cooked to a table/stockpile rather than just throwing it on the floor, even if they're not a hauler? This would be far more visually pleasing and have the advantage that stockpiled meal numbers would be accurate (which would tie in nicely with the other patch note stating that desired stockpile levels can be set for items).

Quote from: RimWorld Changelog

March 26
- You can now suspend bills without deleting or modifying them for easy later reactivation.
- AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
- Testing and grinding down bugs produced over the past few weeks.
- Various minor usability improvements.
Wow! Make a suggestion* and 6 days later it's in the game (well, current internal build). Now that's some turnaround. Nicely done, Tynan.  ;D

*I will be exceptionally egocentric and assume it was the first time it was suggested
Title: Re: Your Cheapest Ideas
Post by: Necronomocoins on March 27, 2014, 08:47:51 PM
Sorry if this has already been suggested but a way to lock the doors. When raiders are attacking my base would be great if I could lock the doors to stop my people running out and getting in the way of my turrets.
I've been thinking the same thing, but with changeable states for powered doors only, (open, closed, locked, unlocked.) and possibly an access list, like with the storage/dumping lists but crossed off colonists won't use the door.
Title: Re: Your Cheapest Ideas
Post by: johnpaul_riley on March 28, 2014, 05:33:40 AM
Suggestion for managing happiness buffs/debuffs: 

Pawns don't get unhappy when seeing dead bodies, being in darkness, awful environment, cramped space etc outside of the home zone, but do get unhappy for all these things in the home zone.

Pawns do get a substantial unhappiness debuff if they try to meet a rest/food need outside the homezone, i.e collapsing on the ground due to exhaustion when not in the homezone, or eating food when not in the homezone.

This gives a reason to keep homezones well-built up to meet needs of happiness and comfort, but doesn't punish pawns for mining or fighting outside the homezone, and gives them a reason to return home periodically.

Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 28, 2014, 07:42:42 AM
Was not aware of that. Handy to know, thanks.

EDIT: Wait, was that a statement or a suggestion? I read it as a statement...
Title: Re: Your Cheapest Ideas
Post by: johnpaul_riley on March 28, 2014, 09:56:12 AM
Ooops, edited my post to reflect that it is a suggestion, not a statement.  apologies for the confusion.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 28, 2014, 01:28:39 PM
Cool, no worries.
Title: Re: Your Cheapest Ideas
Post by: DanGio on March 29, 2014, 08:08:02 PM
A ressource that been once in a stockpile could always appear in the up left corner, even at 0. It would be easier to manage stocks.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on March 29, 2014, 08:21:44 PM
Not sure why that would make it easier, unless the number is highlighted/flashes, as a lack of an item just means it's not listed. Not listed = you have none, which is the same as it being listed with a zero against it.
Title: Re: Your Cheapest Ideas
Post by: DanGio on March 29, 2014, 09:37:31 PM
yeah... it's just that if "iron : 0" display on the screen, you get the information right away. When you've got plenty of ressources except one, you have to notice that this one is missing on the list. I know I'm lazy... That's just, like, 1 second thinking... but I'm really lazy ! :)
Title: Re: Your Cheapest Ideas
Post by: iame6162013 on March 30, 2014, 02:19:34 PM
a comsconsole that a larger range meaning there will be more traders, but the prices will vary from how far the trader woud be.
Title: Re: Your Cheapest Ideas
Post by: Lazarus on April 02, 2014, 11:52:43 AM
Kinda new to this site and the game (bought it two days ago as of this post) after watching a few videos of Rimworld from Quill18 and MathasGames and just thought "I think I could do better" so I gave it a go and really... died four times in a row and still play on... got a really good colony going now but with it I figured I should have more "problems" other than the 20+ raiders knocking on my doors that get fired on by my 11 colonists with M24 sniper rifles...

I would like to see the following if possible (Sorry if these have been posted before but I got though 20 odd pages and can't stand no more! X3) :-

Ceiling lighting - I have lots of tunnels running off in directions and I would like it if I didn't have to use standing lamps... seem like a trip hazard to me!

Air Recycler - Due to me being dug into the side of a mountain (hence the first note) it would be good if misma built up due to lack of clean air so you would need one of these that would change the air or maybe...

Plants! - Clean the air around you in small increments?

Air vents - In with the air recycler to pump in the air in and out <-- maybe get ye old boomrats in them??

Bunkers - Made like sandbag walls but as a structure - this might be up-gradable to contain mounted turrets that are just harder to destroy - but this is mainly for your people to shoot out of.

Just a few ideas, but mainly I would like to see ceiling lighting come into play as you could just use the standing lamp but just make it so its not going to slow people down and not as destructible?

When starting a new world/colony is it possible to add in a random chance that when your people come down they might land on/near an already abandoned area i.e. metal walls that are damaged a solar panel generator that's not connected to anything maybe a few dead bodies that are were survivors that just died via starvation or raiders <-- would love to see our old colonies being used for this!

I know some of this won't be "Easy" but just some ideas :3
Title: Re: Your Cheapest Ideas
Post by: SurvivoroftheNoobs on April 06, 2014, 02:56:45 PM
A landmine all you would have to do is make charges automaticlly dentonate when raiders get close. That way you wouldn't have to try and time it with the fuse.
Title: Re: Your Cheapest Ideas
Post by: Rex705 on April 06, 2014, 09:30:13 PM
Has anyone said showers yet? You could build a shower room for colonists to wash off all the dirt and blood and give them a happy thought of being clean.

Classes to learn and master like Combat Medic so they can heal wounded colonists with med kits during a raider fight.

I was sad when I built the stone wall only to have it be the normal stone you mine. I was hoping for a castle wall so maybe a re-texture of the stone wall.
Title: Re: Your Cheapest Ideas
Post by: FtDLulz on April 07, 2014, 01:25:08 AM
It doesn't seem to be exactly like regular stone since it's smooth. I would like to see some variations on it though, we already have stone tiles.
Title: Re: Your Cheapest Ideas
Post by: ZyBah on April 07, 2014, 03:21:34 PM
Me and a friend were talking about suggestive ideas for the game and we came up with stun weapons such as a shock baton or a taser where a colonist could use it to incapacitate fleeing raiders or colonists who have mentally broke down. :) 
Title: Re: Your Cheapest Ideas
Post by: ZyBah on April 07, 2014, 03:38:43 PM
Travelling sales convoy

could consist of a salesman and two guards.

the salesman would sell the same items as passing ships but provide the player with another form of selling/buying

but if the player chooses to attack or arrest the salesman, he/she will run away and the guards will become hostile. :)
Title: Re: Your Cheapest Ideas
Post by: ZyBah on April 07, 2014, 03:41:55 PM
water such as small rivers and ponds

colonists could walk in the water but the movement speed would be reduced to around 50%

placing a path over the water would create a bridge of some sort
 
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on April 07, 2014, 05:50:31 PM
Graves should protect bodies from being burned (or damaged by explosions, but maybe that's more reasonable?). It's sort of a pain to worry about raids and also remember to keep grass away from the grave of That One Pawn Who Sacrificed Itself To Save The Colony.
Title: Re: Your Cheapest Ideas
Post by: Psyckosama on April 07, 2014, 09:28:02 PM
Return the option to mark graves as Colonist Only. Game with Giblets to remove the option of putting colonists into them.
Title: Re: Your Cheapest Ideas
Post by: Sion on April 08, 2014, 10:48:22 AM
Giblet cages should give raiders the fear debuff too.
Title: Re: Your Cheapest Ideas
Post by: Psyckosama on April 08, 2014, 11:05:36 AM
Giblet cages should give raiders the fear debuff too.

Seconded!

In fact I think that should be one of their main uses. They can make small groups of raiders take a look, go "Um, yeah... to hell with this" and call off their attacks early.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on April 09, 2014, 07:45:50 PM
1. Not sure how cheap this is in terms of either coding time or cpu cycles, but I have a suggestion for countering the wall-off-a-colony-inside-a-mountain strategy: if a colonist doesn't have any available path to the edge of the map through a door or open space, the colonist receives a -10 happiness buff that lasts at least as long as there is no path. Maybe call it a "Feels Trapped" thought.

2. It would make sense if prisoners would occasionally attempt to escape by turning hostile and making a run for the edge of the map. Low happiness, moderate fear, and high health would make sense as the most likely precondition for attempting to escape. Escape attempt events by groups of prisoners are the next logical step.

Edit: Almost forgot! 3. An event in which a novel plant lands on the map, spreads geometrically, and must be destroyed with fire, explosives, or simply by time-consuming plant-cutting. Possible effects of the plant: turning areas of fertile terrain into infertile terrain, area damage effects (i.e. anything walking through it gets hurt), negative psychological effects within a certain radius of the plant.
Title: Re: Your Cheapest Ideas
Post by: FtDLulz on April 09, 2014, 08:01:07 PM
1. Not sure how cheap this is in terms of either coding time or cpu cycles, but I have a suggestion for countering the wall-off-a-colony-inside-a-mountain strategy: if a colonist doesn't have any available path to the edge of the map through a door or open space, the colonist receives a -10 happiness buff that lasts at least as long as there is no path. Maybe call it a "Feels Trapped" thought.

2. It would make sense if prisoners would occasionally attempt to escape by turning hostile and making a run for the edge of the map. Low happiness, moderate fear, and high health would make sense as the most likely precondition for attempting to escape. Escape attempt events by groups of prisoners are the next logical step.

Edit: Almost forgot! 3. An event in which a novel plant lands on the map, spreads geometrically, and must be destroyed with fire, explosives, or simply by time-consuming plant-cutting. Possible effects of the plant: turning areas of fertile terrain into infertile terrain, area damage effects (i.e. anything walking through it gets hurt), negative psychological effects within a certain radius of the plant.

Seconded. Those are some great ideas imo.
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on April 09, 2014, 08:51:31 PM
Giblet cages should give raiders the fear debuff too.

Seconded!

In fact I think that should be one of their main uses. They can make small groups of raiders take a look, go "Um, yeah... to hell with this" and call off their attacks early.

I believe they already do affect raiders, but the effect is too small and the raiders rarely spend enough time for it to reach "eff this I'm going home" levels.
Title: Re: Your Cheapest Ideas
Post by: Towely_ban on April 11, 2014, 07:42:14 AM
I see its been mentioned a few times, but blood needs to decay outside. especially on sand and as it rains.

And perhaps not everyone needs to get so upset because things are "ugly"... im sure not every colonist needs to give a damn about a messy front yard. On the flip side some colonists should worry about this even more.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on April 11, 2014, 09:29:17 AM
1. Not sure how cheap this is in terms of either coding time or cpu cycles, but I have a suggestion for countering the wall-off-a-colony-inside-a-mountain strategy: if a colonist doesn't have any available path to the edge of the map through a door or open space, the colonist receives a -10 happiness buff that lasts at least as long as there is no path. Maybe call it a "Feels Trapped" thought.

2. It would make sense if prisoners would occasionally attempt to escape by turning hostile and making a run for the edge of the map. Low happiness, moderate fear, and high health would make sense as the most likely precondition for attempting to escape. Escape attempt events by groups of prisoners are the next logical step.

Edit: Almost forgot! 3. An event in which a novel plant lands on the map, spreads geometrically, and must be destroyed with fire, explosives, or simply by time-consuming plant-cutting. Possible effects of the plant: turning areas of fertile terrain into infertile terrain, area damage effects (i.e. anything walking through it gets hurt), negative psychological effects within a certain radius of the plant.

Seconded. Those are some great ideas imo.
Thirdedededed. I especially like the escape attempt idea.

I see its been mentioned a few times, but blood needs to decay outside. especially on sand and as it rains.

And perhaps not everyone needs to get so upset because things are "ugly"... im sure not every colonist needs to give a damn about a messy front yard. On the flip side some colonists should worry about this even more.
Agreed. Perhaps what a colonist considers "hideous" could vary based on their background and skills? For example, a miner wouldn't find a dark, messy and cramped area hideous. After all, they're a miner and would be used to it, whereas the average Joe would hate it. Similarly, perhaps someone with good growing skills won't find outdoor areas covered in crap particularly messy, but average Joe would.
Title: Re: Your Cheapest Ideas
Post by: wakko151 on April 11, 2014, 06:29:44 PM
Integrate your modding community. Alot of companies try not to put there players home made mods in because they don't know about all the legal stuff. But if someone made a mod like The Wood mod, which adds trees, wood, and wooden furniture... and people seem to enjoy using it, then what better way to say thank you so much, then adding that exact feature into the game. You wouldn't have to steal there code specifically or you could simply ask the mod developer if you could use his code the developer to officially add there brilliant idea and hard work into a game they thoroughly enjoy playing.. i think if you start there you will see what people want.
Title: Re: Your Cheapest Ideas
Post by: Sion on April 11, 2014, 08:05:16 PM
Each colonist have a random color on it's path, so its possible to differentiate who are going where, when several colonists are pathing thru a door or any other 1 tile space.
Title: Re: Your Cheapest Ideas
Post by: Psyckosama on April 12, 2014, 04:51:18 AM
Here's an idea...

Locking Doors to control the passage and flow of your colonists.

You simply click on the door, hit the "Lock" icon, and now unless violently forced open or deactivated... it won't open. :)
Title: Re: Your Cheapest Ideas
Post by: Sion on April 12, 2014, 06:34:19 AM
Here's an idea...

Locking Doors to control the passage and flow of your colonists.

You simply click on the door, hit the "Lock" icon, and now unless violently forced open or deactivated... it won't open. :)
Great idea!
Title: Re: Your Cheapest Ideas
Post by: humilian on April 12, 2014, 02:08:31 PM
This seems to me like it'd be easy, but I don't know programming one bit.

I'd really like it though if, when rescuing a downed colony member, the rescuer would choose the nearest unoccupied bed to path to, instead of the downed colonist's designated bed, which might be all the way across my base through heavy enemy fire.
Title: Re: Your Cheapest Ideas
Post by: humilian on April 12, 2014, 02:35:10 PM
Locking Doors to control the passage and flow of your colonists.

The ability to manually open doors would be nice, too. Once my colonists are in position to make with the hail of gunfire, I could let the enemies through rather than waiting for them to break the door down. Then again I don't find myself in the situation where I'd need to at all since I've put a many more hours into this game and my defensive stategies have morphulated. The functionality might come in handy, once in a while.
Title: Re: Your Cheapest Ideas
Post by: confusedwings on April 12, 2014, 07:03:23 PM
Add some humor specially in the 'extra info'

example:
Torture prisoner: "Beat them hardly or get them married"
Tree: "Really!?! never saw one in real life...?"
squirrel: "kinda looks like Alvin and those chipmunks"
etc.  etc.
Title: Re: Your Cheapest Ideas
Post by: CremionisD on April 13, 2014, 02:07:06 PM
I find that I would really like to see the time of day somewhere (I mean the actual real-world time, not game time or anything like that). Like, for example top-right corner of the screen.

Don't know if this is really a "feature", but it's cheap!
Title: Re: Your Cheapest Ideas
Post by: Darkfirephoenix on April 13, 2014, 04:31:46 PM
CremionisD: Are you crazy?! Do you want to turture us more than we already are with the ability to see how late it has gotten (and then know how much time we have wasted playing this game)? :P

I like the idea in it should be relatively easy to implement... But it wouldn't really improve the gaming experience, but it's still a good idea! :D
Title: Re: Your Cheapest Ideas
Post by: kdfsjljklgjfg on April 13, 2014, 04:48:50 PM
Being outside in the rain should reduce happiness, at least while sleeping. Also, another thought: for a colonist's first few days with the colony, they should get a "happy for shelter" sort of bonus to happiness during rain if they're inside, to reflect the fact that they may not have had shelter before. The things you take for granted...
Title: Re: Your Cheapest Ideas
Post by: Sion on April 14, 2014, 01:39:07 PM
Being outside in the rain should reduce happiness, at least while sleeping. Also, another thought: for a colonist's first few days with the colony, they should get a "happy for shelter" sort of bonus to happiness during rain if they're inside, to reflect the fact that they may not have had shelter before. The things you take for granted...

Also a "Happy that I survived" bonus to happiness, after recovery from a incapacitation.
Title: Re: Your Cheapest Ideas
Post by: Pirx Danford on April 15, 2014, 03:00:47 AM
- In the pawn list show a weapon symbol (crossed swords, pistol?) beside the name if the pawn is armed, on hovering the mouse over the symbol display a tooltip with the weapons name (maybe also display shooting skill there).

- Also in the pawn list, display a tooltip on each pawns task checkbox showing the level, exp and passion for that skill.

- Healing fallen faction pawns: Instead of just capturing immobilized non pirate pawns, also allow healing them. On release the relation with the faction will improve a little.
Title: Re: Your Cheapest Ideas
Post by: Harlequin on April 15, 2014, 06:42:10 AM
How 'cheap' would it be to include prisoner hostility?
Having them sometimes try to kill the warden when they visit?
They tend to be pretty compliant whenever they've been thrown in prison, rarely if ever trying to escape.
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 15, 2014, 06:46:23 PM
A button to take you to where fighting is happening.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on April 16, 2014, 10:47:51 PM
When setting up my defenses, I've found it frustrating to try to assign particular pawns to a task. If I want Joey Jabroni, my best builder, to set up a turret, chances are Bob Jablobi of skill level 4 has already taken the task. To get Joey on the task, I have to right-click on the task, find out it's taken, pause the game, find and recruit Bob, go back to Joey, give Joey the task, unpause the game to let Joey start working, and remember to unrecruit Bob a couple minutes later.

My suggestions are thus:

1.Let players override current task assignments through right-click prioritization.
2. Let players reserve a task for one pawn exclusively.

As things stand, I have to limit the number of pawns assigned to construction to only the best if I want the important things done quickly. However, that's sub-optimal when the only thing to do is lay down some power conduits.
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 17, 2014, 03:47:38 PM
-Penalizing happiness when someone else is in the room in which you are sleeping, not just if there is more than one owned bed.  If I am interpreting things correctly, currently colonists may feel happy because they aren't sharing a bedroom, despite the fact that they are sleeping in room which is a convenient shortcut that everyone and their clone brother walks through on their way to the kitchen.  Which brings up point two:

-Private Door ownership.  Rooms could then effectively be sealed off from other colonists.

-Or more generally, have a toggle on map elements (doors, food, furniture, buildings) that would "allow private ownership".  Then, the first colonist to use that element would "own" it until you toggled off the private ownership.  Other colonists would respect the ownership.  People then could have private chairs that they sit in, or you could make sure that only one guy is using the kitchen stove while another one is using the butchery(both use the cooking skill).  (!!creeping featurism alert!!) People might gain a small amount of happiness when they first "own" new things and lose happiness if those things are destroyed/deconstructed.  ("Those d*#$ raiders destroyed MY precious lamp.  What did it ever do to them?")
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on April 17, 2014, 11:11:40 PM
How about priorities for growing zones? My oafs are all focusing on Potatoes on Regular soil, rather than milking my Rich Soil for cash Berries.
Title: Re: Your Cheapest Ideas
Post by: Xanting on April 18, 2014, 12:58:03 AM
Alpha 3 seems to have removed the ability to sort colonists bodies from raider bodies and is now under a new nebulous category of human bodies. A subsection under human bodes that separates colonist bodies from other human bodies would be nice to have back especially for graves.

Also weapon racks would be much less frustrating to use then they are currently if there was a way to select or deselect all the guns they accept. Right now you have to deselect all the weapons you don't want to have on a weapon rack to have it hold only a specific weapon, which for one rack is no big deal for for about a dozen of them it gets tiring clicking though all of the check boxes.
Title: Re: Your Cheapest Ideas
Post by: Splinterbee on April 18, 2014, 08:27:40 AM
2 words. Flavour paste. Comes outta nutrient paste dispenser and might have something to make it taste different. Makes colonists happy since they don't like nutrient paste or raw food. (They should like raw berries)
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 18, 2014, 08:43:20 AM
Buttons to rotate through colonists (or other selected items)
Title: Re: Your Cheapest Ideas
Post by: Ermantis on April 18, 2014, 09:21:45 AM
How about local traders ? Like a group of 2 or 3 people that come to the colony, settle for a day or two, and trades goods as Sapceships do ?
They could open new routes to colonies or people, we could attack them to capture theirs goods and people...
Title: Re: Your Cheapest Ideas
Post by: Ermantis on April 18, 2014, 09:25:22 AM
Colony hall : a definable zone (similar to Home) where colonist will go when idle to meet, chat, rest, etc.
(Would be great to have a real feeling of community)
Title: Re: Your Cheapest Ideas
Post by: Thoughtless on April 18, 2014, 01:47:50 PM
This should be pretty cheap, my favorite map configuration is having the mountain in the top of the map. I've only been able to make it happen once, after trying 20+ times, it'd be nice if you could choose your map configuration or choose a random map. 
Title: Re: Your Cheapest Ideas
Post by: Foul on April 18, 2014, 11:45:42 PM
Not sure if these have been suggested over the last 50 pages or so, but a simple thing I'd like to see is an animal's soon-to-be corpse being automatically marked for collection when selected for hunting. Its extra busy-work to hunt the animal then have to manually select the corpse to retrieve and butcher it into food. To kill an animal without intent of collection is to fire upon it without the hunting designation, although that's a waste of fine meals. Hunting implies that you return what you kill.

Would also like to see some sort of "Forgotten Beast" creature that shows up and ruins your day, strength of ten men kind of deal, lots of meat if you butcher it etc. Perhaps poisons crops, withstands explosions or R4 fire etc etc. On that note it'd be nice to see raiders with different resistances and weaknesses (like thick slow armour, energy shields weak against fire etc) which would put an emphasis on building a rounded armoury and arming up dynamically for different threats.

Still on the resistances train of thought, perhaps there could be a raider unit that has a "shield generator" as a weapon, cowers among the bank ranks and protects other units from gunfire (like some Diablo 3 creatures do). Strategically it could push you into melee combat with the shielded unit or into flanking and locking down the generator unit.

Really digging Alpha 3, still the best colony game next to dwarf fortress and its only getting better. Cheers Ludeon!
Title: Re: Your Cheapest Ideas
Post by: FtDLulz on April 19, 2014, 12:13:40 AM
Not sure if these have been suggested over the last 50 pages or so, but a simple thing I'd like to see is an animal's soon-to-be corpse being automatically marked for collection when selected for hunting. Its extra busy-work to hunt the animal then have to manually select the corpse to retrieve and butcher it into food. To kill an animal without intent of collection is to fire upon it without the hunting designation, although that's a waste of fine meals. Hunting implies that you return what you kill.
Don't worry about the first one, it's on Tynan's to-do list. ;)
Title: Re: Your Cheapest Ideas
Post by: bombarding on April 19, 2014, 07:07:15 AM
my hope is just let hopper can be build next to stove and not just nutrient....so my chef dont waste time pick up raw food far away.
Title: Re: Your Cheapest Ideas
Post by: confusedwings on April 19, 2014, 10:55:32 AM
don't know if this would be a 'cheap' idea but it's a idea:

The colony doesn't produce any trash for now maybe you can add this to the game.
- random trash creation around place where ppl 'contruct,make,harvest or use' objects (around tables or places where others eat, stonecutting, etc.)
- trash could be collected to go into a compressor
- comprest trash could be used to make 'compost' in a compost barrel (with make compost after X amount of time) or burned to gain power.
Title: Re: Your Cheapest Ideas
Post by: Monkfish on April 19, 2014, 11:07:54 AM
my hope is just let hopper can be build next to stove and not just nutrient....so my chef dont waste time pick up raw food far away.
Easily fixed yourself. Place small stockpiles next to the cooker with the jobs set with the lowest radius (5). Cooks will then only take from the stockpiles next to the cooker. Ensure they're a high enough priority that they're always stocked. Done.
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 19, 2014, 12:53:42 PM
A "Forbidden Zone" that colonists will not enter.
Title: Re: Your Cheapest Ideas
Post by: blazekiller102 on April 19, 2014, 04:41:59 PM
I would love the forum mod page to be Categorized
Title: Re: Your Cheapest Ideas
Post by: JKTD1919 on April 20, 2014, 02:52:36 AM
my hope is just let hopper can be build next to stove and not just nutrient....so my chef dont waste time pick up raw food far away.

Why not just make a Raw Food Only stockpile next to your cooker? It'd be the same as having a hopper. Set the priority to Critical so colonists immediately fill it up.
Title: Re: Your Cheapest Ideas
Post by: keylocke on April 20, 2014, 09:51:37 AM
Giblet cages should give raiders the fear debuff too.

Seconded!

In fact I think that should be one of their main uses. They can make small groups of raiders take a look, go "Um, yeah... to hell with this" and call off their attacks early.

I believe they already do affect raiders, but the effect is too small and the raiders rarely spend enough time for it to reach "eff this I'm going home" levels.

they mostly affect visitors from other colonies going all crazy with the gibbet cages or piles of dead bodies after hanging out for some time in the middle of a killzone.

afterwards they start attacking anything they see. colonists, squirrels, boomrats, etc.. haha.

--------------
edit :

-btw, is there a hotkey for saving camera locations that i missed or something? (ie : press shift+1 to save camera location 1, then press ctrl+1 to go to camera location 1)

-thrown weapons should have a minimum distance throw. (ie : if the target is within 3 tiles close to the character, that character will not use it's grenade or molotov)

-avoid friendly fire. accidental friendly fire still occurs whenever friendlies cross AFTER the trigger is pulled. but colonists shouldn't fire when line-of-sight is obscured by fellow colonists.
Title: Re: Your Cheapest Ideas
Post by: Viceroy on April 20, 2014, 03:22:43 PM
A bed designation for visitors to use. Would love to be able to have a hotel for all my buddies from Comba of Turtle lol
Title: Re: Your Cheapest Ideas
Post by: Vetack on April 20, 2014, 07:53:46 PM
Customization of starting conditions such as equipment, status of colonists, number of colonists, number of resources. To avoid overpowered starts if that is an issue you can set a cap of how much of anything that is editable you can set.

Good for making very quick scenarios and storytelling
Title: Re: Your Cheapest Ideas
Post by: keylocke on April 21, 2014, 03:28:06 AM
more cheap ideas :

-don't butcher corpses that are placed in gibbet cages.

-don't stone cut debris that are placed on certain stock piles (better yet, there should be an option for stockpiles to be set it as "forbidden" that lets colonists stock it with the chosen items, but they will not consume the items that are placed within.

-add a minimum thrown valid targeting so that grenadiers will not automatically lob at a target that are within 3 tiles of itself.

-reassign beds to different colonists. i want to place them in rooms closer to where they work.

that's all for now.  ;D
Title: Re: Your Cheapest Ideas
Post by: metadolor on April 22, 2014, 01:58:37 PM
A small UI tweak:
Show the size of the rectangle while designating mining/planning/building/etc. areas. Either on the cursor or in the area itself.
mockup:
(http://imgur.com/nKQHuVv) (http://imgur.com/nKQHuVv)
Title: Re: Your Cheapest Ideas
Post by: Cpt.Fupa on April 22, 2014, 09:16:58 PM
A perch to look and fire over walls right beside you and increase range. Also a firing range would be nice. And the ability to craft or find armor. I know some might be expensive but that's what I feel the game is missing so far.
Title: Re: Your Cheapest Ideas
Post by: Sion on April 23, 2014, 03:03:13 PM
A small UI tweak:
Show the size of the rectangle while designating mining/planning/building/etc. areas. Either on the cursor or in the area itself.
mockup:
(http://imgur.com/nKQHuVv) (http://imgur.com/nKQHuVv)

That is spot on what I want to have!
and I would also like to see the area in some nifty way (X*Y=Area).
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on April 23, 2014, 11:35:37 PM
Poisoned weapons that cause extra damage over a moderate period of time. Tribal raids would get real interesting.
Title: Re: Your Cheapest Ideas
Post by: WorldOfIllusion on April 24, 2014, 04:07:50 AM
allow new link flags to be defined via xml.
Title: Re: Your Cheapest Ideas
Post by: Viceroy on April 24, 2014, 05:49:04 AM
Landmines. Nuff-said.
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 24, 2014, 12:33:11 PM
Hot swappable bunks.  Related to previous suggestion on private ownership option for most usable items.  A button that turns off ownership of beds.  First come first serve.  Would add a penalty to happiness.
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 24, 2014, 09:29:21 PM
Colonists with Doctor set as a priority should automatically attempt to rescue characters if possible without being ordered to do so.
Title: Re: Your Cheapest Ideas
Post by: Typo on April 24, 2014, 10:44:06 PM
Some things that would be neat to implement would be:

Some kind of object that can turn slag into metal, maybe 10 metal per slag pile. You get plenty of slag from raiders dropping in or having materials drop in. Over time a slag pile can be very beneficial.

Vehicles possibly. Your colonists have to walk around the map and if you're on one side and a material is on the other, it can take a while for that colonist to return. They can also have some kind of inventory system so you can carry more than 75 items.

Traveling system. You can expand your colony instead of having a small square with a colony.

Radars. These can be used either to detect when a raid will happen or to increase your map size. Raids are random but if raiders are dropping in from the atmosphere, you should be able to detect them and prepare a defense.

Tamable animals. These animals will randomly appear and eat your food if it's left out. right clicking on the animal with a non-drafted colonist will allow that colonist to tame the animal and it will become that colonist companion.

Breeding. I for one hate waiting for muffalo to respawn after slaughtering them. Some kind of mechanic that will allow the muffalo to mate will be very helpful. May even be able to have a new job 'Herder'. Can even be implemented with colonists and pets.

Hopefully you can take some of these into consideration for an update sometime in the future
Title: Re: Your Cheapest Ideas
Post by: WorldOfIllusion on April 25, 2014, 12:52:55 AM
ability to add/modify LinkDrawer's.
Title: Re: Your Cheapest Ideas
Post by: Pirx Danford on April 25, 2014, 05:06:13 AM
Remove the throwing stones from the tribal warriors.
They would be much more dangerous if they rush in full out brawling.
Title: Re: Your Cheapest Ideas
Post by: Vas on April 25, 2014, 10:36:44 PM
Some kind of object that can turn slag into metal, maybe 10 metal per slag pile. You get plenty of slag from raiders dropping in or having materials drop in. Over time a slag pile can be very beneficial.

Nope.  This is too much.  1 metal per slag would be more appropriate.  But even that can be abused if done right.  Metal roof drops slag, so if you build a section of wall big enough then tear it all down, you get a whole lot of slag.  You gotta think about this carefully.  It'd be nice if the game would give you 2 or 3 build layers really.  One layer for everything, one layer for underground (wires, conveyor transport tunnels, irrigation, etc) and one layer for roofing only.  So you can build your own roof either out of  glass (not raider proof), metal, wood, stone, or whatever else you might have.  Colonists wouldn't be able to leave the layer they are on, middle I mean.  They'd just have to go to the square or next to the square like normally building stuff.  For roofing it'd be like standing on a ladder, and for underground, they'd basically just be laying down on the ground next to what they are doing.  But this won't happen, I don't think.  :P
Title: Re: Your Cheapest Ideas
Post by: Splinterbee on April 26, 2014, 12:03:19 AM
Riding and taming muffalo. Ride them into battle fore a faster and deadlier approach. Your colonists can shoot and the muffalo rams at the same time. Tame muffalo with a lot of agave or somethin 8)
Title: Re: Your Cheapest Ideas
Post by: Darth Fool on April 26, 2014, 02:42:49 PM
Radius around light fixtures when you are planning to construct them
Title: Re: Your Cheapest Ideas
Post by: Den25570 on April 26, 2014, 05:13:37 PM
Add Armor door
Title: Re: Your Cheapest Ideas
Post by: Jack 123 on April 26, 2014, 09:41:46 PM
This idea may not be as easy but I think it's a fairly obvious suggestion.

MELEE WEAPONS

-machete
-katana
-club
-metal pole
-spear
-mace
-flail
 And various stuff like that the problem would be that melee would probably be underpowered because you have to get close and be hit but if raiders had melee weapons then it could possibly work.
Title: Re: Your Cheapest Ideas
Post by: Jack 123 on April 26, 2014, 09:46:17 PM
Rams not sheep but battering rams too knock down doors faster. I think it would be cool to have a group of raiders come a and break down your doors. The only problem would be that you would probably need reinforced doors or something like that to make it worth it.
Title: Re: Your Cheapest Ideas
Post by: Jack 123 on April 26, 2014, 09:47:37 PM
Riot shield or portable cover this ones pretty self explanatory.
Title: Re: Your Cheapest Ideas
Post by: Geeves on April 27, 2014, 03:12:54 PM
I'd like something as difficult as dual-wield.

This would allow those with pistols or (future) melee weapons to carry around some cover. Or a second weapon of course :)
Though I'd like it to be limited to disallow people to carry 2 mini guns or 2 M-24's and the likes.
Title: Re: Your Cheapest Ideas
Post by: Jack 123 on April 27, 2014, 05:19:57 PM
Robots made of scrap metal and stuff like that maybe half human half robot augmentations?
Title: Re: Your Cheapest Ideas
Post by: dickflyr on April 27, 2014, 10:48:25 PM
I don't know if this has already been suggested, but...

Have your allies request your assistance against raiders.  An ally "strongly requests/demands" x number of fighters to disappear for y length of time.  If you accept, your goodwill goes up.  If you deny, your goodwill goes down.  After y length of time, some or none of the fighters return, with varying degrees of damage, possibly depending on how good a fighter and the weapon they took was.  Possibly have the tribe send you a reward like food/silver/slaves/metal/etc. if they did a good job.
Title: Re: Your Cheapest Ideas
Post by: Austupaio on April 28, 2014, 08:10:23 PM
Considered putting my recent thread here, but decided those were too complex and the post was large anyway.

Barbed wire: A building that slows down movement.
Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
Please make these happen. :P

Assassin: A raid from one super-powerful raider.
I had a similar idea earlier, while fighting a pirate band.

It was about 12 guys, but between my bunkers and turrets that got their asses handed to them. How about a special little wave that sends a few snipers instead of several lesser-armed guys. They don't need to be exceptionally powerful, just 3-6 guys with long-ranged weaponry that will let them out-range turrets, forcing the player to respond or take heavy damage.

Seems like a cheap idea to me, and the player needs more incentive to not just rely on kill-zones.

Non-cheap aspects because I can't help it.
If the pirate faction maybe sent this type of a wave specifically because they got slaughtered due to being funneled into turret fire, that'd be great. If they could be sent down with spotters, guys with pistols and SMGs who act as guards for the snipers who specifically make sure to stay out of the colony's range, that would make it a little deeper, but would required extra AI functions.



Fencing, probably metal. Just to keep animals in or out of specific areas. Feature could be expanded with gates that can be left open or closed via colonist interaction and allowing the player to electrify the fencing by attaching it to a solar panel/geothermal plant.

I was thinking of like a chainlink fence, but a simple farm wire/post fence may be more thematic, ranch-like, you know? In the case of a chainlink fence, perhaps humans (colonists, raiders) could climb over it slowly. Allows it to 'defeat' animals, but raiders will just knock it down or go over it.
Title: Re: Your Cheapest Ideas
Post by: liack on April 29, 2014, 02:04:53 PM
Not sure if cheap or not, but a change in the meal bill UI.
Add +x meal at  y o'clock (or every z hour, or every day). It's one of the things I do most often manually.
Title: Re: Your Cheapest Ideas
Post by: Austupaio on April 30, 2014, 12:55:59 AM
Apply the same image display used for banners in the Mods menu to the Research menu. Just a little display that maybe shows the research relevant items or some sort of concept art.
Title: Re: Your Cheapest Ideas
Post by: Skipgagnon on April 30, 2014, 12:39:22 PM
A tech tree
Title: Re: Your Cheapest Ideas
Post by: Sion on April 30, 2014, 03:56:18 PM
Easy: A colonist counter, it simply displays how many colonists you have in the colony, so you no longer need to count 30+ colonists in the Overview menu.
Easy: Raider counter, same as above but for raiders.

Medium: Options to sort the colonists in the Overview menu alphabetically.
Advanced: Also sort by a certain skill (including shooting ability), by equipped weapon, order of joining the colony, mental state (god, bad and total), more?



Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on April 30, 2014, 10:37:13 PM
I suggest that fear should raise the loyalty/mental break threshold over time. It would make sense that, say, chronic fear from knowing people are being executed and seeing corpses all the time would make one more likely to undergo a mental break.
Title: Re: Your Cheapest Ideas
Post by: king komodo on May 01, 2014, 11:42:59 AM
I would like to see a way to help those factions you are friends with that decide to help you when you get attacked by being able to pick up their incapacitated fighters and heal them with out putting the arresting/capturing them and having the faction hate you.
Title: Re: Your Cheapest Ideas
Post by: SSS on May 02, 2014, 01:59:48 AM

That's all for now. 'Hope I didn't over-do the yellow. ^-^;
Title: Re: Your Cheapest Ideas
Post by: FtDLulz on May 02, 2014, 07:06:30 PM
All of those ideas are great. Tynan is in the process of implementing one or two of those I think, such as a buff to Firefighting that you can research.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on May 03, 2014, 03:05:27 AM
I have a couple keyboard shortcut suggestions.

1. I love making time lapse series of my progress in building/colonizing/etc. type games, but in RimWorld making these can be challenging because it's hard to get perfectly consistent camera zoom levels and fields of view over time.

I suggest adding the ability to define camera warp points assigned to e.g. the function keys. This also has more practical uses.

An example of how I might use such a thing:

F1: Local awarenes: A view centered on my colony's most important areas, zoomed in enough that I can see unit counts on individual stacks of resources
F2: Situational awareness: A high view, not centered on the colony, which would allow me to search the map quickly when there are running events I'd like to keep track of (fights between factions on the map, etc).
F3: A view suitable for showing broad changes in the structure of my colony over time.

2. I also suggest using the number keys for building categories in the Architect menu. The advantages of particular shortcuts aren't that great when you're switching between clicking options and pressing the keyboard; I often just click, even when there's a keyboard shortcut, just because I'm already clicking anyway.
Title: Re: Your Cheapest Ideas
Post by: Sion on May 03, 2014, 12:20:52 PM
I have a couple keyboard shortcut suggestions.

1. I love making time lapse series of my progress in building/colonizing/etc. type games, but in RimWorld making these can be challenging because it's hard to get perfectly consistent camera zoom levels and fields of view over time.

I suggest adding the ability to define camera warp points assigned to e.g. the function keys. This also has more practical uses.

An example of how I might use such a thing:

F1: Local awarenes: A view centered on my colony's most important areas, zoomed in enough that I can see unit counts on individual stacks of resources
F2: Situational awareness: A high view, not centered on the colony, which would allow me to search the map quickly when there are running events I'd like to keep track of (fights between factions on the map, etc).
F3: A view suitable for showing broad changes in the structure of my colony over time.

2. I also suggest using the number keys for building categories in the Architect menu. The advantages of particular shortcuts aren't that great when you're switching between clicking options and pressing the keyboard; I often just click, even when there's a keyboard shortcut, just because I'm already clicking anyway.

How about a way to manually add the camera warp points wherever you want them?
Something like Ctrl + Shift + 1 to set "1" to a certain warp point, and Ctrl + Shift + 2 to another point, and so on.
Title: Re: Your Cheapest Ideas
Post by: Melon on May 04, 2014, 04:16:49 AM
First of all. i just join this awesome big family today and try the alpha. I had some ideas and come here to post them, i try to read all of this post to see if its already posted (but its to big), so first of all sorry if i repeat some.
my couple of ideas:
Title: Re: Your Cheapest Ideas
Post by: Ruin on May 05, 2014, 03:06:41 AM
Good luck with the game and great job so far.  I have really enjoyed playing and am looking forward to A4.
Title: Re: Your Cheapest Ideas
Post by: Ghost Shadow on May 05, 2014, 05:14:47 AM
While playing the game, I notice that to improve a neutral/friendly faction's relationship, you must pay silver. This can get really expensive very quickly. What about adding events like 'a (natural disaster) has struck a neighboring tribe and request X amount of food and/or metal', or even some thing like 'a friendly tribe is under attack by a rival tribe (or local animals) and are requesting assistance' (who will you send, and will they survive?[maybe]). This can help relieve the player the pressure of the expensive 'friendly gift'. But still a good option if the player wants a small boost in their relationship to acquire some help. There can be other help requests from friendly tribes other than military support, such as food drops or trade options. Not sure if this has been added or not, but do animals reproduce yet or are they a limited 'resource' at the moment?
Title: Re: Your Cheapest Ideas
Post by: SSS on May 06, 2014, 12:35:05 AM
...Personally, I prefer a tower defense play-style with a few turrets (say 4 turrets in a colony of 12 guys).  It is not a wise play style with the current solar flare mechanic...

Some researchable technology to prevent or warn of orbital raider drops right on your head (e.g. a no drop zone or a drop warning radar).  Even if you totally dig into the mountain, you have to go outside for trading.  Every once in a while there is an orbital drop of twice your number in bad guys right on top of your head with no warning.  Any colonists outside just die right away.  There is no mechanic or smart way of play to save them (at least that I have found; maybe I am missing something and just being clueless).  This seems a bit too arbitrary to me.  I hate having to load a saved game (feels like cheating) just because half my guys decided to step outside for the wrong hour.  Now, I don�t mind the horde from the edge of the map that overwhelms me.  That just means my defenses sucked, I needed better choke points, etc.  But, just having them drop on my head with no chance for half my colony to survive seems wrong somehow.

A bit off-topic, but I've used the opposite strategy to fairly good effect: Build a ridiculous amount of turrets (with sandbag protection). You see, more raiders spawn when you have turrets because turrets slow raiders down significantly. While they're busy firing at the turret, you can flank them, slim their numbers from afar, etc. If you build many turrets, the attacking force is essentially deadlocked until they've destroyed all of the turrets or you've taken things up-close-and-personal.

Because I built so many turrets, raiders jumping in on top of the colony are at a disadvantage because they're completely surrounded by guns before my colonists even act. In my experience, even with the significant numbers disadvantage, the tactical advantage given by the turrets splinters the raiding group fairly quickly, which makes the attack much more manageable. Stick to the M-24 sniper rifle, miniguns, and (for close range affairs) either the R4 charge rifle or LMG. (If you can't get those, try for M16s and Uzis.) The turrets will handle the rest. The downside is, naturally, that you'll be rebuilding your turrets and sandbags fairly often.

If you don't have/want turrets, the best you can do (in my experience) is break your colony into sections where the colonists can retreat to if they're in danger. Beware large open spaces. Even in a worst-case scenario, it's better to have your base burned to the ground than a genocide. /offtopic
Title: Re: Your Cheapest Ideas
Post by: kdfsjljklgjfg on May 06, 2014, 01:33:10 PM
King-sized beds for more happiness. Just put 2 beds next to each other.
Title: Re: Your Cheapest Ideas
Post by: Geeves on May 06, 2014, 03:45:31 PM
Already in the game :) select the mods button on the main menu, select the ..bed mod and play a game.
Title: Re: Your Cheapest Ideas
Post by: yuo123 on May 09, 2014, 08:56:05 AM
I have just looked at the changelog, and noticed the following line:
Quote
Bed is now made of wood.
Does that mean it requires wood to build? Because if it does, I have a better idea: have two kinds of beds, a metal bed and a wooden bed. Each will require its own material to buld. The metal bed will be more resistant, but only have a sleeping efficiency of 9 instead of the regular 10. The wooden bed will be prettier, and have the max 10 sleeping efficiency. 
Title: Re: Your Cheapest Ideas
Post by: Jamodon on May 09, 2014, 06:57:28 PM
Here's a list of "cheap" ideas I had that I think also have strong story potential. Apologies if any of them have already been posted, I'm new here.

Ill Gotten Gains
A group of well-armed but wounded raiders arrive, each hauling random items they stole from another colony. The group rests for awhile, then attempts to traverse the map and exit (shooting at any colonist they encounter, but not pursuing them). If the colonists defeat them (same programming as for any raid), the player is immediately offered the option to return the goods to the original colony (resulting in a goodwill boost, possibly proportional to the percentage of goods recovered) or to keep the goods for themselves.

Stampede!
An enormous herd of muffalo (20+) spawn on one side of the map and rapidly move to the opposite side (preferably on a route that takes them near colony structures).
Optional: the muffalo may detour to consume player crops.
Optional: the muffalo may attack anyone (or any structures) that get within a certain distance of them.


Most Dangerous Game
Attacking a muffalo could, rarely (<1% of shots), trigger the entire herd to attack the perpetrator. I can imagine stories about running the length of the map pursued by berserk muffalo would be highly entertaining, and it would make hunting require more care from the player. Players could always shoot at the muffalo with other colonists while the original hunter ran, so even if the muffalo didn't give up the chase for several minutes, the hunter wouldn't be doomed.

My Friend Muffalo
a muffalo (or any other animal) takes a liking to a colonist and follows him or her around exclusively. The muffalo attacks anything that attacks that attacks the colonist and is within a few tiles (to avoid the muffalo running to its death in a long range shootout). If the colonist is disabled, the muffalo picks him up and carries him to his bed. Having your last colonist revived by his loyal animal companion would be heartwarming.
Optional: doors open for the muffalo as if it were a colonist (to avoid awkward pathfinding, but at the price of some realism).  OR doors do NOT open for the animal. When the character is disabled, the muffalo knocks down all doors needed to get the colonist to his bed.

Squirrel of Caerbannog
Initially, there is no notification that this (rare) event is occurring. Instead, an astute player might note a particular squirrel (or other animal) is eating dead bodies that have been left out. When the squirrel has eaten a certain number of bodies down to 0 hp, a notification pops up informing the player that a local squirrel has developed a taste for human flesh. The squirrel attacks colonists like existing mad squirrels, but moves faster, does more damage, and is much harder to hit than normal. This event would be more realistic if it were implemented with a predatory animal, though the squirrel version is pretty funny.

Little Shop of Horrors
A carnivorous plant spawns. It gradually spreads (using the existing algorithms for grass or other plants). Bullets can reduce the plant to 1 hp, making it inactive until it heals, but can't kill it. This makes fire the only effective way to remove it. It attacks any colonists, animals, visitors, or raiders that come close enough. Killing the occasional boomrat would hopefully give players a chance to eliminate them even if they have no molotov cocktails. Though, if players make no attempt to eradicate them, having most of the world be covered in man-eating jungle would make a great story (as would an attempt to burn the world to finally remove them). A crafty player could also try baiting raiders into a patch.
Optional: colonists could haul a disabled plant to a plant pot before it heals. Potted carnivorous plants would still attack anything in range, but would not spread. If the pot is destroyed, the plant reverts to wild form at 1 hp. I imagine an excited player hauling a defeated plant into a pot in his base, only to find the plant attacks his colonists when it heals, would be pretty funny, and honestly what he should have expected.


Title: Re: Your Cheapest Ideas
Post by: Sion on May 12, 2014, 11:18:28 AM
Here's a list of "cheap" ideas I had that I think also have strong story potential. Apologies if any of them have already been posted, I'm new here.

Ill Gotten Gains
...

Stampede!
...

Most Dangerous Game
...

My Friend Muffalo
...

Squirrel of Caerbannog
...

Little Shop of Horrors
...

Excellent ideas!
I hope they will be implemented.
Title: Re: Your Cheapest Ideas
Post by: JorDash on May 13, 2014, 05:41:46 PM
Not sure if this has been mentioned, The ability to sell stone, howitzer rounds, and missiles.
Title: Re: Your Cheapest Ideas
Post by: Jamodon on May 15, 2014, 05:56:10 PM
Two simple quality-of-life changes:

1. Only You Can Prevent Forest Fires. Right now, the only way to put out a grass fire is to zone it as "home" and THEN manually assign colonists to put it out. It would be great if you could manually assign colonists to put it out by clicking on it (and they would automatically attempt to put out nearby fire when finished) without having to zone random chunks of terrain as "home."

2. Saving Colonist Ryan. Currently, a drafted colonist can not rescue an incapacitated comrade. However, you can't control an undrafted colonist. This has led to awkward situations where my colonists literally stand next to an expiring comrade in a shoot-out, but can't rescue him because if they "rescued" him they would immediately attempt to carry him right through a pack of raiders on their way to a bed. If colonists could "rescue" while drafted, heroic rescues under fire would be much more doable. Alternatively, zoning regions where colonists will not enter would allow the same thing, though it would be much messier from a user perspective.
Title: Re: Your Cheapest Ideas
Post by: SSS on May 15, 2014, 07:40:01 PM
Unhappy thoughts for being idle too long (boredom) would make sense. It would also make idle colonists an actual problem.


2. Saving Colonist Ryan. Currently, a drafted colonist can not rescue an incapacitated comrade. However, you can't control an undrafted colonist. This has led to awkward situations where my colonists literally stand next to an expiring comrade in a shoot-out, but can't rescue him because if they "rescued" him they would immediately attempt to carry him right through a pack of raiders on their way to a bed. If colonists could "rescue" while drafted, heroic rescues under fire would be much more doable. Alternatively, zoning regions where colonists will not enter would allow the same thing, though it would be much messier from a user perspective.

You actually can save colonists with drafted colonists. You just select the drafted colonist and right-click the incapacitated colonist like usual. There's still the problem of said colonist running right into the firefight to get to a bed, though. Also, you have to make sure to give them orders or undraft them after they reach said bed, otherwise they'll literally stand there until they go insane.
Title: Re: Your Cheapest Ideas
Post by: Jamodon on May 15, 2014, 08:11:33 PM
You actually can save colonists with drafted colonists. You just select the drafted colonist and right-click the incapacitated colonist like usual. There's still the problem of said colonist running right into the firefight to get to a bed, though. Also, you have to make sure to give them orders or undraft them after they reach said bed, otherwise they'll literally stand there until they go insane.

Yeah, the issue of running through a firefight is the problem :(  I didn't realize they would stand by the person's bed after rescue though! Thanks for saving one of my future colonists.
Title: Re: Your Cheapest Ideas
Post by: metalicelvis on May 16, 2014, 10:22:01 AM
I personally think that the negative trait that you get for seeing a dead body should be nerfed.

It's not so bad when there is 5-6 raiders; easy enough to make the colonists prioritize burying them.

But I've just had a massive army attack me and the pile of corpses afterwards made half my colonist's happiness dip dramatically and nearly half of them wandered off from a mental break.

I understand from a realistic stand point that seeing that many bodies would upset most people, but in terms of fun for the game, you don't have a choice but to kill the raiders and when they come in large amounts like they do now, your colonist's happiness drops way too fast for me to have time to bury them all.
Title: Re: Your Cheapest Ideas
Post by: Ketzal on May 16, 2014, 01:17:14 PM
First off, love the game.  Looking forward to Alpha 4.

Not sure if this has been said already, but it would be great if you could select "Shoot Target" from the right-click menu even when the target is out of range and have them move within shooting range (or around obstacles) instead of first having to manually move within range.

Some other ideas (I'm sure most, if not all have been mentioned):
- Animal breeding (both wild - slow, and captive - fast)
- Basic stone tech (walls, furniture, weapons) that can be made with raw stone
- Research to protect electrical systems from flares
- Defensive research to hide colony from raiders (less frequent attacks, more time to prepare)
- Radar that provides a mini-map, or just a mini-map
- Animals feast on corpses - will help get rid of ones in the open.
- Small animals should only take 1 or 2 hits to kill, but they should be very difficult to melee
- Armor for colonists
- Lightning rod - component that will draw lightning and protect colony from lightning strikes within the radius.
- More details on the comm screen.  See what type of trader they are and/or your relationship with them without first opening the trade screen.
- Trading with visitors at beacon.  Visitors go to beacon and then you can click on them to open trade screen.
- Bartering - don't just trade with/for silver.  Trade with other resources as well.
- List orders when a colonist is selected so you can easily order the colonist to gather something.
Title: Re: Your Cheapest Ideas
Post by: AmmOKay on May 19, 2014, 04:27:24 AM
I have only two cheap suggestions but they would make my life a lot easyer playing RW:
- Numbers show up while dragging out structures and zones to show their widths and lenghts
- Right-klick (including drag) to cancel out construction / placement of objects

Cheers
Title: Re: Your Cheapest Ideas
Post by: Ketzal on May 20, 2014, 11:50:31 AM
Just remembered a couple more:

- Colonist/Prisoner counters (display could be in resource area)
- Harvest zones.  Set a zone where wild crops (berries and such) get harvested when grown instead of a regular manual process.
- Hunting zones.  Same theory as above, but maybe with a max/min threshold (when there are more than y animals, kill until x animals remain).  Would work well with animal breeding/ranches.
Title: Re: Your Cheapest Ideas
Post by: TripplExN on May 21, 2014, 01:00:38 PM
You should make a Sandbox mode in the game  ;)
Title: Re: Your Cheapest Ideas
Post by: FtDLulz on May 21, 2014, 05:48:00 PM
Developer mode is pretty much sandbox.
Title: Re: Your Cheapest Ideas
Post by: Jagginlaz0rz on May 24, 2014, 01:19:18 AM
Cheap Ideas:

Allow us to order colonists to repair things when drafted

Allow us to order colonists to do anything we want drafted including crafting jobs

Why? because in the real world military get ordered to do all kinds of jobs all the way.
Title: Re: Your Cheapest Ideas
Post by: mrofa on May 25, 2014, 11:05:43 AM
Just remembered a couple more:

- Colonist/Prisoner counters (display could be in resource area)
- Harvest zones.  Set a zone where wild crops (berries and such) get harvested when grown instead of a regular manual process.
- Hunting zones.  Same theory as above, but maybe with a max/min threshold (when there are more than y animals, kill until x animals remain).  Would work well with animal breeding/ranches.

Counter colonist/prisoners/enemies on map - http://ludeon.com/forums/index.php?topic=3612.0 (http://ludeon.com/forums/index.php?topic=3612.0)
Hunting dependable on your crafting bill requirements - http://ludeon.com/forums/index.php?topic=3571.0 (http://ludeon.com/forums/index.php?topic=3571.0)
Muffalo Breeding - http://ludeon.com/forums/index.php?topic=3338.0 (http://ludeon.com/forums/index.php?topic=3338.0)

Check the existing mods before you start posting suggestions
Title: Re: Your Cheapest Ideas
Post by: Austupaio on May 25, 2014, 12:31:13 PM
That's not really fair, just because something is a mod doesn't mean it can't or shouldn't become a standard part of the game.
Title: Re: Your Cheapest Ideas
Post by: Ruin on May 25, 2014, 01:33:48 PM
In fact, one would hope the best mods do get pulled into the game.  That way, Tynan can adjust the AI for them and possibly optimize them to a degree far greater than is accessible by a mod developer.
Title: Re: Your Cheapest Ideas
Post by: Ruin on May 25, 2014, 01:38:22 PM
Easy: A colonist counter, it simply displays how many colonists you have in the colony, so you no longer need to count 30+ colonists in the Overview menu.
d and total), more?

If you are going to expose the colonist counter, it might be cool to see the Min/Max/Critical values next to it.  Sometimes I find myself wanting a specific colonist unless it is the last one I will get and need to wait for something specific).
Title: Re: Your Cheapest Ideas
Post by: Austupaio on May 25, 2014, 02:18:19 PM
In fact, one would hope the best mods do get pulled into the game.  That way, Tynan can adjust the AI for them and possibly optimize them to a degree far greater than is accessible by a mod developer.
I don't think Tynan wants the legal headache of actually implementing mods, and he doesn't really need to. Especially not for things as simply as interface adjustments.
Title: Re: Your Cheapest Ideas
Post by: SSS on May 25, 2014, 06:47:46 PM
In fact, one would hope the best mods do get pulled into the game.  That way, Tynan can adjust the AI for them and possibly optimize them to a degree far greater than is accessible by a mod developer.
I don't think Tynan wants the legal headache of actually implementing mods, and he doesn't really need to. Especially not for things as simply as interface adjustments.

I don't think "implementing other's mods" would be how it's presented, but it shouldn't be a problem even if it was. Rimworld is Tynan's intellectual property, and we're sharing derivative works on the official forum for said IP. He can do whatever he wants with regards to modding.

By posting mods, especially here, you're basically giving up the creative rights to your idea.
Title: Re: Your Cheapest Ideas
Post by: Austupaio on May 25, 2014, 07:11:24 PM
Uh, not a chance? My mod uses IP of several different game companies, I cannot by proxy give Tynan the legal rights to implement them. Further, if I implemented anything that was of my own design, that was copy-righted, he'd have no rights to use that, either.
Title: Re: Your Cheapest Ideas
Post by: SSS on May 25, 2014, 08:15:57 PM
Uh, not a chance? My mod uses IP of several different game companies, I cannot by proxy give Tynan the legal rights to implement them. Further, if I implemented anything that was of my own design, that was copy-righted, he'd have no rights to use that, either.

Well, if you don't own the creative rights to start with, that's obviously a different story. Beyond that, I doubt many users here have registered copyrights for... well, anything. Many of the things implemented are abstract, anyway, which makes a copyright claim strained in the first place. (I'm referring to things like trees, steam power, etc. A unique alien or gun design could be copyrighted, of course.)
Title: Re: Your Cheapest Ideas
Post by: mrofa on May 25, 2014, 09:31:35 PM
Tynan did gone with this a easy way not a sinister and complicated :P
Check this (http://ludeon.com/forums/index.php?topic=2677.0)
Title: Re: Your Cheapest Ideas
Post by: Pulaskimask on May 25, 2014, 09:54:06 PM
Make the death of a colonist make the other colonists lose happiness.

Make the recruitment of a new colonist make the other colonists gain happiness.
Title: Re: Your Cheapest Ideas
Post by: Cpt.Fupa on May 25, 2014, 09:58:43 PM
Maybe the colonists can get married that would make them happier even if they share a room but if one dies the other could go on a mental break and wander or destroy
Title: Re: Your Cheapest Ideas
Post by: pawnstorm on May 26, 2014, 12:59:41 PM
Well, if you don't own the creative rights to start with, that's obviously a different story. Beyond that, I doubt many users here have registered copyrights for... well, anything. Many of the things implemented are abstract, anyway, which makes a copyright claim strained in the first place. (I'm referring to things like trees, steam power, etc. A unique alien or gun design could be copyrighted, of course.)
If you create something new, it has a copyright by default even without notice, you don't have to register it.
Title: Re: Your Cheapest Ideas
Post by: king komodo on May 26, 2014, 08:42:15 PM
Ok don't know if this was suggested here or if it's already in the game or not but I just thought of something that while not cheap by any means would be interesting. Any colony/tribe that you are on really good terms with (I'm meaning over +100 relation or higher if that's not the top) will help you build things if the materials are already in place.
Another idea, that may I may have seen here, is that you could send colonists to help them build/combat raiders as another form of payment instead of silver and depending on how good/bad they do will have some repercussions (bad job damages relations and possibly capture with a release price good job will improve relations with a possible "student") and there is always a chance they may leave your colony to join whoever you send them to of their own free will and in return you will get a weapon or silver (Weapon is random and somewhat faction locked so tribes can't give rifles unless you've seen them fight with them.)
Title: Re: Your Cheapest Ideas
Post by: Pulaskimask on May 26, 2014, 10:14:33 PM
Quote
Beyond that, I doubt many users here have registered copyrights for... well, anything.

As has been stated, everything copyrightable is automatically copyrighted always. But anyone could just release an original IP of theirs into the public domain and it would be fine to use by anyone for anything.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on June 03, 2014, 11:42:59 PM
Weeds! Something that can grow alongside other plants, and can lengthen growing time or kill off agricultural plants. Weeding would be a default task for growing zones, so growing food would take more dedication than "put plant in ground and wait".

Also, a "cut grass" designation would be nice. I often want to get rid of grass in preference to other plants, but designating all those lone shoots of grass can be kind of tedious.
Title: Re: Your Cheapest Ideas
Post by: Sion on June 04, 2014, 12:40:13 AM
Weeds! Something that can grow alongside other plants, and can lengthen growing time or kill off agricultural plants. Weeding would be a default task for growing zones, so growing food would take more dedication than "put plant in ground and wait".

Also, a "cut grass" designation would be nice. I often want to get rid of grass in preference to other plants, but designating all those lone shoots of grass can be kind of tedious.

Or a Cut Zone where toy can make a Bill that selects what to cut?
Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on June 04, 2014, 09:30:57 AM
(there's an image in this post but you can't see it because you're not logged in)
In reference to this thread:
'How do you interpret the "Thoughts" screen'
http://ludeon.com/forums/index.php?topic=3827.0
If one person asks, there's gotta be a 1000 more who are equally confused by it.

[attachment deleted by admin: too old]
Title: Re: Your Cheapest Ideas
Post by: nacker1776 on June 04, 2014, 09:41:52 AM
Research for Stronger Turrets more HP.
Research Turrets longer range.
A way to change the Colonists clothes.
Title: Re: Your Cheapest Ideas
Post by: Mattk50 on June 04, 2014, 09:53:58 AM
-some raiders might turn on their group if they see they are losing, to try to join you. maybe a new "surrender" thing instead of just getting gunned down on the run.

-trading too much could make your presence more known to pirates
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on June 04, 2014, 06:03:58 PM
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.

I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png
Title: Re: Your Cheapest Ideas
Post by: Kubouch on June 05, 2014, 04:37:04 AM
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.

I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png

I like this. Actually it would be cool to have a campfire for an early game cooking and morale boost. It would be slow and consume logs. Hand sawmill -> electric sawmill => we need campfire -> cook stove.
Title: Re: Your Cheapest Ideas
Post by: Kian on June 05, 2014, 12:13:58 PM
An alcohol still:

Converts potatoes to vodka
Raises happiness
Lowers productivity
(Future uses of alcohol could include liquid fuel for vehicles / molotov cocktails / backup generators / other industrial applications)
Title: Re: Your Cheapest Ideas
Post by: Gerblemcriberle0 on June 05, 2014, 10:16:55 PM
Guard Duties, Guard Patrols, And Military Job

We can draft people, but our draftees cant live, and if we leave them long enough they starve to death:

(http://i.imgur.com/JWIn9nn.png)

But some places I NEED a guard, so just enable needs for soldiers that are met in a reasonable fashion (like when its urgent, with maybe settings for Discpline levels or training levels that determine how effective people are at their jobs. And give them "Military/Drafted routines for the days" so setting up a patrol or a guard station, will automatically take anyone who is drafted, otherwise they will go to any available bed and use it as a barrack and walk around with their weapon out doing a passive simple draftee job.

So to recap:

1. Add military orders, guard/patrol path.

2. Allow people who are drafted to live.

Title: Re: Your Cheapest Ideas
Post by: max97 on June 06, 2014, 11:34:15 AM
How about a lake? that would be interesting and could, some day, include fishing and boats.

Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on June 07, 2014, 09:53:15 AM
I feel the game needs a non-electric alternative to cook stoves: a solar flare followed by an eclipse can shut down a colony's food production for a while, as things stand. I suggest that an alternate work table with recipes that consume logs as well as food (i.e. you burn the logs to cook the food, wild idea right?) to create meals be implemented.

I actually made a little mod to do this myself, but apparently pawns don't like it when one of the ingredients in their meal is a log. http://puu.sh/9fiWO/53bce20d73.png


Good idea :)
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on June 07, 2014, 09:54:12 AM
An alcohol still:

Converts potatoes to vodka
Raises happiness
Lowers productivity
(Future uses of alcohol could include liquid fuel for vehicles / molotov cocktails / backup generators / other industrial applications)


That would be cool too, and maybe once traits have an effect we could have alcoholics who need alcohol to work effectively (like dwarf fortress dwarfs)
Title: Re: Your Cheapest Ideas
Post by: Morrigi on June 07, 2014, 11:55:54 AM
Grain. We have strawberries and potatoes, but no corn? No wheat or barley? NO BEER?! There's not even anything to make sugar from, no wonder the space rum is always gone..
Title: Re: Your Cheapest Ideas
Post by: ValsNoisyToys on June 07, 2014, 12:12:50 PM
* It would be so handy if, when you are in the overview screen, you had either a visual indicator or text available on mouse over that showed if the colonist has a learning buff because they like that task.  Right now I have to keep closing the overview window, open the character sheet for the appropriate character, reopen the overview window, then assign tasks based on their loves and likes.  Another possibility is to allow you to open the character sheet while in the overview page (keeping the overview page open and in focus as well) - maybe a small button beside the character name?

* A way to cycle through the colonists while in the main play screen - maybe forward/back buttons located beside the "cycle through the cell contents" down arrows (in the panel in the lower left hand side of the screen).
Title: Re: Your Cheapest Ideas
Post by: Anrock on June 07, 2014, 01:24:13 PM
Option to make colonists paths visible even when they are not selected.
(by "path" i mean that white line that shows where colonist is going when he is selected).
Further improvements:
- Overhead bubble with pictogram showing what colonist is going to do. Like ".zZ" - going to bed, fork and knive - going to eat, hammer - building something etc. Also, happy\sad thoughts or reactions like "hungry", "seen corpse".
- Show item that colonist is hauling. Could be implemented like small size sprite of carried item near hands.
Title: Re: Your Cheapest Ideas
Post by: Aenir on June 07, 2014, 02:23:30 PM
It'd be nice if "-" and "+" decreased and increased the speed setting, in addition to spacebar pausing/unpausing.
Title: Re: Your Cheapest Ideas
Post by: Anrock on June 07, 2014, 04:32:23 PM
Also, fire extinguishers allowing to put fires off faster and multiple tiles in a cone simultaneously. Just a moment ago boomrat exploded and my solar panel caught fire - colonists were able to extinguish only tiles that was on outer sides of solar panel, but inner tiles are inextinguishable because colonists can't reach them, that kinda sucks.
Title: Re: Your Cheapest Ideas
Post by: ValsNoisyToys on June 07, 2014, 06:56:19 PM
Alpha 3 seems to have removed the ability to sort colonists bodies from raider bodies and is now under a new nebulous category of human bodies. A subsection under human bodes that separates colonist bodies from other human bodies would be nice to have back especially for graves.

Also weapon racks would be much less frustrating to use then they are currently if there was a way to select or deselect all the guns they accept. Right now you have to deselect all the weapons you don't want to have on a weapon rack to have it hold only a specific weapon, which for one rack is no big deal for for about a dozen of them it gets tiring clicking though all of the check boxes.


I would like to endorse both of these ideas, as well as add one of my own re weapon racks:
Allow us to select more than one weapon rack, and set what is or isn't to be accepted as a group. Quicker than doing each one individually.


Hm one more:
If the incinerator could be set to exclude colonist bodies, that would allow us to bury our colonists in respectable graves and incinerate the asshats who attack us (and fail). :P
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on June 08, 2014, 01:21:44 AM
Also, fire extinguishers allowing to put fires off faster and multiple tiles in a cone simultaneously. Just a moment ago boomrat exploded and my solar panel caught fire - colonists were able to extinguish only tiles that was on outer sides of solar panel, but inner tiles are inextinguishable because colonists can't reach them, that kinda sucks.

That is a long-standing bug
Title: Re: Your Cheapest Ideas
Post by: omittimo on June 08, 2014, 04:50:23 AM
I'm really missing a Priority system for crafting Tables. I have some trouble to organize my colonist which crafting work should get done first. You could just adopt it from the stockpiles.  :)
Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on June 09, 2014, 08:51:34 AM
I'm really missing a Priority system for crafting Tables. I have some trouble to organize my colonist which crafting work should get done first. You could just adopt it from the stockpiles.  :)
But... there IS a priority system. The bills on the top of the list get done first. If that's not enough, then build multiple crafting tables. The only thing that's really missing is a hotkey for 'suspend' for crafting tables... or maybe 'forbid' could do just that? o_O
Title: Re: Your Cheapest Ideas
Post by: omittimo on June 09, 2014, 10:09:12 AM
I'm really missing a Priority system for crafting Tables. I have some trouble to organize my colonist which crafting work should get done first. You could just adopt it from the stockpiles.  :)
But... there IS a priority system. The bills on the top of the list get done first. If that's not enough, then build multiple crafting tables. The only thing that's really missing is a hotkey for 'suspend' for crafting tables... or maybe 'forbid' could do just that? o_O

Sure, but this is within one Crafting Table. I meant a priority System for the whole Crafting-table Class. My crafter knows which one got the highest priority and does this crafting-work first.
Title: Re: Your Cheapest Ideas
Post by: zipszip on June 09, 2014, 03:44:42 PM
Since the game lacks a definitive end beyond the pointless loss of a colony, I would suggest a Hi-Score system. Every play through I go try and make a colony work only to have it die and waste my time. A Hi-Score system though could be used to record certain stats like the highest colony wealth, raid numbers, etc but you wouldnt have to load your save game in order to view it. This way you know how you stack up with each play through. Did I get better? Worse? Did I waste my time with strategy A or did I simply get unlucky?

I think it should be pretty easy to implement since you already have a stats tab in-game... I guess you just put one on the menu or something.
Title: Re: Your Cheapest Ideas
Post by: Untrustedlife on June 09, 2014, 03:46:19 PM
Since the game lacks a definitive end beyond the pointless loss of a colony, I would suggest a Hi-Score system. Every play through I go try and make a colony work only to have it die and waste my time. A Hi-Score system though could be used to record certain stats like the highest colony wealth, raid numbers, etc but you wouldnt have to load your save game in order to view it. This way you know how you stack up with each play through. Did I get better? Worse? Did I waste my time with strategy A or did I simply get unlucky?

I think it should be pretty easy to implement since you already have a stats tab in-game... I guess you just put one on the menu or something.

Its not a waste of time, its fun, its all about the story.. ever played dwarf fortress?
Title: Re: Your Cheapest Ideas
Post by: Pulaskimask on June 09, 2014, 05:34:31 PM
I think the rain, just like the music, should not speed up when playing at higher speeds. Currently at higher speeds the rain goes so fast that you can't even see it. Playing at fast speeds shouldn't feel like fast-forwarding a movie.
Title: Re: Your Cheapest Ideas
Post by: MuscularTeeth on June 10, 2014, 02:11:58 AM
I just bought this game - so impressed.
Anyway, here is a cheap time-light thing to add; more traits as descriptors for your various human characters.
Some you might one day adding attribute point loss/addition but otherwise just more random descriptions of the characters that are generated.

slightly Nervous
Very Nervous
Cold Hands
Blue Eyes
Brown Eyes
Hazel Eyes
Deep Voices
Hairy Chested
Long Nosed
Toothless
Missing a tooth
Hobbles
Webbed feet
Dribbles
Drunk
Lazy Eye
Light footed
Burly
Bad Mouthed
Bucktoothed
Gap toothed
Swollen Lips
Black eye
Scarred
Pockmarked
Ear missing
Both ears missing
Bearded
Long Mousached
Barrel chested
Sunken chested
Wheezy
Dry Cough
Handsome
Tall
Short
Fat
Skinny
One leg longer than the other
Long beard
Ragged clothes
No shoes
Burn scars
Missing eye
Missing finger
Missing hand
Greasy hair
Sickly
Healthy
Ugly
Lanky
Wired
High
Drunk
Calm
Agitated
Thin
Very clean
Very dirty
Hunchbacked
Missing fingernails
whip marks
Branded
tattooed
tattoo on face
tattoo on arm
tattoo on arms
tattoo on chest
ritual scarifaction
Charming
Intimidating
Rash
missing toes
Goatee
shaved head
dressed like a monk
very pale
perfect teeth
high pitch voice
twitch above eye
smokers cough
unsteady on feet
covered in lice
covered in sand
muddy
deaf in one ear
long fingers
long fingernails
nervous tic
bushy eyebrows
no eyebrows
short nose
piggy eyes
stiches in shoulder
bruised
bloodshot eyes
wary
quiet
loud
brash
eye-patch
enormous hands
stubby fingers
hairy legs
yellow eyes
unhealthy skin
smells
wears lots of string
wears glasses
wears a red hat
gold tooth
false wooden teeth
earring
earrings
nose piercings
beads around neck
trinket around neck
shells around wrist
wears a necktie
wears a broken wristwatch
no shoelaces on one shoe
pants are torn at knees
likes to laugh
coldsore
broken teeth
wheezy
twigs in hair
bad breath
perfumed
painted fingernails
balding
bald
shaved head
long hair
broken fingernails
assertive
angry
naturally timid
desperate
not quite sane
giggles
drools
big ears
small ears
cauliflower ears
pierced ears
untidy
stinks
wears broken sandals
wears a scarf
wears a jacket with bulletholes
tiny chin
hollow cheeks
oily hair
greasy skin
wrinkled
sagging skin
large lips
thin lips
scar over shoulder
bite marks on cheek
bite marks
bite marks on fingers
thirsty
long eyelashes
knobbly knees
square chin
tribal marks
grey hair
white hair
red nose
veiny
broken blood vessels in cheeks
long legs
gassy
dreadlocks
Hare-lip
Blue eyes
High cheekbones
Pony tail
Murderous look
Blue war-paint
Grass reed necklace
Scratches on face
Always sneezing
Hacking Cough
Stutters


**********************************************

regards MuscularTeeth
ps im an artist so will be looking on how to make new textures for people to use too.

Title: Re: Your Cheapest Ideas
Post by: mispy on June 10, 2014, 06:04:04 PM
The RimWorld modding system is already fantastic, but there are some tweaks that would make it even more powerful.

Since C# is not a language that permits monkey patching, the most helpful change would be to mark more methods as virtual and more variables as public. I had to do a pretty hacky thing here to get around the fact that the Drafter class can't be overridden: https://github.com/mispy/Mechatronics/blob/master/Source/Mecha_Pawn.cs#L83

Of course, there's a bit of a tradeoff there between availability to modders and maintaining good structure of the game code. It's also possible there's another way to achieve the same thing that I'm unaware of.

Also, for the sake of mod compatibility, it'd be nice if recipes attached themselves to buildings rather than having buildings list their recipes. This would prevent conflicts between two mods that add recipes to the same building. For example, instead of:

  <ThingDef ParentName="BuildingBase">
    <DefName>TableMachining</DefName>
    <recipes>
      <li>ButcherCorpseMechanoid</li>
    </recipes>
  </ThingDef>

Use:

  <RecipeDef>
    <defName>ButcherCorpseMechanoid</defName>
    <buildings>
      <li>TableMachining</li>
    </buildings>
  </RecipeDef>

Though again there may be a better way to achieve the same thing.
Title: Re: Your Cheapest Ideas
Post by: Psyckosama on June 10, 2014, 09:51:52 PM
How about the ability to lock and unlock doors to control traffic and if need be, keep the damned colonists from running out into a enemy ambush inorder to sweep the walk?
Title: Re: Your Cheapest Ideas
Post by: Pirx Danford on June 12, 2014, 01:42:09 AM
Either remove the message "table needs chairs", or add another table shaped furniture to place meals on, or add the option to zones that pawns are not allowed to move over them. The last suggestion I like the most as this could be very well used for "traffic shaping" :-)
Title: Re: Your Cheapest Ideas
Post by: Battlemage15 on June 12, 2014, 02:55:51 AM
Refrigerators - Anyone else notice meals don't stack?  You also notice they spoil?  They take up a lot of space, don't they?  How about a simple 1x1 refrigerator that can store up to 10 meals of the same kind?  They are built out of metal, use power and look (and work) like a hopper.  You can see the kind of meal and the x1 - x10 on it, knowing how much it holds.  Meals in a refrigerator spoil at 1/4 speed unless it loses power (in which case, they spoil at full speed).  This would make meal stockpiling a lot more practical.

Wood Chairs and 1x1 Tables - I think these are pretty self explanatory.  Call the 1x1 table a desk.

Outdoor Lights - Something that fits in a 1x1 area that casts light, but does not short out in the rain.  Color versions exist once you research colored lights.
Title: Re: Your Cheapest Ideas
Post by: HeadWar on June 12, 2014, 03:56:40 AM
Option to make colonists paths visible even when they are not selected.
(by "path" i mean that white line that shows where colonist is going when he is selected).
Further improvements:
- Overhead bubble with pictogram showing what colonist is going to do. Like ".zZ" - going to bed, fork and knive - going to eat, hammer - building something etc. Also, happy\sad thoughts or reactions like "hungry", "seen corpse".
- Show item that colonist is hauling. Could be implemented like small size sprite of carried item near hands.

These would be really useful, but personally I wouldn't want to see them all the time (even if it's optional).

I suggest that when you hold for example Alt, it shows paths and current task bubbles for all colonists.

Thought bubbles could pop up as they occur, and fade after a few seconds. (The Rims.)

Edit: Hauled items already show up.
Title: Re: Your Cheapest Ideas
Post by: jhabinsk on June 12, 2014, 12:41:27 PM
The ability to rescue broken/wandering/starving people from other factions wandering your map.

In my last game, there was a character from a neutral faction wandering the map starving and near death, and I wanted to "capture" them to nurse them back to health. The only way to do so was to put a colonist into "draft" mode and capture them, and the faction became  hostile in response.

It seems it would be relatively easy to add a 'rescue' option  when someone is in distress but not incapacitated? Rescuing them should be a positive influence on faction relations.
Title: Re: Your Cheapest Ideas
Post by: dakenho on June 12, 2014, 02:59:25 PM
long term statistics:
number enemies killed(break down by type)
mullafo hunted
food farm (break down by hydroponics and dirt farming?)
Title: Re: Your Cheapest Ideas
Post by: Benny the Icepick on June 12, 2014, 06:24:38 PM
A really simple suggestion:  Can we get a visual of character's statistics?  Especially in the initial colonist selection screen, having some "status bars" in addition to the numerical value would make it a whole lot easier to tell at a glance what a character is good at. 

At present, my eyes are naturally drawn to the "flame" graphics (which judging from a lot of "Let's Play" videos new players mistake for ability rather than passion).  In the same vein, the "progress bars" in the character info pane at first glance look more like overall aptitude in skills rather than "level up" progress.

If bars are too difficult or take up too much screen real estate, even a gradient system like you have set up in the "Overview" screen would be good.
Title: Re: Your Cheapest Ideas
Post by: Hyperion on June 12, 2014, 07:16:55 PM
I have been playing this game for sometime now, and i would like to make a few remarks:
1- I would really appreciate some way of sorting my colonists on the overview tab. Like so many RTS games that sort them out by function. Once over 20 settlers it gets hard to organize them.
2- Maybe this is asking to much but i think those ever collapsing rocks [from thick roof collapses] should have a spawn limit, like if you destroy it 3 times, the thickness changes and the roof collapses into simple rocks.
3- Just a aesthetic thing, If rain would actually clean blood from the map would be nice, i have played games of 300+ days and parts of my map were just RED from blood.
Title: Re: Your Cheapest Ideas
Post by: HeadWar on June 13, 2014, 04:44:36 AM
Somewhat inspired by a previous idea, but completely separate.

Could we make the path tracks for the colonists color coded? Could pick for example the main color of their garment, or just assign suitable colors from a list. (Probably better, since tribals all have pretty much the same color, and not all colors might be easy to see. In that case, make sure a particular colonist keeps "his" color until he dies.)

This would make it easier to see who is going where when you have multiple colonists selected. (Or if, you know, there was a way to easily toggle paths for all colonists on and off. (http://ludeon.com/forums/index.php?topic=174.msg39573#msg39573))
Title: Re: Your Cheapest Ideas
Post by: HeadWar on June 13, 2014, 03:33:54 PM
It'd be nice if lamps showed the area they light up, both when you are trying to place them, and if you select them. (Like the sun lamp does.)

I like placing lamps where I expect enemies to show up, but don't want to light up my own positions or turrets.
Title: Re: Your Cheapest Ideas
Post by: absentminded on June 13, 2014, 10:08:37 PM
An unforbid tool in orders
permits any objects within the selection if they're currently forbidden
to make post-battle clean up faster if it's in a messy/large area
Title: Re: Your Cheapest Ideas
Post by: HeadWar on June 14, 2014, 04:44:34 PM
A button on crafting stations, to push its current bills to all other crafting stations of the same kind.

Most of the time when you make changes in for example how many you want to aim for, or if you add a bill, you want the other crafting stations to have the same tasks.
Title: Re: Your Cheapest Ideas
Post by: absentminded on June 14, 2014, 11:54:33 PM
 Battle-stations buttons like FTL has, militia-ising every colonist and sending them to the saved positions?

 Maybe in orders, one to save positions and the other to activate or something.
Title: Re: Your Cheapest Ideas
Post by: billerinstinct on June 15, 2014, 04:00:19 PM
Probably already on this list.

Flare/Smoke - Just to remember important stuff on the map.
Title: Re: Your Cheapest Ideas
Post by: milon on June 15, 2014, 04:55:41 PM
I don't think it's been suggested yet, so:

Default Bills
All crafting objects come with default bills.  Crematoriums have Do Forever burn Human Corpse.  Cook stoves have Do Forever cook Simple Meal.  Butcher tables butcher non-human corpses forever.  Stone cutter benches make infinite stone blocks.

These aren't meant to be permanent bills, just starting bills. It slightly simplifies things.

Sync Bills
An option to keep bills in sync for all same-type crafting stations.  Default is On.  (I truly can't think of a reason to have different bills on things, but that may just be my play style.)
Title: Re: Your Cheapest Ideas
Post by: billerinstinct on June 16, 2014, 06:11:34 AM
Darker nights would be nice.
Title: Seperate the Repair Zone
Post by: PillowTalk420 on June 16, 2014, 06:12:16 AM
Having the home area automatically designate reparing and cleaning is great for interior areas; but not so much for exterior areas.

There are things like outside walls and turrets I want to keep repaired, but I don't need my cleaning ladies sweeping up the sand around them, too.

Just having one or two more zone choices would fix this. Keep the home zone to have both, and have either just a seperate repair zone, or have both a seperate repair and cleaning zone (though I can't imagine why you'd want to clean something you wouldn't also want repaired).
Title: Spaceship!
Post by: PiTheTester on June 16, 2014, 06:57:55 AM
There are many request to add creation of space ships. A simple starting step could be to add a space ship engine / pilot block.

It could only be placed on metal floor and requires a lot of metal to build. Once build it has a task "jump" that will jump you into a new world. Everything on connected metal tiles will be taken along. If the metal floor is not surrounded by metal wall/door everyone dies. Everything outside this one metal room is left behind.

It would act as a rescue option and it would keep the game going if I done or tiered of a map.
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on June 16, 2014, 08:09:06 PM
Darker nights would be nice.

Darker nights would be awesome. It would give such an eerie feeling to not know what goes in the deep dark corners of the map, or even in the corners of your own base, forcing you to put lights everywhere.
Title: Re: Your Cheapest Ideas
Post by: absentminded on June 16, 2014, 11:29:23 PM
Darker nights would be nice.

Darker nights would be awesome. It would give such an eerie feeling to not know what goes in the deep dark corners of the map, or even in the corners of your own base, forcing you to put lights everywhere.

 Especially in the early game when the lights go out over night until the solar panels come up again in the morning.
 It'd be brilliant.
Title: Re: Your Cheapest Ideas
Post by: fatwilf on June 17, 2014, 07:35:32 AM
I think it would be really useful to have power stats.

POWER BEING PRODUCED
POWER BEING USED

maybe even on a sliding bar so we know how much power we've got and when we're about to run out.




Title: Re: Your Cheapest Ideas
Post by: HeadWar on June 17, 2014, 11:27:59 AM
When trading, it would be good if prices were handled with decimals, so that the social skill of the colonist actually had an effect on the cheaper things, such as wood and potatoes.

I'd suggest rounding fractions in the traders favour when it comes to actually sending/taking silver from the surface, to make sure you can't abuse the rounding by selling items one at a time.
Title: Re: Your Cheapest Ideas
Post by: ITypedThis on June 18, 2014, 09:59:16 PM
I don't if this has been suggested yet, but what about a "hold-fire" command for colonists?

New kinds of behaviors are really expensive.

I know that Tynan has said this, but isn't there already a system not too unlike this already?

It could be toggled on and off like drafting, could default to off, and could be reset after being drafted/undrafted.
Title: Re: Your Cheapest Ideas
Post by: s22190 on June 19, 2014, 09:09:08 PM
Whaddabout a technology that lets you develop a radar system with a countdown to the next Assault on your Colony ?
Title: Re: Your Cheapest Ideas
Post by: Splinterbee on June 21, 2014, 09:52:52 PM
Bananas and monkeys...
Title: Re: Your Cheapest Ideas
Post by: DeltaV on June 22, 2014, 03:03:02 PM
Craft wood into a plank weapon, do double melee damage but can't hold a gun at the same time (Slower movement speed?). Would also hit everyone in the three tiles in front of the character, good for tribe zerg rushes the the like.
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on June 22, 2014, 04:15:21 PM
I think it would be nice if there was a toggle on tree farms that allowed you to set auto harvest. As it is now if I don't keep track of them the trees die and need to be replanted wasting 20+ days of growth.
Title: Re: Your Cheapest Ideas
Post by: muffins on June 23, 2014, 06:44:36 PM
Spike traps. A simple copy of sandbags, but without the cover, so that the great mass of sandbags that people put at their  base entrance to slow down raiders looks less like an exploit.

This could be the place holder graphic >  ;D
Title: Re: Your Cheapest Ideas
Post by: milon on June 24, 2014, 01:12:48 PM
You know how the 'Table needs chairs' alert shows up right after you build a table?  I suggest that it should not go away unless the chair is facing the table.  That, or make them auto-orienting (aka, swivel) as someone else suggested.
Title: Re: Your Cheapest Ideas
Post by: mrofa on June 24, 2014, 04:59:04 PM
You know how the 'Table needs chairs' alert shows up right after you build a table?  I suggest that it should not go away unless the chair is facing the table.  That, or make them auto-orienting (aka, swivel) as someone else suggested.
I suggest that this text should be toggable since its annoying at some point
Title: Re: Your Cheapest Ideas
Post by: kilolima on June 25, 2014, 12:01:18 AM
Cheap ideas:

1. Log of game messages/events to external text file to easily share game stories/AARs. Generate a basic status report daily of colonists, supplies, weather, etc.
2. Sleepwalking colonists.
3. Raiders slaughter wildlife herds, like Buffalo Bill, or off-worlder hunting trips.
4. Snakes.
5. Ghosts of dead colonists appear occasionally wandering around at night near their graves or old bedrooms, scare colonists for happiness hit. Haunted rooms penalty.
Title: Re: Your Cheapest Ideas
Post by: Opie on June 25, 2014, 12:53:53 PM
Echoing a few suggestions....

lockable doors
the ability to see numerical values on the colony member screen within the skill boxes
sortable colony member page to make manual tasking easier

battle formations?  not sure how easy this is to add as I'm not a coder but many games obviously have it and
have worked out how it is done .... maybe some other code is available for reference
Title: Re: Your Cheapest Ideas
Post by: Opie on June 25, 2014, 12:54:53 PM
loaded games starting in the paused mode
Title: Re: Your Cheapest Ideas
Post by: sexualjesus on June 25, 2014, 11:42:11 PM
The ability to prioritize cooking, currently if i have two bills, in any order, cooks will randomly choose, i have a 3 star chef and a 10 star chef so my stove needs to have two bills, one for fine, and one for simple, then my 10 star chef gets lazy and cooks a simple meal instead of a fine.

Alternatively scrap the the bill, and just make it so the chefs will cook the best meal they can possibly cook, this way my 3 star chef who is can't do anything bar research and cook, can actually acheive something without my 10 star chef creating bad food.
Title: Re: Your Cheapest Ideas
Post by: Sprote on June 26, 2014, 01:03:54 PM
Being able to select what foods a colonist is allowed to eat would be nice. We could set prisoners to eat only paste or simple meals so they wouldn't eat all your expensive meals. Or set the other colonists to eat lower tier food so you can build up your stocks of luxury meals you're making for a unhappy, nearly psychopathic colonist.
Title: Re: Your Cheapest Ideas
Post by: suppowjoe on June 26, 2014, 06:37:11 PM
i havent yet read through all 62 pages so far, but here are ideas meanwhile: 

* RESEARCH - Gunsmithing: allows you to craft guns, could be different levels of research to craft different or better guns, and/or parallel researchs to craft specialized types of guns. 

* PRODUCTION - Gunsmithing Bench: used to  make guns 

* BILLS/ITEMS - Gunsmiting Bench>Craft pistol/rifle/etc. depending on researched (guns already exist, it would just be bills allowing them to be produced)
* BILLS/ITEMS - Gunsmiting Bench>Craft gun augmentations (attachable upgrades to guns - scopes, reloaders, cartridges, grenade launchers, bayonets, flamethrowers, etc etc) (this could allow for modders to just make a custom augmentation, and the corresponding resulting weapon)

* BILLS/ITEMS - Gunsmiting Bench>Craft augmented gun (use the base gun + attachable augmentation as ingredients and spawn the corresponding gun class item) 

* BILLS/ITEMS - Gunsmiting Bench>Detach augmentation (take upgraded gun, and spawn base gun and attachable augmentation separately.   

* BILLS/ITEMS - Gunsmiting Bench>Disassemble gun,  (take base gun, and return its components)

* STRUCTURES - Bulletproof Walls/Doors: still susceptible to melee, but immune or very resistant to ranged fire attacks. 

---- 

* RESEARCH - Wireless Power/Electricity: allows you to transmit electricity within a given range without the use of metal wires 

* POWER - Wireless Power Transmitters: can receive and send power wirelessly to other transmitters, but needs to be wired in order to to emit power from a source, o transmit power to another cable. maybe electrical devices can directly receive power wirelessly from the transmitter, or maybe they need to be connected to it. maybe another research is needed to would allow them to receive the power wirelessly straight from the transmitter. 

* ITEM - Charcoal: from burning wood 
* POWER - coal-burning power/electrical engine: generates electricity by burning coal (or less efficiently wood) 
* RESEARCH - Solar Panels: allows building solar panels to generate power, making the coal generator a 1st Tier power source, and stepping solar panels into a 2nd Tier. 
* RESEARCH - Thermal Generators: allows building thermal generators, making them the 3rd Tier and most reliable power source. 
(all of these could be part of a Power Research Tree) 

* POWER - Mechanical/Hand Operated Generator: could be used when super low on resources and low Tier, doesnt consume fuel, works at night, etc, but requires someone to be continually operating it to produce power, or else it produces no power. maybe the operator would get hungry and tired faster than normally.

* PRODUCTION - Mud/Adobe Oven: can be built out of dirt (ie: nothing so far) and burn wood or cook bricks
* ITEM - Mud/Adobe Bricks: made out of dirt and heated in the oven 
* STRUCTURE - Mud/Adobe Walls: quick and cheap solution for building 
* STRUCTURE - Mud/Adobe Brick Walls: much stronger than simple Mud/Adobe Walls, but not as resistant as Stone Brick Walls 

also: the ability to use coal/wood as fuel to cook food instead of electricity. 

--- 

* ITEM - minable rocks (as they already exist in the game) from mountain sides: when you mine rock walls sometimes you stones (the better the skill, the higher the chance), like the ones found else where, used to make bricks. 

--- 

* MISC - Box: 1x1 object to store item stacks, like a stockpile but only takes 1x1 space and has a limited storage capacity
* MISC - Trunk/Chest: 2x1, like the box, but stores more and takes a bit more space
* MISC - Cabinet : 2x1x?, like the chest, but "higher", can store more, same size footprint as the trunk. 
--- 

i think most if not all of those followed the criteria of easy to build and implement, as small separated modlings with incremental results 
i dont know if these would be simple to add in: 

* desensitization to prolonged exposure to violence/death : ie - characters no longer getting freaked out for seeing death for the 1000th time, or beatings, etc 
* affinity for violence after a prolonged exposure : ie - a likelihood that a character will develop past desensitization and towards an enjoyment for violence 
* affinity to cannibalism: the idea that characters will rejoice in eating their enemies or victims 
* aversion to human flesh: the idea that characters (specially foreign ones) will be deterred by seeing a colony's use of human flesh. ie "oh shit, they're cannibals! they eat people! is that an arm?!" 
but also not having to eat human flesh to feel ill, but rather even just see it ("hideous environment", "saw human corpse", "saw human flesh" aka "saw MUTILATED human corpse") 

that just took a dark turn, but oh well
Title: Re: Your Cheapest Ideas
Post by: Opie on June 27, 2014, 12:49:06 PM
Flesh-eating traders that buy corpses

For that little bit of extra pocket change
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on June 27, 2014, 01:39:44 PM
The ability to prioritize cooking, currently if i have two bills, in any order, cooks will randomly choose, i have a 3 star chef and a 10 star chef so my stove needs to have two bills, one for fine, and one for simple, then my 10 star chef gets lazy and cooks a simple meal instead of a fine.

Alternatively scrap the the bill, and just make it so the chefs will cook the best meal they can possibly cook, this way my 3 star chef who is can't do anything bar research and cook, can actually acheive something without my 10 star chef creating bad food.

In my game the cooktop already has a priority; whatever bill is first on the list will be done first. Whoever gets to the cooktop will do as many bills as they have the time and ability for. If you have the fine meal first on the list and the 10 level cook comes up they will cook the fine before the simple and if the simple was first the person would do that first then do fine. However, if the level 3 shows up to cook it will only make the simple meals because they cannot make the fine. All of my cooktops are set to “make until you have X” so this could be different for other options but why use any other option? I disagree with your scraping the bills all together. I have two cooks that can make lavish meals but I choose to keep them building fine because lavish use double the resources and I don’t need the extra happiness boost from lavish.
Title: Re: Your Cheapest Ideas
Post by: ShivaFang on June 30, 2014, 10:50:44 AM
* Squirrels could occasionally (about as often as they go insane) try to nibble on the nearest power cable left outside.  If they chew through it they get electrocuted and die.

Quote
Being able to select what foods a colonist is allowed to eat would be nice. We could set prisoners to eat only paste or simple meals so they wouldn't eat all your expensive meals. Or set the other colonists to eat lower tier food so you can build up your stocks of luxury meals you're making for a unhappy, nearly psychopathic colonist.

Reading this made me think of something I tried to do that didn't work as expected.

I tried to install a paste machine in the prison area so that prisoners could feed themselves (I had the hopper behind it so that my colonists didn't have to go in the prison to put stuff in the hopper.

The prisoners were still delivered meals.  So I turned off the 'gets food' so they didn't get delivered meals.  They starved (even though the paste machine was in the room).  And I know the paste machine works because at one point I had no meals cooked (the power was out to my oven, but not my dispenser) and my colonists ate from it.

I don't really 'get' the point of the paste dispenser because the cook oven is so much better, I thought it was for prisoners, but it apparently isn't.

SO, to sum all that up into the 'cheap ideas'....

*  allow prisoner AI to use the paste dispenser when hungry if one is accessible.
Title: Re: Your Cheapest Ideas
Post by: Blackjack on June 30, 2014, 03:06:37 PM
fire-extinguisher turrets.  [cheap, low-hp, require energy, dont explode when damaged]
should request minimum coding since the fire-detection is already there. and the turret "template" too.
Title: Diary
Post by: invisible worm on June 30, 2014, 04:42:08 PM
If this is all about the stories, why not record them in a diary? I'd have thought it'd be relatively easy to just generate a simple text version -

"Dear diary, day 14. Today was a good day. We finished building our geothermal generator, and AJ the Medieval Minstrel joined our colony."

"Dear diary, day 17. Disaster! Raiders from the Grey Knives attacked, blew up two improvised turrets and then shot Lestrat. Katten was injured, and had a mental breakdown when she saw the bodies."

That'd make for quite a nice record of it all.
Title: Re: Your Cheapest Ideas
Post by: luxSolisPax on June 30, 2014, 08:42:37 PM
Have the "orders/plan" tool print to screen the total number of currently highlighted squares.
Title: Re: Your Cheapest Ideas
Post by: milon on July 02, 2014, 06:30:12 AM
More random cheap ideas:
Title: Re: Your Cheapest Ideas
Post by: Herpititus on July 02, 2014, 08:06:15 PM
There should be another game mode or you can just change the entire game and make all of the tribes and different groups all live and have their colonies inside of the map, and then give the map a fog of war so that you can explore and find other tribes and such and be able to attack them and raid their colonies.

Also I think there should be more animals like horses (to make travel faster or create a battle advantage to colonists on foot) And other animals that give a wider variety to food.

I've seen a few other people suggest this already but melee weapons would be a cool addition too.
Title: Re: Your Cheapest Ideas
Post by: Austupaio on July 02, 2014, 11:00:33 PM
None of you guys really get this whole 'Cheap idea' concept, do you? ;D
Title: Re: Your Cheapest Ideas
Post by: absentminded on July 03, 2014, 01:35:36 AM
None of you guys really get this whole 'Cheap idea' concept, do you? ;D

 Darker nights sounded pretty cheap..
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on July 03, 2014, 01:49:52 AM
New animals: Chicken. Cheep cheep, motherf*er.
Title: Re: Your Cheapest Ideas
Post by: milon on July 03, 2014, 03:34:00 PM
Two more cheap ideas: Object Reservation

I'd like the game to tell me (in the lower-left corner of the screen) who is currently reserving an object I click on, ie. Fire in the home zone, a conduit blueprint, or my half-constructed geothermal generator.  I hate cycling through my colonists or attempting to prioritize a task just to discover if someone is already doing it or not.  This should be a fairly simple addition to the game.

I would also like to be able to override a current reservation.  Sometimes Johnny wants to put out a fire on the other side of the base, which means Omar (who is right next to the fire) can't touch it.  Which means is spreads more.  It's fine if Johnny wants to help out, but I'd love to be able to tell Omar to handle it anyway and let Johnny find a new task to do.  (My current work-around is to recruit Johnny, tell Omar to prioritize the fire, then un-recruit Johnny.  A little annoying.)  I picture this change by tweaking the right click menu to say "Fire is reserved by Johnny (override)".   Again, should be fairly simple to implement.
Title: Re: Your Cheapest Ideas
Post by: CDR-RAGE on July 04, 2014, 12:27:07 AM
my idea is not to add any new items but a small settings tab for something... the turret, it should have a setting tab were you can chose if it shoots anyone, just animals, just opponents and what not
i don't believe this would be to hard to implement as i am a coder myself and i can see that there are already such mechanics for other things

oh and also have it so you maybe don't have to capture people to get new members... oh and maybe a slave system were there like normal members but you can trade silver and other materials for them
Title: Re: Your Cheapest Ideas
Post by: mrofa on July 04, 2014, 06:28:27 PM
Save data of colonist lunched in ship ( cloths/equpments/skills) and add ability to use them on next new game
Title: Re: Your Cheapest Ideas
Post by: TheGamingNebula on July 05, 2014, 01:41:10 AM
Make power conduits less easy to see, like put sand or dirt covering them a little bit but still see them when placing things.
Also put vehicles in the game with the mechanics being the walking speed but with a different animation.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on July 05, 2014, 06:54:35 PM
I think it would make sense if guns limited movement speed, not just clothing/armor. I mean, a minigun would probably be pretty heavy, right?
Title: Re: Your Cheapest Ideas
Post by: N-Tempest on July 05, 2014, 08:48:33 PM
I'd like to suggest some kind of drug production. some kind of 'happy pill'.

That, or a way to STOP MY PRISONERS BREAKING DOWN AND KILLING EACH OTHER!
Seriously! I can't describe how annoying it is that i've lost three prisoners to one unstable sumvavitch!

Roof-Lighting. something that illuminates a room and takes a little power, but nothing you could grow with

waterproofing research for sun-lamps (if nobody else has suggested this, then i'm shocked... but i wanna add a +1 to the list)

Packed lunch. The option for a collonist to take a lunch-box instead of a weapon. carries one meal / food heap

the option to 'rescue' a stranger from an escape pod... why take them prisoner? aren't they from the same ship? "Hi, I'm Russ from E-Deck. Can't remember me? that's ok. I'm taking you prisoner. How's the family?"

Animal pens / lures / breeding and farming options (milking?)

Entertainment systems (EG, music device. prioritise to exchange time for happiness)

the ability to prioritise sleep and food (colonist. Serve thy self)

Also; FIRST REAL POST. Hey all.
Title: Re: Your Cheapest Ideas
Post by: mrofa on July 06, 2014, 01:36:29 PM
Changing  Package survival meal priority, so colonist wont run to eat it thrugh entire map even when they got a meal ready in base.

Stacking apparel of the same kind ( color dont know, depends if there will be dye`s , if they are planed then color dont matter while stacking )

After beating sige raiders turning thier sandbags and mortars ( the ones that are left ) to colony so the can be sold and their resources reuse.

Ability to for colonist to get atleast some bonus from envoirment beauty while sleeping, since at the moment thers no point of throwing anything in the room beside lamp and bed.
Title: Re: Your Cheapest Ideas
Post by: ogto on July 06, 2014, 05:53:11 PM
i'd like a way to prioritize certain jobs, like construct something, gather something, etc. maybe when selecting something to build or to do, you can use one of three priorities.

also i'd like a way to gather certain clumps of stuff that is not necessarily haul-able, like a gathering of metal, without having to prioritize each individual pile of metal.
Title: Re: Your Cheapest Ideas
Post by: AstronauticalFerret on July 06, 2014, 09:38:17 PM
Here's a cheap idea.  Modular Science Platforms with different equipment sets that can be installed and harder to gain research. Same thing as droids I guess but more for researching.  Example- Space junk lands nearby, you don't know if it's unstable or not so you can use a rover to evaluate it through scanning and probing mechanism that you've installed(researched) on it. The Rover then collects data and when it comes back to a "Rover Diagnostics and Data Recovery" station you gain a boost in whatever research the random space junk would carry on it.

Great idea for those who play things safe and try to be realistic about how they handle situations that may be dangerous. Combat rover's or even EOD rovers (Could disarm enemy mines/charges) like the Talon Military Rover could add a whole new game play style. Though I think a limitation to balance would be to that in order to work a rover a person must be drafted and be at the  "Rover Control Workbench" and must have a skill of researching of at least 15 with a 10 in any sub skills like shooting or EOD if that get's added in.

Title: Re: Your Cheapest Ideas
Post by: johnakers on July 07, 2014, 04:24:58 PM
How about challenge maps?  There would be a preset 3 colonist and map for everyone.  Goal can be to accumulate this of a good, kill # raiders, build escape ship, etc...

Perhaps reward with in-game rewards for completing them or just achievements.

Could be monthly or so.  I like what Anno 2070 does with those timed scenarios it has and they inspired this idea.
Title: Re: Your Cheapest Ideas
Post by: artemas on July 07, 2014, 05:28:00 PM
Setting a minimum amount for bills, so that if a stockpile dips below that amount, more will be made up to the minimum. Ie, if the a min amount of simple meals is 10, then whenever there are fewer than 10 meals in the stockpile, a chef will cook more until there are 10 in the stockpile again.
Title: Re: Your Cheapest Ideas
Post by: Telkir on July 08, 2014, 09:30:43 AM
Add some kind of indicator on the Overview window so that colonist jobs that are affected by "Interested" or "Burning Passion" modifiers are noticeable without having to click through individual colonists.

Something like this:

(http://i.imgur.com/JVVrlz3.png)

From a data point of view I would guess you'd have easy access to the "passion" flag while drawing the Overview as you already know colonist skill levels.

I understand though that some jobs, e.g. hunting, are affected by two colonist skills (melee and shooting), so I'm not sure exactly how you would indicate that.

Setting a minimum amount for bills, so that if a stockpile dips below that amount, more will be made up to the minimum. Ie, if the a min amount of simple meals is 10, then whenever there are fewer than 10 meals in the stockpile, a chef will cook more until there are 10 in the stockpile again.
You can do this already if you click into the Config button of a bill, hit the "Do X times", then change it to "Do until you have X". Hope this helps!
Title: Re: Your Cheapest Ideas
Post by: Psyckosama on July 08, 2014, 09:30:57 AM
I already put it up as a mod, but I'll suggest it for the standard version.

Manned Machine Gun turrets. My thought is simple. Take the mortar turret base, stick on the Improvised Turret's turret art. Improve the HP a bit to balance out the fact that it is going to be directly in the line of fire and give it a gun that isn't completely awful (like the L-15 LMG).

Took me about 15 minutes to mod it and I think it adds a lot of flexibility to base defense. It's effective without being overpowered and enough of them gives the advantage back to the defenders without making victory a sure thing.

Hell, if you want, here is the mod. It's yours to do with as you will:

http://ludeon.com/forums/index.php?topic=4601.0
Title: Re: Your Cheapest Ideas
Post by: perci2112 on July 08, 2014, 06:28:22 PM
1. The ability to rescue members of allied factions instead of capturing them.
2. Traps; trench or a camouflaged pit to capture or kill enemies (spike pit for killing enemies).
3. Windows; replaces a wall block like a door, but is really fragile and can be shot through and used as cover.
4. Sniper perch; increases a colonist's aim with a rifle if they use it as cover during a raid, hard for raiders to see.
5. Simple Achievement system (first room, first converted prisoner, etc.)
Title: Re: Your Cheapest Ideas
Post by: artemas on July 08, 2014, 06:45:35 PM

You can do this already if you click into the Config button of a bill, hit the "Do X times", then change it to "Do until you have X". Hope this helps!

Thanks, I totally forgot about how to access it.

Title: Re: Your Cheapest Ideas
Post by: kirasaw on July 08, 2014, 06:57:38 PM
A medic in the colony!
Title: Re: Your Cheapest Ideas
Post by: jeffehboy on July 08, 2014, 10:38:48 PM
*Add ability to release prisoners.*

Now that factions have been introduced to the game, it would be cool if there was a way to release prisoners of friendly factions and getting a relations bonus or money/ resources for doing so. Released prisoners should either be escorted or just walk off the map peacefully. Or the faction could come to your base to pick them up and drop off the loot. There could even be bounties for members of a faction from other factions.

Awesome game btw!  8)

Title: Re: Your Cheapest Ideas
Post by: jeffehboy on July 08, 2014, 11:04:53 PM
*Show outline of blast radius when building turrets.*

I always build my turrets too close together and when one goes, they all go. Could you add a radius indicator when constructing turrets, and/or reduce damage done by explosion so there isn't a domino effect when they explode.

Thanks :)
Title: Re: Your Cheapest Ideas
Post by: FreedomFighters on July 09, 2014, 01:23:54 AM
A New Mechanoid: The Drone.
A balance between the strong but slow Centipede and the Fast but weak Sycther
Has either a charge rifle or an incendiary launcher or a grenade
A New Type of Faction: Nomads
A more wanderous type of outlander and are more likely to appear on the map and can trade personally.
Another Type: Escapees and Refugees
People on the Rimworld trying to survive their forced conditions. Always start warily but they have better equipment than the outlanders
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on July 09, 2014, 03:11:09 AM
It would be good if metal dropped by enemies and enemy structures (mechanoids and mortars) were automatically forbidden when they are dropped. The way things are, it can lead to colonists getting themselves into dangerous situations going out to collect metal from a dead mechanoid or a blown up mortar in the middle of a siege.
Title: Re: Your Cheapest Ideas
Post by: milon on July 09, 2014, 02:10:39 PM
i'd like a way to prioritize certain jobs, like construct something, gather something, etc. maybe when selecting something to build or to do, you can use one of three priorities.
You can already do this.  Go into the Work tab of the Overview screen, and set it to Manual priorities (green checkmark instead of the red X).  1 = highest priority, 4 = lowest, blank = don't ever do this.

A medic in the colony!
The Medicine skills isn't in game yet, but it's planned.  That's why the Doctor job exists in the Work Overview.  Once it's implemented, anyone with sufficient Medicine skill and appropriate Doctor priority can be a medic.
Title: Re: Your Cheapest Ideas
Post by: Klaatu on July 10, 2014, 07:03:37 AM
Lockable doors. They're automatically locked for enemies, add a toggle/lock them for your citizens as well.
Title: Re: Your Cheapest Ideas
Post by: Haplo on July 10, 2014, 09:06:33 AM
Lockable doors. They're automatically locked for enemies, add a toggle/lock them for your citizens as well.
I've added this in my Miscellaneous mod. There you can lock the doors even for your own colonists and they don't even try anymore to go through it :)
Title: Re: Your Cheapest Ideas
Post by: max97 on July 10, 2014, 01:57:33 PM
Here's a few suggestions,

Toilets, they could increase the colonists happiness as they no longer would have to go outside (or are able to go to a toilet)


Saboteurs? Raiders could pay/entise unhappy colonists to sabotage an aspect of a colony before a raid or leaving

Just a few suggestions :)
Title: Re: Your Cheapest Ideas
Post by: max97 on July 10, 2014, 02:01:33 PM
Also, the ability to start a colony from a previous one, teleport to other map?, With the resources of the first colony?
Title: Re: Your Cheapest Ideas
Post by: Jstank on July 10, 2014, 06:50:14 PM
I have been playing a lot lately and have found it rather annoying that I miss the message that I'm being attacked and am constantly surprised when attackers show up. I suggest automatically setting the game to pause or slow when a red message arrives that way I will actually notice the notification.
Title: Re: Your Cheapest Ideas
Post by: Klaatu on July 10, 2014, 07:13:14 PM
Carnivore / Omnivore animals or plants. They can either be predators and attack, or be scavengers (or both). Bodies accumulate without true decay in this game. Scavenger animals could eat stray meat & corpses like current herbivores eat plants / human food.

Carniverous Vegetation could be hostile to small animals and possibly humans if psycho. Main difference is they don't move.

Or: Decay for corpses means they disappear after x time. Could be days, weeks or months, but when 50-100 tribals show up every week... the corpses just pile up faster than furnace can burn them. Have to resort to grenades.

Yes, I do have a corpse pile-up problem.
Title: Re: Your Cheapest Ideas
Post by: theapolaustic1 on July 10, 2014, 07:19:26 PM
More "personal" items would not go amiss. The game is set up to want pretty large individual rooms (not sure what the exact parameters are, seems to be a bit over 25 squares?), but there aren't really many things to put in there. Plant pots seem nice, but screw with the priorities for your gardeners so you don't really want to put those in colonist rooms (honestly I think they should be changed to not need replanting, otherwise the metal cost seems a bit obscene on top of the priority issues they cause). Give us a chess board, a bookshelf, maybe even a proper rug. Just some simple decorative items to make things look more fleshed out. Relatedly: Make it possible to carry meals in a stack or something. It looks cool to have individual tables spread out, but given only one meal can be carried at a time, it's really inefficient and just penalizes creative colony design.

I think it would be nice to make the haul order function more as a "prioritize hauling" than what it is now. As it is, you kind of have to manually send them out in that direction, and even then they might decide they're not too interested in carrying it and will only pick up one or two items instead of everything. Not sure how easy this adjustment would be to make, though. (At the very least, try to make improving hauling a priority in a soonish build. It's not terrible yet, but I feel like as you need to add more resources and crafting, the problem will just exacerbate itself.)

Make there be some way of dismantling/repairing things that were built by someone else. After a siege, you pretty much have to send someone out to stand in a field and shoot at a mortar until it blows up, which is silly. And if you take a pre-built stone building over, your colonists refuse to repair the walls, even if it's in your homezone.

Related to walls: Make it possible to replace walls/doors by putting a structure build order over them. It is extremely annoying that you have to dismantle them before you can rebuild them if you decide to change things.

It seems as though story events are somewhat scripted (that is, if you have a raid come up and reload a save a few days prior, the raid still shows up the same day), would it be possible to have a way of predicting that? Less so for raids (that will probably have to wait until the faction system is more well-established), but for weather reports and whatnot, maybe? Could just serve as a new research item that allows the forecast.

This one may be pushing the lines of cheap, but I think it's feasible in a limited way right now: Prisoner labor? It'd probably be difficult to have fully functional, but I think it wouldn't be too hard to set it so that they can fulfill orders within their prison room (cooking/growing being the most obvious applications, mining probably would be a bit more of a pain to have operational).

As a research option: "Packed dirt/sand". Basically the exact same thing as smooth stone, just for outside of the caves. I understand limiting the free flooring early on, but later in the game it's more of an annoyance than anything else. Throwing this thing in would probably let you delay when you inevitably work on vehicles by about four builds, lol.

Would it be hard to add in a slight boost to goodwill when you kill an enemy of a faction? I'm assuming this is planned regardless once factions are more important, but it'd be nice to help repair the damage from requesting allies to fight someone that supposedly you mutually hate.

I have been playing a lot lately and have found it rather annoying that I miss the message that I'm being attacked and am constantly surprised when attackers show up. I suggest automatically setting the game to pause or slow when a red message arrives that way I will actually notice the notification.

ETA: This. It surprises me that it's 2014 and it's still not standard for games like this to have a "pause on event" toggle option in the settings. It would be greatly appreciated.
Title: Re: Your Cheapest Ideas
Post by: Headshotkill on July 11, 2014, 04:02:20 AM
I want a wheelbarrow, similar to Dwarf fortress which helps transporting goods and materials.
Title: Re: Your Cheapest Ideas
Post by: theapolaustic1 on July 11, 2014, 04:16:37 AM
I want a wheelbarrow, similar to Dwarf fortress which helps transporting goods and materials.

Given we're on a sand planet (with snow in the files but unused), I think that a sledge would make more sense than a wheelbarrow. Those tend to get stuck.

I agree, though. Easier long distance transport would be nice.
Title: Re: Your Cheapest Ideas
Post by: Headshotkill on July 11, 2014, 07:42:51 AM
I want a wheelbarrow, similar to Dwarf fortress which helps transporting goods and materials.

Given we're on a sand planet (with snow in the files but unused), I think that a sledge would make more sense than a wheelbarrow. Those tend to get stuck.

I agree, though. Easier long distance transport would be nice.

Oh, I thought of dumping rocks outside from caves and stuff...
Title: Re: Your Cheapest Ideas
Post by: TheOcean on July 11, 2014, 08:15:16 AM
Add an option ,,turn off giving up"

I hate this.

1.Land after the accident in space
2.Building a base
3.Build solar power plants
4.Build turrets
5.All people give up and leave the colony.
6. Alt+f4
Title: Re: Your Cheapest Ideas
Post by: theapolaustic1 on July 11, 2014, 10:39:03 PM
Add an option ,,turn off giving up"

I hate this.

1.Land after the accident in space
2.Building a base
3.Build solar power plants
4.Build turrets
5.All people give up and leave the colony.
6. Alt+f4

You're welcome.
Title: Re: Your Cheapest Ideas
Post by: TheOcean on July 12, 2014, 01:30:51 AM
thanks dude! Finally i can play.
Title: Re: Your Cheapest Ideas
Post by: king komodo on July 12, 2014, 01:16:47 PM
Loving this build (mortars are fun if you can hit anything) so far but one small problem I'm having is that the incendiary mortars used by the opposing factions can light fires through thin roofs which makes putting a geothermal generator under a constructed roof not the best thing as any fire near the middle of it rather hard to perhaps adding an "Thicker roof" option like the no roof region would be a good idea or at least make it automatic over the squares you can't lay flooring on underneath it. Or perhaps allow colonists with power armor to go to those tiles taking damage over time from the heat (may also allowing them to lay floor tiles down).
Title: Re: Your Cheapest Ideas
Post by: Captain Sho on July 12, 2014, 07:08:13 PM
The more i think about it the less i think it to be a "cheap" idea but what about the ability to "upgrade" structures and furniture?
Example being wood walls => metal, wooden doors => powered, lamps => colored lamps
Rather than having to micro manage like crazy, make it so you can  disassemble and then build in its place without the leg work in between.

Now for some real cheap ideas:
Shrapnel Grenades (Weaker than frag but only does small amount of damage to structures)
Revolver (Same range as pistol but slighter slower and higher damage)
"Party Crasher" Event (While getting attacked/while they are still preparing to attack, another hostile faction drops in at first factions current location)
"Warning Signs" (Hostiles take a hit to their moral when passing large amounts of graves)
"Dinner and a Show" Event (Two opposing factions appear on the map and then begin waging war against each other)
Dump Storage Energy (Lets you dump out some of the power in your batteries to prevent power surges)

Alt turrets:
Artillery (Not sure how this one would balance out but would be similar to mortar but unmanned and weaker or very expensive)
High Caliber (Fires a single, high damage shot)
Heated Shot (Like the Basic turret but shots have chance of starting fire)

I've been playing this like crazy so I'm sure to come up with more ideas ^^
Title: Re: Your Cheapest Ideas
Post by: iskillzi on July 12, 2014, 07:49:19 PM
Hello, I had this idea in my forum post but that didn't get many views at all so just to make sure you guys see it I'm gonna post it in here too since it's probably fairly easy to make.

Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).
Title: Re: Your Cheapest Ideas
Post by: theapolaustic1 on July 12, 2014, 08:20:47 PM
Hello, I had this idea in my forum post but that didn't get many views at all so just to make sure you guys see it I'm gonna post it in here too since it's probably fairly easy to make.

Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).

I feel like that would make things more annoying when dealing with some colonists. The benefit of high strength wouldn't be as potent as the penalty of low strength early on, and later on you have the population where it's not really important.

What might be cool as an alternative idea would be for melee to increase their base HP, though. It makes sense to me that the badass bruiser type guy would be able to take a bigger hit than someone who never moves to the frontlines, and it would make them better at melee as well, so it fits the current skill description.
Title: Re: Your Cheapest Ideas
Post by: iskillzi on July 12, 2014, 08:45:24 PM
Hello, I had this idea in my forum post but that didn't get many views at all so just to make sure you guys see it I'm gonna post it in here too since it's probably fairly easy to make.

Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).

I feel like that would make things more annoying when dealing with some colonists. The benefit of high strength wouldn't be as potent as the penalty of low strength early on, and later on you have the population where it's not really important.

What might be cool as an alternative idea would be for melee to increase their base HP, though. It makes sense to me that the badass bruiser type guy would be able to take a bigger hit than someone who never moves to the frontlines, and it would make them better at melee as well, so it fits the current skill description.

True it would offset the early game quite a bit, but there are ways to balance that out such as less maximum carry amount say 125 for example and minimum at 50, then anyone with say 5 would be able to carry 75 the current default, and most characters usually end up with decent melee even if you're not looking for it anyways.

But I like your idea as well, currently no way to increase hp is a bit annoying but if melee changed max hp then we would have some seriously increased difficulty during raids, imagine about 50 enemies coming at you and approx 20+ with over 150 hp + their armor, it'd be scary..

Really I'm just trying to figure out an easy way for Ty to make better hauling production for everyone who wants that without the need to create some sort of vehicle or mount coding.
Title: Re: Your Cheapest Ideas
Post by: Klaatu on July 13, 2014, 11:25:35 AM
"Sadist" "Evil" "Psychopathic"  or "Masochist" based traits that give positive moods when killing, or seeing others dead, when wounded etc. Simply add positive moods of various values with the same triggers as the other traditionally bad ones. These characters would give variety, and resilience against combat mood breaks (or be especially difficult to take down when facing as an enemy)
Title: Re: Your Cheapest Ideas
Post by: theapolaustic1 on July 14, 2014, 06:03:16 AM
"Sadist" "Evil" "Psychopathic"  or "Masochist" based traits that give positive moods when killing, or seeing others dead, when wounded etc. Simply add positive moods of various values with the same triggers as the other traditionally bad ones. These characters would give variety, and resilience against combat mood breaks (or be especially difficult to take down when facing as an enemy)

I just imagined an "eating disorder" trait that gives a positive mood boost for hungry/urgently hungry/starving and a penalty to their mood for eating. But it still kills them if they don't eat.

That might be just a little bit too real for me to see implemented, though, if I'm being fully honest.
Title: Re: Your Cheapest Ideas
Post by: Captain Sho on July 16, 2014, 02:39:42 PM
Ironman mode: Only one autosave and saves on close
Title: Re: Your Cheapest Ideas
Post by: bjo0rn on July 16, 2014, 07:56:04 PM
Title: Re: Your Cheapest Ideas
Post by: Captain Sho on July 16, 2014, 08:04:54 PM
  • Melee weapon
  • "Soaked" penalty from rain when not under roof
  • Animals eat wild and grown crops
  • Rotten meat from decomposing carcass
  • Fluctuating trade prices
  • Silver minable
  • Throne
  • Gas reserves catch fire/explode
  • Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
Animals already eat your crops and other foods if they can get to them. Don't think they eat the raspberry bushes and agave though.

And are you suggesting gas reserves or do you mean the steam vents?   
Title: Re: Your Cheapest Ideas
Post by: bjo0rn on July 17, 2014, 03:10:38 AM
  • Melee weapon
  • "Soaked" penalty from rain when not under roof
  • Animals eat wild and grown crops
  • Rotten meat from decomposing carcass
  • Fluctuating trade prices
  • Silver minable
  • Throne
  • Gas reserves catch fire/explode
  • Pessimist/Optimist personality trait, giving permanent mood penalty/bonus
Animals already eat your crops and other foods if they can get to them. Don't think they eat the raspberry bushes and agave though.

And are you suggesting gas reserves or do you mean the steam vents?
Never noticed animals eat crops.
I assumed it was narural gas and not steam.
My bad, thanks for the feedback! What about the rest?
Title: Re: Your Cheapest Ideas
Post by: YINNY on July 17, 2014, 04:45:02 PM
A simple wooden platform.

Literally a wooden board on four (4) stilts that provides no offensive or defensive buff,

but purely allows colonists to see/shoot over walls.
Title: Re: Your Cheapest Ideas
Post by: Tynan on July 18, 2014, 12:38:32 AM
I really appreciate the ideas everyone. I'm jotting down notes over here. Thanks :)
Title: Re: Your Cheapest Ideas
Post by: lunaticdesign on July 18, 2014, 03:33:07 AM
Priority zones.

Something like stockpiles but instead of a place for your colonials to haul things they prioritize anything in the highlighted area. If it's a blue print they build it, trees you've marked for cutting they cut it, junk you highlighted to be hauled they haul it, etc. That way instead of having to delete all of your stockpiles, and dumping sights and then switching everyone over to hauling to clear out that patch of boulders the raiders keep using for cover or having to camp on your colonists and micromanage them you highlight and set them to work.
Title: Re: Your Cheapest Ideas
Post by: ParagonTerminus on July 18, 2014, 11:25:00 AM
-Water-proof lamps and batteries (more expensive, but more efficient)

-Landmines

-Switches (can turn power on or off to blast doors)

-Blast doors (operatable only by switches)

-Trenches (like sandbags, but less effective)

-Lightning rod (to keep that pesky lightning away from all your valuable buildings)

-Motion sensor alarm (automatically causes all nearby colonists to attack a hostile that triggers the alarm)
Title: Re: Your Cheapest Ideas
Post by: bjo0rn on July 18, 2014, 05:17:12 PM
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on July 18, 2014, 07:53:00 PM
I'd really appreciate it if we could somehow place things like tables and chairs over power conduits; it just makes sense that they could coexist on the same tile, and this change would make slightly more compact colony layouts viable.
Title: Re: Your Cheapest Ideas
Post by: bjo0rn on July 18, 2014, 10:10:03 PM
I'd really appreciate it if we could somehow place things like tables and chairs over power conduits; it just makes sense that they could coexist on the same tile, and this change would make slightly more compact colony layouts viable.
Good suggestion! This has been my frustration too.
Title: Re: Your Cheapest Ideas
Post by: Cylume on July 19, 2014, 05:06:12 AM
On the matter of Hunger...

Firstly. I was thinking, perhaps those people that are starving could have their body shape become thinner.

Secondly. Perhaps those people that are generated naturally overweight could take longer till they reach starvation.

Lastly. Simple, Fine and Lavish meals could contribute to weight gain. The later contributing the most.

 
Title: Re: Your Cheapest Ideas
Post by: jeffehboy on July 19, 2014, 10:11:15 PM
*Remove floor*

Add ability to remove floors back to dirt or grass or whatever, or build dirt tiles. As my game progresses, my base layout changes, and I want to remove a building, but the floor that I put down can't be removed and looks awful. I want to be able to remove the floor and let the grass grow back.
Title: Re: Your Cheapest Ideas
Post by: Jane Doe Chainsaw on July 19, 2014, 10:29:54 PM
I know some of these have been suggested prior to me, but if I mention them, consider it a "I like this idea too!"


Well, that's all I've got for now.

-J.D.C.
Title: Re: Your Cheapest Ideas
Post by: Xizzzy on July 20, 2014, 12:22:40 AM
Tweaks with behavior

When I have frag grenades my character sits like a dingus waiting for it to explode leaving them open to fire from the enemy (mechanoids lately) no matter how much I spam take cover they do not listen. Perhaps let them run out timer to throw then once the grenade is airborne I see no reason to retain them there any longer since nobody in their right mind throws a grenade and then waits patiently for return fire.

Combat Zone - Designate a zone where colonists who aren't drafted will not go because death and you said its a no-no zone.

Give orders - Go to bed, get something to eat, feed this person

Priorities list - when we give people things to do they sometimes just give us the finger and go off on their own give them a hard list they go through in order
Title: Re: Your Cheapest Ideas
Post by: Enrymion on July 20, 2014, 12:37:22 AM
Add a half speed option.

Let me zoom-in at least twice as much.

Add hunting bills to somewhere like butcher's table (or some other way to more easily order animals to be hunted)

Add a stop bleeding order (or make sleeping spot require some resource since if someone's bleeding but I don't have time to take them back to their room I can just make a sleeping spot next to them to stop them from dying)

Let me temporarily take a prisoner even if I don't have bed for one by making the captor guard/carry him until I make one. Or just let me pick up and drop incapacitated people wherever.

Add a tutor for how power works, the existing reminder about having a unpowered structure doesn't actually explain it at all. If someone has a working power source and has a unpowered structure for a while it might be a good idea to explain how you need to have powerline or powersource within 5 tiles of a structure to power it.

Stone door, non-conductive, inflammable, strong and requires electricity to be opened(slower than a wood door and without power might as well be wall).
Title: Re: Your Cheapest Ideas
Post by: krockobil on July 20, 2014, 06:37:28 AM
I think there needs to be more variation in the raids, like easy things!

* Raider has chance to start with single shot RPG that he shoots on 1sqm walls in homezone to breach walled areas.

* Raider has chance to spawn suicide bomb raider that try to kill your men (needs to be taken out before reaching base.) in variation to the mortal raid..

* Raider has chance to start with good mele weapons like machete, baseballbat etc.

* Raider has chance to spawn with a carrying shield that others take cover behind.
Title: Re: Your Cheapest Ideas
Post by: krockobil on July 20, 2014, 12:50:38 PM
i've another cheap idea that would make things better.
If characters with doctor 5+ could heal other ppl when no raid is active with med pack.
(to make it balanced)
Title: Re: Your Cheapest Ideas
Post by: ParagonTerminus on July 20, 2014, 12:56:30 PM
i've another cheap idea that would make things better.
If characters with doctor 5+ could heal other ppl when no raid is active with med pack.
(to make it balanced)

The medicine trait is in there for this reason, and they're gonna implement healing later on.
Title: Re: Your Cheapest Ideas
Post by: Nos37 on July 20, 2014, 10:05:08 PM
+ I think that Plant Cutting and Hauling (and maybe Cleaning) should have Melee as their relevant/governing skill.
-- It would make sense to have a stronger colonist be better/faster at these tasks,
-- and for colonists to increase their strength by felling trees and hauling objects.
-- It would also make the Melee skill more desirable than it currently is.

+ I've noticed that Silver beamed down from Trade Ships only stack as high as 75 instead of 400.
-- This wastes precious trading space.
-- Just to get the Silver fully stacked I would have to order my colonists to move the Silver somewhere else and then back.
-- I would much appreciate a fix for that. =)

+ Love the game so far...  =D  Keep up the awesome work!
Title: Re: Your Cheapest Ideas
Post by: bjo0rn on July 21, 2014, 04:41:53 AM
- I think that Plant Cutting, Hauling, and Cleaning should have Melee as their relevant skill. It would make sense to have a stronger colonist be better/faster at these tasks...
- I've noticed that Silver beamed down from Trade Ships only stack as high as 75 instead of 400. This wastes my trading space and I have to have my colonists move the Silver somewhere else and then back just to get the Silver fully stacked. I would much appreciate a fix for that.
- Love the game so far...  =D Keep up the great work!
Melee for plant cutting makes sense for cutting down trees, yes, but not for flowers, berries, potatoes, etc.
I agree that silver tend to waste space in the trading beacon. If possible, it should drop as a single stack.
Title: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on July 23, 2014, 02:57:14 PM
This is one of those things which I can only assume is cheap, though I have no idea what it would take, but it would be nice if pawns had some kind of bias against sharing a tile. I often find myself scratching my head when I zoom out from my colony to find a particular colonist, only to realize that they are being occluded by a colonist on the same tile as them. I also would like it if hostile pawns would obstruct each other's movement. It feels unfair that a dozen enemies should be able to run right past one of my colonists standing in a doorway without any kind of resistance or movement penalty.

This is probably much more expensive than I think, but it probably doesn't deserve its own thread. It's just a pet peeve.
Title: Re: Your Cheapest Ideas
Post by: powman898 on July 25, 2014, 01:42:25 PM
Medieval armor and weapons
Title: Re: Your Cheapest Ideas
Post by: Pirx Danford on July 25, 2014, 01:57:39 PM
I would love an option to have stones that are dropped when miners mine their tunnels to be automatically marked for hauling.
Title: Re: Your Cheapest Ideas
Post by: Fruit loops on July 25, 2014, 02:09:52 PM
this has probably been lested many times but I am gonna say it again

combat zone (may only work in a few situations) so you know how you have home zone that's where the people clean and put out fires and such how about a zone for when a colonist is drafted or a hostile is in the zone that the colonists cant go in it doesn't matter if fire or its the only way to get food or some thing like that for instance I have a killbox everybody shoots from behind sandbags and there is also turrets if a colonist walks I  there for some reason he's almost always dead from friendly fire or a hostile killing him cause he has no cover so I was thinking you could put that zone in the killbox or other areas and when their drafted or there is a hostile in the zone the colonist cant under any circumstances go in it other than if the player manualy tells him to I don't know if this is the cheapest idea but I thought it would maybe take a day idk im not a dev but I would really like if this was implemented
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on July 26, 2014, 10:41:17 PM
My idea is the opposite of fruit loops
An alarm mode that makes all non-drafted colonists go to a set area similar to a stockpile zone and they can eat/sleep work with in this area but not leave unless drafted. In a large colony it is crazy managing a fight, workers that cannot fight wandering into battles to work, replace drafted units that are low on sleep/food, those undrafted units that you undrafted so they would go eat decide to wander around forcing you to draft them and make them stand where you want until the sleep/hunger become a major issue.
Title: Re: Your Cheapest Ideas
Post by: Ednac on July 27, 2014, 01:19:02 PM
When you disassemble mechanoids,  it gives you the weapon they had (other than minigun) such as heavy charge blaster and charge lance.
Title: Re: Your Cheapest Ideas
Post by: Xizzzy on July 27, 2014, 03:10:11 PM
- Assign people to specific zones for hauling
- Assignments (Tacos go complete geothermal generator then cook 12 lavish meals then etc..)
- help construction colonists not build themselves into walls when cooperating on a project
- End reserving tasks and allow multiple people to work on the same thing (like fire)
- Fire extinguisher
- Multiple options for hauling (haul all, haul x, haul targeted)
- Gear screen for colonists
- Mental health overview for colonists
- Assigned Stations (Tacos' Cookstove, Madam's Mortar)
- Battlestations (universal alarm you can sound that will switch selected colonists into battle ready mode or send them to strategic pre-planned locations or a team of firefighters to a specific zone it can be used for other applications as well make it broad and useful)
- Jobs / Teams (assign profile teams for cooking, growing, crafting, with on/off toggles)
- Organize the colonist list (needs numbers, order from first contact to latest no matter what happens or who leaves and comes back)
- Team screen (who is on what team, who are the cooks, cleaners, order a whole team to work on a selected zone until no more work is available)
Title: Re: Your Cheapest Ideas
Post by: ApexPredator on July 27, 2014, 07:14:58 PM
I think something like this has been suggested before but this is a huge thread so… Make a hospital bed option, similar to prison bed but it is where incapacitated people are taken. Also add an option to rescue downed friendly tribes people instead of capture them. If you rescue a friendly tribes person and bring them back to health, when they are able to move around they walk off the map to go home and you get a little boost to your relationship with that tribe.
Title: Re: Your Cheapest Ideas
Post by: TrashMan on July 28, 2014, 07:04:12 AM
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)
Title: Re: Your Cheapest Ideas
Post by: Somz on July 29, 2014, 08:18:50 AM
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)

Don't know how it would be possible, a place like equipment rack for meals is easy but how fast it spoils depends on the Def of the meal:

   <ThingDef ParentName="MealBase">
      <defName>MealFine</defName>
      <label>Fine meal</label>
      <description>A complex dish assembed with care from a wide selection of ingredients.</description>
      <texturePath>Things/Item/Meal/Fine</texturePath>
      <food>
         <quality>MealFine</quality>
         <nutrition>90</nutrition>
         <eatenDirectThought>AteFineMeal</eatenDirectThought>
         <eatEffect>EatVegetarian</eatEffect>
         <ticksBeforeSpoil>80000</ticksBeforeSpoil>          <<<it is the indicated
      <soundEat>Meal_Eat</soundEat>                                                 time before the
    </food>                                                                                          meal disappears.
   </ThingDef>

You can change this value if you wish, (Rimworld#/Mods/Core/Defs/ThingDefs/Items_Meals.xml)
but for another item to change the meal's value...

Maybe if the 'fridge' would destroy the item and create a similar with different a value...
I don't think it's the "cheapest" idea. ^^

Nearly forgot: My idea (for now) would be a temporary "raid rebalance" "solution" against the 300+ raids late-games: A 3x3 super mega ultimate deathstructor turret (or something similar, you could always change the name if you want to ;3 ) that would be extra expensive and draw a lotta power (thus mostly usable late-game) but would have long range and could kill a few in a shot.
Easier than re-balancing everything, isn't it? No? Okay.
Title: Re: Your Cheapest Ideas
Post by: reminder on July 29, 2014, 11:57:14 AM
Hats. Seriously, it's half as fun to play a space cowboy without them.
Title: Re: Your Cheapest Ideas
Post by: vagineer1 on July 29, 2014, 01:01:43 PM
Hats. Seriously, it's half as fun to play a space cowboy without them.

A Space Cowboy Bounty Hunter?
Title: Re: Your Cheapest Ideas
Post by: reminder on July 29, 2014, 04:31:04 PM
Hats. Seriously, it's half as fun to play a space cowboy without them.

A Space Cowboy Bounty Hunter?

Thinking Bebop or someone else?

Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

Another suggestion - knives. But I assume it's been mentioned already.
Title: Re: Your Cheapest Ideas
Post by: Shinzy on July 29, 2014, 05:31:22 PM
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

I'm about to rock your world mister!

Quote from: Rimworld Changelog
July 21
Hooked in some hats to spawn in-game.

I'm pretty sure they'll be overriding the hair layer
but there will be hats!
Title: Re: Your Cheapest Ideas
Post by: reminder on July 29, 2014, 05:44:58 PM
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

I'm about to rock your world mister!

Quote from: Rimworld Changelog
July 21
Hooked in some hats to spawn in-game.

I'm pretty sure they'll be overriding the hair layer
but there will be hats!

Grreat! If they were equippable, would be even better, but this is cool enough even if they work as hair.
Title: Re: Your Cheapest Ideas
Post by: Shinzy on July 29, 2014, 05:55:23 PM
Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

I'm about to rock your world mister!

Quote from: Rimworld Changelog
July 21
Hooked in some hats to spawn in-game.

I'm pretty sure they'll be overriding the hair layer
but there will be hats!

Grreat! If they were equippable, would be even better, but this is cool enough even if they work as hair.

oh no they are equippable for sure. Tynan wouldn't go for vanity items
*sudden chill goes through the spine* Uh.. Right?

I just meant you won't be seeing the hair from under the hats
unless the hats cut the hair sprite in half somehow, which I doubt
or even worse have pigtails sticking out from them =P
Title: Re: Your Cheapest Ideas
Post by: Mondkalb on July 29, 2014, 06:57:13 PM
A hotkey, to temporarly swap back to english language.

This would make bug reporting much easier, if you are playing the game in a language other than english... In some cases it's very tricky to translate back... I just say: "Düngepumpe" ;)
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on July 29, 2014, 11:14:49 PM
A hotkey, to temporarly swap back to english language.

This would make bug reporting much easier, if you are playing the game in a language other than english... In some cases it's very tricky to translate back... I just say: "Düngepumpe" ;)

Surely it's a contraption to...pumpe...dünge? :D
Title: Re: Your Cheapest Ideas
Post by: vagineer1 on July 30, 2014, 05:34:18 AM
Hats. Seriously, it's half as fun to play a space cowboy without them.

A Space Cowboy Bounty Hunter?

Thinking Bebop or someone else?

Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

Another suggestion - knives. But I assume it's been mentioned already.

Cowboy Bebop, its the only thing I can think of that associates with the Space Cowboy Bounty Hunter thing I mentioned.
Title: Re: Your Cheapest Ideas
Post by: TrashMan on July 31, 2014, 04:05:16 AM
Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)

Don't know how it would be possible, a place like equipment rack for meals is easy but how fast it spoils depends on the Def of the meal:

   <ThingDef ParentName="MealBase">
      <defName>MealFine</defName>
      <label>Fine meal</label>
      <description>A complex dish assembed with care from a wide selection of ingredients.</description>
      <texturePath>Things/Item/Meal/Fine</texturePath>
      <food>
         <quality>MealFine</quality>
         <nutrition>90</nutrition>
         <eatenDirectThought>AteFineMeal</eatenDirectThought>
         <eatEffect>EatVegetarian</eatEffect>
         <ticksBeforeSpoil>80000</ticksBeforeSpoil>          <<<it is the indicated
      <soundEat>Meal_Eat</soundEat>                                                 time before the
    </food>                                                                                          meal disappears.
   </ThingDef>

You can change this value if you wish, (Rimworld#/Mods/Core/Defs/ThingDefs/Items_Meals.xml)
but for another item to change the meal's value...

Maybe if the 'fridge' would destroy the item and create a similar with different a value...
I don't think it's the "cheapest" idea. ^^

It shouldn't be expensive either. We are talking about a change to a single variable, basically X = X*2 (or 3... or whatever)
I would require actual code change, but i would be minimal.
Title: Re: Your Cheapest Ideas
Post by: Nemeya on August 01, 2014, 01:40:53 PM
Dont know if any of these suggestions have been made yet (its a long thread) but here we go:

1. A no-go zone. Simply put, a definable zone where your colonists cant go or pass through to prevent stupid suicide runs. Dont know how often I had to stop people from hauling this one single Item in the middle of 40 siege raiders and hundrets over hundrets of weapons, food and metal.

2. Visitor beds. It is already possible to set beds to be for prisoners or colonists. Add a 3rd option to set beds for allies, passing tribes people and all other neutrals and colour it light blue or aqua. This is also linked to my 3rd idea

3. Rescue strangers. As you know, whenever someone looses consciousness they can be caught and nursed back to health and later be recruited.... or simply die slowly. Colonists can be saved and brought back to their beds.
Now it sometimes happend that visitors or passerbys got shot down or had other accidents and all I could do was capture them and piss of their families or let them die... :( You could add an option to save those people and nurse them back to health. After they are healed you can add a little event: They either thank you and go back home, giving you bonus points with their faction or they decide to stay and join you without angering anyone.

Thats it for now, hope this ideas are easy enough :P 
Title: Re: Your Cheapest Ideas
Post by: Siegerolf on August 02, 2014, 10:56:20 AM
Hmm, I am not sure if anyone has perhaps mentioned but when you look at what you can do from a natural perspective the basic sciences come to mind, perhaps a system of chemistry or chemical enhancement could be introduced.

I picture a desk much like the research table that can be used to create things like boosts such as energy drinks and alcohol, that would be pretty fun. Watching them stumble around or creating a social atmosphere.

Could also create a glass making addition to the incinerator convert it to a furnace and introduce a glass making statistic for the colonists.

So many ideas... a stealth system would be cool but would need a lot of AI coding and not practical..

Still loving the game, watching closely  ;D
Title: Re: Your Cheapest Ideas
Post by: Włoczykij on August 02, 2014, 05:34:40 PM
Dont know if any of these suggestions have been made yet (its a long thread) but here we go:

1. A no-go zone. Simply put, a definable zone where your colonists cant go or pass through to prevent stupid suicide runs. Dont know how often I had to stop people from hauling this one single Item in the middle of 40 siege raiders and hundrets over hundrets of weapons, food and metal.

2. Visitor beds. It is already possible to set beds to be for prisoners or colonists. Add a 3rd option to set beds for allies, passing tribes people and all other neutrals and colour it light blue or aqua. This is also linked to my 3rd idea

3. Rescue strangers. As you know, whenever someone looses consciousness they can be caught and nursed back to health and later be recruited.... or simply die slowly. Colonists can be saved and brought back to their beds.
Now it sometimes happend that visitors or passerbys got shot down or had other accidents and all I could do was capture them and piss of their families or let them die... :( You could add an option to save those people and nurse them back to health. After they are healed you can add a little event: They either thank you and go back home, giving you bonus points with their faction or they decide to stay and join you without angering anyone.

Thats it for now, hope this ideas are easy enough :P

Join the proposals as are the basic problems in the game, especially the wounded guests.
There is also no additional option of prisoners namely "Release"(allows them to free prisoners to their homes) giving small + for a faction.
Title: Re: Your Cheapest Ideas
Post by: Leemster on August 02, 2014, 09:27:01 PM
Another zone that prohibits colonists from entering the zoned area.
Title: Re: Your Cheapest Ideas
Post by: putsam on August 03, 2014, 10:52:09 AM
Could also create a glass making addition to the incinerator convert it to a furnace and introduce a glass making statistic for the colonists.
Instead of a separate glass making you could make that part of crafting skill
Title: Re: Your Cheapest Ideas
Post by: putsam on August 03, 2014, 10:58:43 AM
Also a not so cheap but prob not to expensivo(i dont know cause i cant code)

A 2x2 or 3x3 or 4x4 mortar cannon that has a minimum unusable range, is quarter speed of turret and very in accurate. takes 2 people to use and uses there combined shooting skill to function

I know kinda expensive but will add lots of tatical depth
Title: Re: Your Cheapest Ideas
Post by: ZestyLemons on August 03, 2014, 02:21:18 PM
Two ideas:

A grenade launcher. It launches grenades.
A flamethrower. It throws flames.


That is all.
Title: Re: Your Cheapest Ideas
Post by: Xealyth on August 04, 2014, 12:21:07 AM
Probably REALLY cheap, a portable force field! :)

It would be some type of clothing that you can wear that deflects 1 projectile and would be reset every 15-30 seconds? I have been in plenty of moments where my colonists get downed / die because of 1 shot that they couldn't escape. I think it would fit the overall atmosphere well.
Title: Re: Your Cheapest Ideas
Post by: Godfish22 on August 04, 2014, 11:03:12 AM
Double the price of power lines that can then go under or over walls.
Weapons racks allow 6 items on a drop down because metal cost means stockpile wins.
Mufflo farming, enclosed space, open roof with door and hay trough.
Title: Re: Your Cheapest Ideas
Post by: christhekiller on August 06, 2014, 07:25:01 AM
When stone chunks are moved out of the way for building the order to move haul them gets canceled.

Yeah, keep the order to haul them even if they get moved for construction.
Title: Re: Your Cheapest Ideas
Post by: Roundsquare on August 06, 2014, 05:19:06 PM
I assume most of these can be done by tweaking the properties of already existing assets:


Traps and elements to build large traps out of such as:

Wood-bags: look and behave like sandbags except hey are filled with wood-chips and a little something making them really flammable.

Boom-bags: bags filled with crude plastic explosives, as flammable as wood-bags with an added explosiveness

Tar-floor: a wooden floor covered with tar (looks like rough stone floor), highly flammable

Remote Power-doors: open them to lure them in, close them to keep them there

Dumb-bomb: buried explosive or incendiary charge, set off remotely (if connected to grid?) or by fire/explosions

Snare: crafing/other skill used on empty square to place hidden (no art) snare that has a chance to immobilize small animals (and perhaps slow humans/ large animals) disappears after effect is applied, does not differentiate friend and foe, so careless colonists can be affected too, but since no damage is done, it should not present a problem.

Battery safety override: make a battery explode on purpose

Battery forced overload: force a battery to 150% charge for a more memorable blast

Electrified floor: metal/carpet floor tile that uses large amounts of power to damage over time with chance to stun (opens possibility to capture mechanoids for reprogramming but that might be more expensive.. although the stunned mechanoid could just remain offline while a colonist uses the research skill for reprogramming via the same mechanism the social skill is used for recruitment, or the same mechanism used for research, with the amount of tasks a mechanoid can be reprogrammed to do depending on research done in mechanoid reprogramming... but again this may  not be the cheapest idea)


Short walls:

Log wall-> mushroom rack - grows mushrooms in the dark, limited lifespan (mushrooms could be a vegetarian alternative to meat in lavish meals)

Wood wall-> cheap weak fence - to keep animals out of crops.

Metal wall-> conveyor belt (this one might not be cheap :(... )

Stone wall-> battlement (placeholder name) basically a low wall for shoting over with crenelations for extra cover, a kind of upgraded sandbag

Hollow wall-> wall that colonists can enter and wait in to ambush assailants at close range


Other:
Stinkweed, thorn bush- invasive plants for making besiegers less comfortable while sitting outside the colony (by lowering mood), at the cost of being invasive weeds.

Fruit tree: a tree that gives fruit, basically a combination of the tree model and the berry bush code (i think...)

Meat tree: researchable tree that grows meatfruit

Title: Re: Your Cheapest Ideas
Post by: Shinzy on August 06, 2014, 05:52:15 PM
Too long to quote ;D
You really might want to have a look at Superpirson's trap mod
http://ludeon.com/forums/index.php?topic=3997.0

Just a wild guess but I feel like you like traps =P
Title: Re: Your Cheapest Ideas
Post by: Roundsquare on August 06, 2014, 06:39:33 PM
Somehow missed that one, seems good.

Will keep searching for new ideas to propose.
Title: Re: Your Cheapest Ideas
Post by: Viceroy on August 06, 2014, 06:55:35 PM
When my builders haul rocks out of the way for construction, just haul it to the designated zone if it already had a haul order.
Title: Re: Your Cheapest Ideas
Post by: putsam on August 06, 2014, 09:14:11 PM
(((Cheapest Idea)))

Add back old features:
-rule colony by fear
-beating options for prisoners (only if u add the first one)
Title: Re: Your Cheapest Ideas
Post by: ZestyLemons on August 06, 2014, 09:20:03 PM
Don't know if its been suggested, pretty simple stuff:

- A wooden fence. Requires one/two wood, is not passible, doesn't provide cover, doesn't generate a roof. Useful for keeping animals out of your crops

- Chainlink fence. Same as above, but made with metal and a little stronger.
Title: Re: Your Cheapest Ideas
Post by: LeoTiger1986 on August 06, 2014, 09:21:37 PM
I don't know if these have been mentioned, but a few cheap ideas I have are:

A moral boost from armor vest (+3) and power armor (+7).
Also maybe from having a bad ass weapon, minigun (+3), R-4 (+3), L-15 (+2), M16 (+2), M24 (+3), uzi (+1), shotgun(+1) and whatever else you feel is reasonable.
I mention these because it is almost impossible to get moral up to 80% so I think something like this would be a good improvement.

Also stacking guns somewhat maybe at least to 4 would be nice.

I would personally love to see solar panels reduced to 3x3, that's almost half the space.

Raiders should attempt to loot valuable items metal, silver, med kits, shells, missiles.

Donating med kits, shells, missiles at a better rate than selling for silver to other factions for goodwill.

Saving base plan layouts and loading them in new games, placement and rotating.

Automatic on/off for lights of occupied rooms, and unused electronics except for sunlamp/coms console should always need those on.

Code Green button colonists have full access to map.  Also turns turrets off automatically.

Code Yellew button colonist have access to anything 100+ tiles away from an enemy and route around radius, turrets off automatically.

Code Red button colonist stay and work only in home region.  Also turns turrets on automatically.

Red envelop auto pauses the game, and activates Code Red, could even start using the awesome alert siren noises you had in one of the videos, when they enter the home region.

Turrets could maybe use some research to double their health for like 20,000 research points or more, and the ability to upgrade the turret after research for 40 more metal, upgraded guns could also drop the, what is is half the metal, so 20 more metal than a regular turret.

I'm gonna create a regular post of this too in case you stopped reading this thread.
Title: Re: Your Cheapest Ideas
Post by: UrbanBourbon on August 07, 2014, 07:01:35 AM
Solar flares should take R-4 Charge Rifles offline as well.
Title: Re: Your Cheapest Ideas
Post by: Snownova on August 07, 2014, 07:57:46 AM
Also stacking guns somewhat maybe at least to 4 would be nice.

It would be really nice if storage racks did this for guns.
Title: Re: Your Cheapest Ideas
Post by: TrashMan on August 07, 2014, 02:48:32 PM
Make the minigun more accurate (becasue in RL, it is more accurate than any HMG).
Limit it to power-armor.
Title: Re: Your Cheapest Ideas
Post by: thornbob2 on August 07, 2014, 09:16:31 PM
A way to sell stone bricks would be nice.  I am thinking through the industrial trader.  I usually build my bases by mining into mountains, but it produces so much rubble.  I always turn the rubble into stone bricks and metal with the slag furnace and stoneworking bench, but since there is no place to sell stone bricks (and they have very little use) I usually end up with a stupid amount of stone bricks.  Currently I have 17000+, and it is kind of ridiculous.  Takes up way too much storage space, and I can't figure out how to get rid of it.  I would suggest making them really cheap to sell though, like 1 silver apiece
Title: Re: Your Cheapest Ideas
Post by: PookyJM on August 10, 2014, 07:54:47 AM
An activable power node :
Like a power conduit, but we can activate/desactivate the electricity transmision.
That would be a great and simple way to control electricity for whole sector or make emergencie battery that can be linked to your powergrid when needed. "Scott, convert the auxiliary power of the life support to the armement, we need that firepower !"
Title: Re: Your Cheapest Ideas
Post by: Somz on August 10, 2014, 09:29:33 AM
Don't know if it was mentioned before but consider this:
Toggle "sticky plans".
Building an underground base with the plans constantly disappearing due to the mining can be...slightly annoying. ^^
Title: Re: Your Cheapest Ideas
Post by: dalanmiller on August 10, 2014, 02:14:59 PM
Maybe now posted already since this thread is now massive.

What about fox holes to fight from?
Title: Re: Your Cheapest Ideas
Post by: Manslay on August 11, 2014, 02:42:44 AM
Hello.

I think the following would be cheap to implement and is quite crucial to the gameзlay comfort.

1. Queued orders.
You shift-click the colonist to do something one after another, and he does the job in that order, possibly interrupting that to fulfil his needs (sleep, eat, whatever).
The order list could be seen (okay, that's not so cheap maybe) and edited (by removing some of the jobs).

2. Personal beds.
The ability to bind a certain bed to a certain colonist is a must. It's so frustrating when you build a royal room and your noble prefers to sleep somewhere else.

3. Designating auto-reconstruction zones.
That is, when you mark a reconstruction zone, any buildings destroyed there are going to be rebuilt without your attention.

4. Ability to mark the object action from that object.
That is, when I select a rock, I would like to be able to mark it for dumping right away, rather then going to menus and marking areas.

5. Ablility to see the items on a corpse.
Sometimes I would like to undress the corpse if it has some decent armor on, but how can I tell it does?

6. Ability to burn the trash.
By thrash I mean unused clothes, which are quite annoying sometimes in later stages.
Also it would be a nice option to melt weapons to metal (why not?).

OK, enough for now, tell me please if this is good or not.
Title: Re: Your Cheapest Ideas
Post by: kivey on August 11, 2014, 06:57:30 AM
Ive noticed how the area you land in is always a temperate zone, with some decent grass and dirt areas and a few sand pits, how about adding a possibility of getting and artic, or Desert zone, like say the grass is whiter from snow, its no less fertile or anything just a cosmetic idea, however a desert area would have like one or two oasis areas with dirt to grow, which would force people on a hard mode where they would need to develop Hydroponics quickly to get a decent food supply for any colony above like three or four people. make another challenge basically. I mean the artic zone would fit the snow and heavy snow weather effects currently in the game. later on in long term builds you could make the artic area have like a temperature buff or whatever where you take slight damage if not wearing good clothes for a winter area. but thats not needed right now.
Title: Re: Your Cheapest Ideas
Post by: jankhambrams on August 11, 2014, 12:58:07 PM
6. Ability to burn the trash.
By thrash I mean unused clothes, which are quite annoying sometimes in later stages.
Also it would be a nice option to melt weapons to metal (why not?).
The crematorium would be excellent if it also acted as an incinerator.  Another option would be something similar to a grave, but for burning things.  And while we're on that subject, it would be cool to see a campfire for cooking at some point, even if it's limited to simple meals, takes longer, and requires wood for fuel.
Title: Re: Your Cheapest Ideas
Post by: DeltaV on August 13, 2014, 08:12:55 AM
Flanking - when behind an enemy, 1.5x accuracy and damage.
Title: Re: Your Cheapest Ideas
Post by: CrazyRu55ian on August 13, 2014, 07:07:01 PM
Be able to designate tables to hold certain items. On top of that, be able to make thinner tables like 1X1,1X2,1X3 for "end tables".

I'd like to have hospitals with medkits on iron tables
Title: Re: Your Cheapest Ideas
Post by: DeltaV on August 14, 2014, 08:44:49 AM
If a colonist with the 'cannibal' trait is assigned to be a cook and there's nobody in the room with him, he will occasionally butcher up a dead body and put it into the meal regardless of what you're telling him to cook. Non-cannibal colonists who eat it will get a -5 "Something tastes off" penalty, but as long as nobody sees it they're won't get the "ate human flesh" modifier.
Title: Re: Your Cheapest Ideas
Post by: christhekiller on August 14, 2014, 08:17:38 PM
When there's an order to haul stone blocks and then a follow up order to build something in the same square as that to-be-hauled stone block the order gets canceled when the stone is moved out of the way for construction, or if there's been construction in that square.

Can that not happen? It is a bit annoying having to reselect stone to be hauled after construction,
Title: Re: Your Cheapest Ideas
Post by: christhekiller on August 14, 2014, 08:18:27 PM
Also,

Perhaps a research like, "Burrying cable" which give cables just enough health to not be destroyed when a mortar hits it.
Title: Re: Your Cheapest Ideas
Post by: Avenger1001 on August 14, 2014, 10:32:44 PM
Body bags- temporary graves that last up to 2 weeks before rotting from the inside, reducing morale.

Hidden gun emplacements. A seemingly peaceful shed, then a machine gun opens up from inside, straight into you. Surprise Attacks

Textiles customising clothes and building your own with a wooden mill for muffalo's wool to be turned into cotton, shearing done at butchers/modded table.

tanning would be like this, with hides as a byproduct of butchering, and a tanners workshop (special table) as the mill
 
Title: Re: Your Cheapest Ideas
Post by: Lost Cause on August 15, 2014, 12:14:05 AM
Plants illuminated by a sun lamp should grow 24 hours a day. Alternatively sun lamps shouldn't use power at night.
It just seems silly to me that plants that are growing inside a mountain are still effected by the day/night cycle despite never seeing the sun while you have to provide crazy amounts of power to keep a sun lamp running 24 hours a day.
Title: Re: Your Cheapest Ideas
Post by: user27 on August 15, 2014, 02:20:54 AM
what about an armored stone wall?
or an armored stone embrasure?

i know i could probley do both in less then 4 hours but i woulden't know what i need to include with it if i wanted to distribute it as a mod
Title: Re: Your Cheapest Ideas
Post by: ehh713 on August 15, 2014, 02:27:24 PM
Hello all,

Concrete floors should be able to afford protection to ground power cables

Colonists should have a class such as a "roboticist" that can rewire cyborgs to be colonists or friendly NPCs.. perhaps this is complex as they would have different mood traits. Either way if this is supposed to be a futuristic colony sim then I am surprised that there are no cyborg options at embark.

Allow reinforcement of roofs to better withstand mortar attacks

Construction of "fortifications" a la DF, that you can shoot over but cannot pass.

Natural disasters... perhaps also complex.

EMP weapons other than the grenades

Silver mining

Can you convert some of the food plants to be seen as a health kit for healing? As if they are healing herbs...

I have more for the complex ideas thread, but you are hopefully already thinking of many of them (such as multiple z-levels, mating/children)

Thanks for the game!



Title: Re: Your Cheapest Ideas
Post by: rtiger on August 15, 2014, 03:34:22 PM
This should be rather cheap to do.

Allow us to choose how often the game autosaves in the options.
Title: Re: Your Cheapest Ideas
Post by: henk on August 15, 2014, 10:38:12 PM
I think my idea could be implemented in under 4 hours:

http://ludeon.com/forums/index.php?topic=5482.0
Title: Re: Your Cheapest Ideas
Post by: Barley on August 17, 2014, 04:44:31 PM
How about the ability to prioritize sleeping and eating? It's annoying when, during a siege, you want to sortie and kill the pirates, but your colonists are half-awake or half-hungry, and the trip is too long to go on an empty stomach.

This way you could get your colonists to sleep and feast, then head out to battle all full and awake.
Title: Re: Your Cheapest Ideas
Post by: skivvy96 on August 17, 2014, 07:02:18 PM
Maybe a wall light for underground bases or street lamp type thing for streets for your colonies streets. Also maybe a trench, bunker or anything that could be used to protect your colonists more effectively from mechanoids. Lastly maybe reprogram or create your own mechanoids or droid things.
Title: Re: Your Cheapest Ideas
Post by: Viceroy on August 17, 2014, 07:55:19 PM
1. Psychic drone negating tower that requires mechanoid parts to build.
2. When below the 'mental break line', a timer starts until the actual break instead of it happening instantly. With a warning about this as well.
3. Gas weapons and grenades. (Maybe built off of fire mechanics but way more self-limiting.)
4. Gas-masks.
Title: Re: Your Cheapest Ideas
Post by: imacb on August 18, 2014, 06:10:25 PM
When workers dump items into the stockpile, they should automatically dump at the furthest point in said stockpile (maybe from the centre of your base? Or offer the option to choose which side of a stockpile to start filling from).

That way when they're dumping a lot of rubble it doesn't take twice as long with them having to walk over stuff dumped at the entrance of them stockpile. Unnecessarily inefficient.
Title: Re: Your Cheapest Ideas
Post by: Lazarus on August 19, 2014, 05:17:37 AM
When workers dump items into the stockpile, they should automatically dump at the furthest point in said stockpile (maybe from the centre of your base? Or offer the option to choose which side of a stockpile to start filling from).

That way when they're dumping a lot of rubble it doesn't take twice as long with them having to walk over stuff dumped at the entrance of them stockpile. Unnecessarily inefficient.

To be fair this is a player management thing - you can simply zone the areas to better suit it than simply make a massive square. Forgive the crudness of the drawing...
_____________
|                      |
|______           |
 ______|          |
|                      |
|____________|

Sort of like this and they should dump things in the right places without climbing over everything - you could also try making the wooden wall which is inexpensive to build around it to stop them walking in every which way
Title: Re: Your Cheapest Ideas
Post by: ehh713 on August 19, 2014, 04:52:13 PM
Also, if this wasn't mentioned elsewhere:

- A toggle that restricts movement and activities to the HOME zone

- The ability to use fire and other commands (other than move orders) with multiple drafted units selected

- A way to assign fighting abilities so that when a toggle is activated all characters set to be fighters will automatically equip the highest-value armor nearby. This way you can easily equip/unequip your fighters for engagements, and dont have to spend 10 minutes micromanaging the gearing of each character before a battle.

Thanks!
Title: Re: Your Cheapest Ideas
Post by: MajorFordson on August 19, 2014, 10:36:31 PM
Starting pistol/weapons

The players should start only with emergency survival pistols. These weapons are low damage, and have infinite ammo (if the devs ever plan for normal weapons to have ammunition) and are only intended for use for hunting small to medium sized game in a survival scenario. Oh and the mechanism for infinite ammo is one from a Terry Pratchet novel, the gun condenses and freeezes atmospheric liquid into the bullets!

This would ensure the player has a fallback hunting method, without giving the player a big head start for weaponry at the start. Also it makes more sense than just having some weapons with you.
Title: Re: Your Cheapest Ideas
Post by: stefanstr on August 20, 2014, 09:28:16 AM
Recreational drugs - either in the form of marijuana growing around or synthetic drugs available for trade.

They would give a big short-term boost to the character’s mood (like + 50 maybe) but would give him a hangover after (a -10 to mood, e.g.) or lower the mood permanently (e.g., -1 for each consumed dose), ultimately leading to insanity.

They would be useful as a short-term remedy to characters in danger of going insane but would have to be used sparingly.
Title: Re: Your Cheapest Ideas
Post by: Viceroy on August 20, 2014, 12:13:49 PM
A zone where people close to mental breaks will go. This can be used for recreation rooms with beautiful surroundings, or as a hellhole where I prepare the beating-officers to take you the fuck down.

A zone where people prefer to eat and hang around in when idle. IE a canteen.
Title: Re: Your Cheapest Ideas
Post by: Clayton on August 20, 2014, 10:19:37 PM
In the game "Space Colony", when a colonist would claim a bed, it would change the bed graphic.

I think something similar to that would be cool to see; when someone claims it, it simply changes to a different graphic.

For example, a colonist claims a bed, it changes to a pink blanket with stars on it. I imagine the code would be simple enough and there's almost an endless amount of different kind of visuals. Maybe just a bed with the blanket kind of pulled down; maybe a bed that hasn't been made. Maybe a bed with simply a different color pillow, ect. combine that with how many different blanket designs you could imagine, and bamn, instant, simple variety.
Title: Re: Your Cheapest Ideas
Post by: TL_ARMY on August 21, 2014, 03:30:36 PM
Parasites! As seen in Aliens movies and Aliens vs Predator! Parasite infects, dies, leaves an egg to the host, egg hatches, host dies and then after the content of egg has grown it becomes a predator
Title: Re: Your Cheapest Ideas
Post by: king komodo on August 22, 2014, 01:00:17 AM
Quick idea prosthetic/cybernetic limbs simply use metal (1 or 2 for prothetics) to create limbs for people who have had theirs shot off or cut off prothetics have limited usability while cybernetics have full capability possibly even higher (i.e. give a bonus to construction speed or hauling capacity) but you must research cybernetics and prosthetic's (prerequisite) and have someone to use it on for each so you can't arbitrarily work on it. Reason I came up with this is that I currently have one of my original 3 colonists lying in a medical bed missing both his right arm and right leg (having been cut off) and he can't do anything because of that.

Also on a similar topic please allow us to put incapacitated people into the cryosleep pods much like we can a bed.
Title: Re: Your Cheapest Ideas
Post by: grandad1982 on August 22, 2014, 03:21:39 AM
I'm sure some of these have already been mentioned but:

Title: Re: Your Cheapest Ideas
Post by: Viceroy on August 22, 2014, 06:18:08 AM
Scrap metal piles that can be constructed, similar to sandbags but more for that rundown shitheap look. Inflammable.

Tazer Turrets for capturing foo's

Landmines sometimes spawn in the world when you land, for extra !FUN!

Paramedic Duty that auto resques colonists.

Medbay designation where paramedics hang around. (This will help with shock deaths as you have medics on standby.)

Make medkits stackable to 10, so that you can designate 1 square stores of them in front of each medical bed or in places where first aid kits are needed without all our meds getting stacked there.

Give the trade beacon a red light when no ship is in range and a green light when a ship is in range.

Make tribals attempt to steal weapons also instead of just colonists. Makes sense that a machinegun would be an awesome catch for them.

Add a 'saloon' designation where visitors go, and maybe a bar counter (dispenser) where they buy alcohol for 2 silver each.

Music speakers that give a little good thought.

Bridge tiles that can be built on water/mud.

Draw bridge.

Title: Re: Your Cheapest Ideas
Post by: craft_abk on August 22, 2014, 09:44:34 PM
I think you should make a loading screen. When ever I play Rimworld I don't know if it is loading or crashing. So it would be really nice if there was a loading screen.  :)
Title: Re: Your Cheapest Ideas Another Way Out...
Post by: zakywak123 on August 23, 2014, 10:55:31 AM
The constant traders should be able to get some of your colonists to escape for a huge price E.G. 1k each colonist.
This would add a different way of escaping the planet.

Also, when some of your colonists have escaped, you should be able to manage two colonies on one saved game so they can even trade with each other.

Last of all, you should have some offence when it comes to raiding so you can actually raid other places but they should be extremely difficult but are filled with rewards.
Title: Re: Your Cheapest Ideas
Post by: Ykara on August 23, 2014, 08:25:09 PM
It would be nice if there was some enhanced weapon handling. I would love to see an experience-system. That means, that for example a colonist who is always fighting with the shotgun gets experienced in fighting with this weapon. The more experience points a colonist has on fighting with a certain weapon the more boosts (accuracy / damage) he gets.
Title: Re: Your Cheapest Ideas
Post by: Bruvvy on August 23, 2014, 11:44:07 PM
Self repairing turrets?
Title: Re: Your Cheapest Ideas
Post by: MajorFordson on August 24, 2014, 01:22:23 AM
Nutrient paste dispenser should not suffer from "canibalism". There is no way colonists should be upset that they loaded human meat into a machine that completely breaks down foodstuff into a nutrient gruel. Would make it more useful.
Title: Re: Your Cheapest Ideas
Post by: stefanstr on August 24, 2014, 05:03:30 PM
Nutrient paste dispenser should not suffer from "canibalism". There is no way colonists should be upset that they loaded human meat into a machine that completely breaks down foodstuff into a nutrient gruel. Would make it more useful.

I’m not so sure about it. I would be disgusted by the thought that the gruel I am eating has been made from human flesh - no matter how preprocessed.

On topic: wooden fence - same characteristics as sandbag but made from wood. With possible additional improvement that animals cannot cross it.
Title: Re: Your Cheapest Ideas
Post by: Ykara on August 25, 2014, 09:44:34 AM
Painkillers would be awesome.
Title: Re: Your Cheapest Ideas
Post by: Sorin Braveheart on August 25, 2014, 02:04:39 PM
I am not sure if this has been mentioned before but it would be nice if i can change floors rather than them being permanent.
Title: Re: Your Cheapest Ideas
Post by: Clayton on August 25, 2014, 02:06:43 PM
You can build over them, man.
Title: Re: Your Cheapest Ideas
Post by: Sorin Braveheart on August 25, 2014, 02:09:50 PM
You can build over them, man.
Well for some reason i can't change the floors i built so it may be a bug of some sort.
Title: Re: Your Cheapest Ideas
Post by: Matthiasagreen on August 25, 2014, 04:44:07 PM
Please make an override option when you are asking someone to do something and someone else has reserved it.
Title: Re: Your Cheapest Ideas
Post by: MoparGamer on August 25, 2014, 09:59:14 PM
A counter beside your mouse that tells you the dimensions of whatever your building (So you can build large rooms without having to count distance)

Example with only one dimension:
https://www.dropbox.com/s/gp8b733zrnp3rb4/Counter.png?dl=0
Title: Re: Your Cheapest Ideas
Post by: Haplo on August 26, 2014, 06:47:44 AM
Float menus for colonists:
-Go eating
-Go sleeping
Title: Re: Your Cheapest Ideas
Post by: twobias on August 27, 2014, 10:07:49 AM
Keyboard shortcuts for the Architect Menu

I would love to see keyboard shortcuts for all the things done via the bottom left-menu, so that I can e.g. switch between giving mining orders and placing growing zones only using the mouse for actually clicking the map.

As I understand the interface currently I can use [tab] top open the menu, and I can use a number of single letters to access individual options (e.g. 'turret'( in one of the sub menus (such as e.g. 'security') - but there is no way to select the individual menus.

I see three cheap solutions possible:
1) Add keyboard shortcuts for all the different sub-menus (e.g. 'ALT+S' for 'security')
2) Make some button cycle through the sub menus - I would suggest making [TAB] do this once the menu has been opened. SHIFT-TAB would then logically cycle backwards.
3) (my personal preference - but might require more planning) - make all the shortcuts for individual orders (e.g. 'turret') unique, so that they can work even if the correct menu/submenu is not currently open.
Title: Re: Your Cheapest Ideas
Post by: king komodo on August 27, 2014, 01:41:20 PM
Keyboard shortcuts for the Architect Menu

I would love to see keyboard shortcuts for all the things done via the bottom left-menu, so that I can e.g. switch between giving mining orders and placing growing zones only using the mouse for actually clicking the map.

As I understand the interface currently I can use [tab] top open the menu, and I can use a number of single letters to access individual options (e.g. 'turret'( in one of the sub menus (such as e.g. 'security') - but there is no way to select the individual menus.

I see three cheap solutions possible:
1) Add keyboard shortcuts for all the different sub-menus (e.g. 'ALT+S' for 'security')
2) Make some button cycle through the sub menus - I would suggest making [TAB] do this once the menu has been opened. SHIFT-TAB would then logically cycle backwards.
3) (my personal preference - but might require more planning) - make all the shortcuts for individual orders (e.g. 'turret') unique, so that they can work even if the correct menu/submenu is not currently open.

There are shortcuts they're just not quite as easy to find from the start (they're on the boxes) If I recall correctly M is the mining shortcut key.
Title: Re: Your Cheapest Ideas
Post by: twobias on August 27, 2014, 04:25:59 PM
Keyboard shortcuts for the Architect Menu

I would love to see keyboard shortcuts for all the things done via the bottom left-menu, so that I can e.g. switch between giving mining orders and placing growing zones only using the mouse for actually clicking the map.

As I understand the interface currently I can use [tab] top open the menu, and I can use a number of single letters to access individual options (e.g. 'turret'( in one of the sub menus (such as e.g. 'security') - but there is no way to select the individual menus.

I see three cheap solutions possible:
1) Add keyboard shortcuts for all the different sub-menus (e.g. 'ALT+S' for 'security')
2) Make some button cycle through the sub menus - I would suggest making [TAB] do this once the menu has been opened. SHIFT-TAB would then logically cycle backwards.
3) (my personal preference - but might require more planning) - make all the shortcuts for individual orders (e.g. 'turret') unique, so that they can work even if the correct menu/submenu is not currently open.

There are shortcuts they're just not quite as easy to find from the start (they're on the boxes) If I recall correctly M is the mining shortcut key.

I know. My issue is that those shortcuts only work if you first open the correct submenu..

[m] for mine works only if you first open the 'orders' menu, for instance.
Title: Re: Your Cheapest Ideas
Post by: Franfrancehs on August 28, 2014, 12:40:38 PM
Colonist aging
Child Birth
Title: Re: Your Cheapest Ideas
Post by: FreedomFighters on August 29, 2014, 02:48:53 AM
New Traits:
Vegan: Only Eats Plants
Meat Lover: Mood boost from eating meat
Socialite: Social Talk Mood Boost Increased
Casanova: Social Talk Mood Boost Increased Drastically to the Opposite Gender
Loner: Social Talk Mood Boost Decreased
Sadist: Does not care if people die but people are disturbed at lack of emotion
Achiever: Feels good if idle after completing a work
Pyrrhic: Feels sorrow even after completing a work
Mechanoid Lover: Feels sorrow if attacking Mechanoids
Technophobic: Feels good if attacking Mechanoids
Title: Re: Your Cheapest Ideas
Post by: king komodo on August 29, 2014, 01:33:26 PM
I know this has been suggested before but it does seem more feasible now.

Pets, you nurse an incapacitated animal back to full health which then becomes attached (percentage based) to that person but there are limitations also as I can see 2 people with an army of boomrats being OP.

First off a limit on how many per colonist based on the animals size so small animals like boom rats and squirrels can have 2 per colonist (maybe 3 in the case of squirrels) and larger animals such as deer and Muffalo's can only be 1 to a colonist.

Second "pain" thresholds that work like the mental break thresholds. Again larger animals have higher, smaller have lower and in order of highest to lowest of animals I've seen; Muffalo, deer, squirrel, boomrat. With booomrats and squirrels once they reach that threshold they run away to never return. The larger animals will attempt to return to their owner.

And finally larger animals such as muffalo's and deer can carry items (such as food) but only if it's been packed onto them by their "owners" and are only able to carry so much (muffalos around 100 units of food with deer only carrying about 25)
Title: Re: Your Cheapest Ideas
Post by: ComradeCrimson on August 30, 2014, 01:44:36 AM
Red Berets.

Communist esque officer caps.

Trench coats.

Constructable flags coming in a variety of colours for decoration purposes (red, blue, orange, etc.)

More colours of carpet. (Like Yellow.)
And for added measure, guns with bayonets! Especially stuff like Lee Enfields or AK's.
Title: Re: Your Cheapest Ideas
Post by: StatikMilk30 on August 30, 2014, 07:29:04 PM
How about instead of raiders and other factions attacking your base you could go to the other factions bases and fuckum up.
Title: Re: Your Cheapest Ideas
Post by: FreedomFighters on August 30, 2014, 10:54:43 PM
Since you hinted Cybernetic Implants, why don't you add Cybernetic Implanted weapons, like Scyther lances and Centipede Inferno Cannons
Title: Re: Your Cheapest Ideas
Post by: mickel on August 31, 2014, 10:06:10 AM
Have ceiling lights been suggested yet? I want those things out of the way, they're using up floorspace I need.
Title: Re: Your Cheapest Ideas
Post by: boothby on August 31, 2014, 10:18:17 AM
End game addition;

Needing supplies
*fuel from crashed space craft
*survival kit invade ship crashes (same as food/materials as you get when your crashed at start of the game)
*weaponry - in case crash land on hostile planet
*tradable commodities
Title: Re: Your Cheapest Ideas
Post by: Wudchuck on September 01, 2014, 09:43:02 AM
1.Pants, they would have pockets and such. Would possibly require belts. Both could be useful later if it gets to where colonists can carry more stuff on them.
ex: a gear belt that carries a medkit, a field ration, a canteen(when/if water becomes needed for survival, ammo(if that becomes a feature), maybe a side arm.

2. More melee damage if the colonist is holding a weapon. Say using their gun as a club, hitting an enemy with the stock, pistol whipping, etc. Those should hurt the enemy more than just being punched.


[attachment deleted by admin: too old]
Title: Re: Your Cheapest Ideas
Post by: SubZeroBricks on September 01, 2014, 04:04:45 PM
OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)

I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.

Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).
Title: Re: Your Cheapest Ideas
Post by: king komodo on September 01, 2014, 05:05:10 PM
OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)

I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.

Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).

You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.
Title: Re: Your Cheapest Ideas
Post by: SubZeroBricks on September 01, 2014, 06:34:32 PM

You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.

I find that only a 1 sniper  and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.
Title: Re: Your Cheapest Ideas
Post by: kidlonewolf on September 01, 2014, 06:56:29 PM
More consumable items : Like maybe items like cigarettes that stop colonist from having a break down, but can cause some negative effects such as slower walking speed or decreased social skills (due to smell). If used enough could cause permanent effects such addiction which will be double the normal negative effects when not using the item.

More items like that.

Also items or furniture that require two or more colonist to use, such as games.
Title: Re: Your Cheapest Ideas
Post by: king komodo on September 02, 2014, 12:52:33 PM
I find that only a 1 sniper  and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.

Yeah I don't like to sacrifice things like that but those scythers charge lances can really wreck your day if you don't have a sniper rifle to use maybe even then because of their range seeming incredibly off to me been awhile since I've actually played, having to leave someone behind because they lost 2 limbs kind of left a bitter taste in my mouth.

On a slightly different note could we be able to research a range increase on turrets only able to be done after you've researched the cooling of course and the range would only go up by 1 or 2.
Title: Re: Your Cheapest Ideas
Post by: SubZeroBricks on September 02, 2014, 01:27:30 PM
On a slightly different note could we be able to research a range increase on turrets only able to be done after you've researched the cooling of course and the range would only go up by 1 or 2.

I like this idea :)
Title: Re: Your Cheapest Ideas
Post by: ns9559 on September 03, 2014, 03:23:12 PM
Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.
Title: Re: Your Cheapest Ideas
Post by: Wudchuck on September 03, 2014, 05:26:43 PM
A weather station, would have to be used by a scientist or someone with high research ability, could predict weather/solar flares.
Title: Re: Your Cheapest Ideas
Post by: StorymasterQ on September 03, 2014, 09:38:59 PM
Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.

Prosthetics are confirmed for A7.
Title: Re: Your Cheapest Ideas
Post by: king komodo on September 04, 2014, 01:43:03 PM
Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.

If you look I suggested this 2 (3 from my response) pages back.
Title: Re: Your Cheapest Ideas
Post by: generalcrusher on September 04, 2014, 03:31:46 PM
Reduced penalty for cremating strangers.
I think a higher penalty for colonists, and a lower penalty for strangers would make sense.
Title: Re: Your Cheapest Ideas
Post by: Krypt on September 04, 2014, 04:39:46 PM
Just a couple ideas that seem to me, in my unprofessional opinion, to be relatively easy:

1 - A roof layer. Some shortcut to see which areas are roofed. I know about the shadows, but a keyboard shortcut that, while held, actually displays any roofs would be nice. Constructed roofs can be displayed as the same corrugated tin as always, while overhead mountain could just appear as rock. Everything is already in game, and it would make gameplay a hell of a lot easier.

2 - Skill should determine not only the time it takes to build something, but also the amount of construction material needed. (An experienced carpenter might know to 'measure twice and cut once' while a rookie might make a lot of mistakes and waste wood.) A higher skilled crafter would use less material to build the same structure. This can also apply to cooking, or the production of anything and everything. (A slightly tweaked version would be crafting, where, for example, a skilled crafter could produce a couple more stone blocks per chunk.)

2.5 - Since less skilled workers waste more materials, waste wood, waste stone, etc. should be byproducts of construction, produced in greater numbers by those less skilled workers. Rock waste could look the same as the small rocks swept up after mining, waste wood could just be textured brown, etc. Waste could be generated randomly from construction the same way rock chucks generate from mining. I have two thoughts to the consequences of waste material, either, one: it could be an alternative material to fill sandbags/defenses, or two: it could have no uses at all, and build up to only get in the way. I like two better because it adds a new elemental challenge, because you have to find a place to put all of the waste. I would also add that waste could pile up on top of itself (just like piling resources), slowing down settlers more and more, until it becomes impassible, blocking doorways and halls, until a cleaner sweeps it up and either a cleaner or hauler hauls it off somewhere else. It would also eventually disappear, blown away into the wind or carried off by nesting birds perhaps, but not for a while.   

3 - Along with number 2, the skill of the worker should also determine the quality. A wall built by a skilled craftsman would be much better constructed. So it stands to reason that it should also affect hit points. Same goes for food, etc.
Title: Re: Your Cheapest Ideas
Post by: ns9559 on September 04, 2014, 08:27:15 PM
Would it be possible to make the enemies leave after they have destroyed all they can? I mean lets say you get attacked and are overrun. Maybe you could conceivably block up who ever survived in a sort of vault with some emergency supplies and try to wait out the storm. Maybe have a really expensive vault door, so you can have a chance of saving your colony if you prepare for the worst. Survival the Fallout way.
Title: Re: Your Cheapest Ideas
Post by: Feniks on September 04, 2014, 08:56:17 PM
I have 2 ideas.

1. First some option in Crematory to auto-strip people before putting them in. It is so tedious to check 20 or more dead guys for items after raid. That way I could set up my guys to auto-strip each body before it gets burned making sure I never have to worry about them burning power armour by accident.

2. Control groups like in RTS games I wan my kill squad at hotkey 1 so I can just click 1 and get every one who is good at shooting immediately. I want my iron will guys at hotkey 2 so when there is a pail of bodies I can send them in to clean up without being worried they will go crazy.

I also vote for @Krypt idea with roof level. Being able to instantly see which part of base is under rock and which is not protected would be great.
Title: Re: Your Cheapest Ideas
Post by: Monkeysaur on September 05, 2014, 07:25:51 AM
Closet (to stack clothing, opens menu)
Gun Cabinet (to stack guns, opens menu)
Freezer (could be object or "walk in" created as a room, needs power, prevents decomposing of food/meat/dead)
Usable rest objects like sofa/hammock (reduces need for sleep, mild healing, used by idle colonists, can be slept on  by colonist if no beds available, ads to decor)

Also, a little less simple but I would really like to see,

- Hierarchy, set someone as leader of colony (+ some kinds of unique behaviors/benefits) Could also allocate colonist/s to "defend" the leader when under attack (could have eventual "leader posse")

Hope you like my ideas. XD

Title: Re: Your Cheapest Ideas
Post by: Krypt on September 05, 2014, 08:45:17 AM
I second @Monkeysaur's leadership idea. Though I think there should be a "leadership skill", and it should just be a constant, blanket mood increase for the entire colony. A good leader, someone you want to follow, would make rampages and attempts to leave the colony less likely. Maybe you could select a single leader or maybe just the colonist with the highest leadership skill would have any effect.
Title: Re: Your Cheapest Ideas
Post by: Tumuel on September 05, 2014, 04:28:32 PM
Muffalo herds passing by:
like groups of people from other tribes/colonies, a herd of muffalo pass through the map (it could depend on the biome you are in) but instead of the normal 8 or 9 muffalo that normally spawn, you could get maybe 20-30 at a time (or even more, I am not sure what the game is capable of).
Title: Re: Your Cheapest Ideas
Post by: Shinzy on September 05, 2014, 04:31:01 PM
Muffalo herds passing by:
like groups of people from other tribes/colonies, a herd of muffalo pass through the map (it could depend on the biome you are in) but instead of the normal 8 or 9 muffalo that normally spawn, you could get maybe 20-30 at a time (or even more, I am not sure what the game is capable of).

Thumbs up to this! this would be really nice random event
20-30 muffaloes would be just ridiculous amounts of meat though, if you'd manage to hunt them all before they pass through
Title: Re: Your Cheapest Ideas
Post by: lukaschristmann on September 05, 2014, 06:19:32 PM
I didn't see it in the last 10 pages, so here is my idea:

    Make Mods loadable from the folder where the Savegames, Worlds, Screenshots etc. are.

Background: I'm Dropbox-Syncing my Savegames between a Mac and a Windows-PC (and probably a Linux machine) via Symlinks, so i would like to also sync the Mods so i only have to install them one time...
If the Mod loading works as i imagine it'll be cheap, otherwise it might be rather expensive...
Title: Re: Your Cheapest Ideas
Post by: PurplePrism on September 05, 2014, 07:04:33 PM
Maybe a small indicator of how much power you have stored in in game time.
Title: Re: Your Cheapest Ideas
Post by: Srgntcuddles on September 05, 2014, 08:37:49 PM
Perhaps a button for stockpiles to clear all the selections? Click it and all the options are turned off. It'd make those of us who are a tad OCD and like to put things in certain places with lots of zones happy. It's kind of a chore to do it by hand.
Title: Re: Your Cheapest Ideas
Post by: ns9559 on September 05, 2014, 09:49:06 PM
Prosthetics are confirmed for A7.

Where did you find this information?
Title: Re: Your Cheapest Ideas
Post by: Evelyn on September 05, 2014, 10:55:35 PM
Regeneration chambers. Now that bed rest effectiveness is a stat, it could cost some nice amount of metal and require being powered, but it would have three times or so the rest effectiveness of a normal bed, and perhaps could also accelerate the healing process for wounds (if that's possible, of course).

Prosthetics are confirmed for A7.

Where did you find this information?

https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub

August 18th.
Title: Re: Your Cheapest Ideas
Post by: Monkeysaur on September 06, 2014, 04:42:15 AM
Preservation for meat would be good really useful.
Title: Re: Your Cheapest Ideas
Post by: Redclaw on September 06, 2014, 05:25:38 AM
 An AA gun that stops Raiders from landing in my base, but does not stop land invasions so I can't put them covering the map.
Title: Re: Your Cheapest Ideas
Post by: Feniks on September 06, 2014, 05:33:54 AM
On the screen with tasks for our pawns it would be great if we could sort by skill. So if for example if I click warden it will arrange colonists from the highest social to the lowest. That way it will be much easier to manage large colony. If you have a team of 20 guys and recruit new guy you have to go and manually compare him with each of your people before you assign him jobs.

Also since we have male weapons coming in new update I have suggestion can we have two weapon slots one for male and one for range so our guys can switch between them.
Title: Re: Your Cheapest Ideas
Post by: Geokinesis on September 06, 2014, 02:21:36 PM
If a colonist is incapable of shooting it should be impossible to get them to equip and hold a gun. The same when mêlée weapons are in, if colonists are unable to use the mêlée skill then they shouldn't be able to equip them.
Title: Re: Your Cheapest Ideas
Post by: Xerberus86 on September 06, 2014, 07:39:16 PM
visitors shouldn't shoot at rampaging animals if they aren't attacked themself. had some incidents when a squirrel attacked some of my colonists and a visitor which was standing nearby shot at the squirrel but instead of hitting the little bugger he shot and gravely injured my colonist (head shot, she was a  vegetable after that).

edit: a general suggestion would be that colonists which aren't drafted should try to escape to their own quarters for safety instead of mindlessly carrying on with their jobs (someone hauling during a firefight ain't funny).
Title: Re: Your Cheapest Ideas
Post by: Geokinesis on September 06, 2014, 09:13:26 PM
Colonists who accidentally shoot and/or kill allies should get a negative thought for doing so.
-5 For wounding an ally.
-15 For killing an ally.

Psychopaths wouldn't get the thoughts.
Title: Re: Your Cheapest Ideas
Post by: Redrabbitromp on September 07, 2014, 07:03:03 AM
In order of priority.  Not sure they're all "cheap" but I think they should be relatively so. 
1)  Make job distinctions between plant cutting, wood chopping, and most importantly crop harvesting.  Also between crafting and corps clearing. 
2) Doors that exceed the strength of walls or some way to defend minor rear entrances other than emergency wall offs while still allowing passage. 
3) Allow more than 4 levels of priorities for colonists, 10 perhaps.
4) Make enemy wave sizes determined only by time or provide some option for this.  Else provide some way to adequately defend later waves. AOE turrets of some kind?
5) Make manning mortars a job option like any other (mining, cooking ...).
6) Automatically undraft colonists after performing an arrest, capture, or rescue.   
7) Give colonists mental boost for performing tasks they enjoy.  Particularly important for miners that are always in unpleasant environments. 
8 ) Make pastures for automatically producing meat. 
Title: Re: Your Cheapest Ideas
Post by: Feniks on September 07, 2014, 07:09:23 AM
Drop down manes for traders would be great. Especially for combat supplier.

I quite often want to sell all my pistols and M-16 for instance and I am tiried of having to scroll down.
If I have drop down menu for each weapon I can just select sell all pistols with one click and be done with it.

Also ability to sell/buy clothing would be great.

Additional drop down menu for stockpiles "All" it will make it easier to just switch everything off or on while creating new stockpiles.
Title: Re: Your Cheapest Ideas
Post by: Wudchuck on September 07, 2014, 05:21:36 PM
A blast door 3x1,2x1, or 1x1, requires power hook up like any of the items that use electric. won't open without power, really high hp, can close without power(potential for a colonist/raider to be crushed by the door if they're too slow)

Not sure if this was suggested already, but it would be sweet if you could select the type of meals you served prisoners. Also if prisoners are isolated from each other and say you sold some of them, the rest of their group shouldn't get a negative effect, because they have no contact with them. How would they know you sold their pals?

A wood burning oven would be nice to cook without power and be a step up from cooking over a fire pit like some have suggested.

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Title: Re: Your Cheapest Ideas
Post by: IronSquid501 on September 08, 2014, 05:49:19 AM
I've been playing as a tribal group recently, which is a fun challenge even on the easiest difficulty. The one obvious limit I have given myself is to either limit use of technology or eliminate it entirely, so no powered items, modern weapons & armour, or otherwise advanced things. However, there are some things that are vital to long term sustainability that also fall under the category of "Technology" and so I cannot use them. Here are some ideas that would benefit both the early game and tribal colonies:

Fire Pits - A cooking implement made out of basic materials. Something like this would only be able to make simple meals and would take a little longer doing so, with very good cooks being able to make fine meals at best, and if it's not too hard to program, it could be unusable if outside during rain.

Standing Torches - Like a standing light, only made out of wood and powerless. Since it is cheaper, it would not have as high a lighting level, and like the fire pit would go out during rain if left outside.

Tribal Furniture - Cheap, small, and weak in comparison to basic furniture. Things such as sitting rocks for stools, eating basins, and ground-based tribal beds, which give no positive or negative moods. Great for people on a budget, or colonies who are not yet ready to dedicate their resources but still want to keep their people from rampaging.

Totems - Decorative items. They could give buffs to friendly people and debuffs to hostiles, facilitating their use as a psychological weapon.

Smoke Signals - Two items, The Smoke Beacon and Smoke Signaller, that work in tandem like the Orbital Trade Beacon and Comms Console. The Smoke Beacon would have a much smaller radius than the Trade Beacon, and neither would work inside or in the presence of weather (It's hard to see smoke in fog) but neither would require power. Due to their drawbacks they would not be good long-term substitutes for their counterparts.

Muffalo Traps - As basic as it gets. Whoever steps on the trap will have some nasty foot injuries and bleeding to deal with, so even if they don't do much in the way of damage, the slowing effect will surely be very handy! The only drawback would be that AI would typically be too stupid to avoid them, so they might have to be useless against friendlies to offset this.

In my opinion, these cheap objects would make great short-term substitutes for the early game as well as being useful for tribals. Of all the objects in this list, Fire Pits and Standing Torches are possibly the most important ones, since early on most people will want to dedicate electricity to more urgent matters such as security.
Thanks for reading :)
Title: Re: Your Cheapest Ideas
Post by: Feniks on September 09, 2014, 12:03:41 PM
Option to release or exchange prisoners with raiders to improve relationships.

For example I was raided by locals and took 5 of them captive I can instead set them free for a boost of relationship with that factions or sell them for money. If I keep them relationship with a faction decrease even more.
Title: Re: Your Cheapest Ideas
Post by: SubZeroBricks on September 09, 2014, 01:37:37 PM
Option to release or exchange prisoners with raiders to improve relationships.

For example I was raided by locals and took 5 of them captive I can instead set them free for a boost of relationship with that factions or sell them for money. If I keep them relationship with a faction decrease even more.

You CAN sell prisoners to slavers :)
Title: Re: Your Cheapest Ideas
Post by: Feniks on September 09, 2014, 07:04:16 PM
I know but here I'm not talking about selling but more ransom or exchange. They pay you gold get their guys back probably pay you