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RimWorld => Ideas => Topic started by: Ferigad on October 09, 2013, 12:41:37 AM

Title: Your not so cheap ideas.
Post by: Ferigad on October 09, 2013, 12:41:37 AM
This topic is for the ideas that take more time to create.
I will merge some posts out of the cheapest idea topic towards this topc.

Hang in there its alot of work.

Not so cheap ideas are ideas that for instance require a complete new system.
Added By Semmy



Ehm ehm... Water! And then add alcoholics too! ^^ No honestly i don´t know if that´s easy but to let the people drink too would create so many possibiltys like bad water, alcoholics, poisen. I mean isn´t water the basic stone for every kind of colony? You create Oxygen out of Water. You let your food growth, you can clean yourself, make drinks, use it for drilling and so many basic and advanced stuff. I really think water is a very importent part that should not be missed. (Even more importent as food, i would say.)




Title: Re: Re: Your Cheapest Ideas
Post by: salt1219 on October 09, 2013, 09:57:40 AM
Hmm I was just thinking about the sewer suggestion.
I think it could be done like simcity 2000
Title: Re: Re: Your Cheapest Ideas
Post by: Spike on October 09, 2013, 10:04:58 AM
There's already a thread about the sewer (http://ludeon.com/forums/index.php?topic=155.0) idea, so discussion should probably go over there.

I think Tynan's point is that this kind of thing would require more than a simple change.  For example, if you look at a new generator type, everything supporting it is already in the game - power usage, transmission and storage; he'd just have to define one new structure.  For the sewer idea, he'd have to program the entire feature - what causes sewage, what transmits it, what consumes it, and how happiness is affected by the lack or presence of facilities, along with all of the structures.
Title: Re: Re: Your Cheapest Ideas
Post by: Jakadasnake on October 09, 2013, 11:11:50 AM
Great topic!

Tynan, there are a couple of quality of life features that I would like to see added that I think would subtract from the learning curve a little.

I'd like to be able to prioritize entire piles of resources rather than just each one separately. It doesn't seem to make sense that I cannot do this especially when many individuals can carry more than one pile.

I'd like to be able to eat squirrels.

I'd like to see a specific enemy type that is effective against turrets. TacoStorm, though very evil, was good to teach us some important lessons.

I think fences would be a great
Addition. Similar in nature to bunkers and barbed wire. Maybe effective at containing muffalo?

Can we toggle an automatic pause every time an event occurs.

Currently cave exploration is the most robust form of exploration in the game because it is truly unknown until mined through. That being said, a hazard or two coded into this feature will greatly increase narrative potential. Specifically - turn the geyser nodes into space worm habitats as well to add a minor risk/reward factor and add the necessity for support structures at certain intervals while mining.

This is all I have for now. As always, thanks for your constant attention to player feedback!
Title: Re: Re: Your Cheapest Ideas
Post by: Enjou on October 09, 2013, 11:16:53 AM
Few more traits for colonists:
Insomniac - The colonist has trouble sleeping and will never be 100% rested. As such, the colonist will keep irregular hours.
Workaholic - The colonist gains happiness from working and unhappiness from being idle for too long.
Allergic to <animal> - The colonist has a mild allergy that is active when near a specific animal. Happiness will decrease slightly for a time after it occurs.
Pyrophobic - The colonist is afraid of fire and may panic or suffer a mental break when dealing with fire.
Somnambulist - The colonist walks in his or her sleep, and may perform work with no cost to rest. The colonist may be a bit freaked out if he or she wakes up before returning to bed.
High Metabolism - The colonist requires more food than most people.
Low Metabolism - The colonist requires less food than most people.
Glutton - The colonist does not require more food than most people, but will eat more than needed.
Comedian - The colonist has a fantastic sense of humor and will sometimes tell jokes to other colonists nearby to increase their happiness.
Title: Re: Re: Your Cheapest Ideas
Post by: garg1 on October 09, 2013, 11:48:14 AM
Here my (mostly fun) Ideas:
Title: Re: Re: Your Cheapest Ideas
Post by: enystrom8734 on October 09, 2013, 01:20:03 PM
Power tech research:
RF Shielding - to reduce effects of radioactive causes (solar flares), for a longer duration or certain devices (turrets)
Tier 2 power gen - More efficient geo thermal, solar panels, batteries
Underground wiring - More difficult for raiders to disrupt eletrical
Wireless power - Nodes that can transmit power over a decent but not too long of a distance (Maybe not cheap?), allow ease of wiring but single point can take out whole networks.
Title: Re: Re: Your Cheapest Ideas
Post by: GC13 on October 09, 2013, 01:52:02 PM
A few more:
Title: Re: Re: Your Cheapest Ideas
Post by: turnip on October 09, 2013, 06:21:55 PM
Some auto-combat orders maybe?
You'd add a check box in duties called "combat" where, if checked, colonists would act like raiders (On your side, of course) when under attack? If you forgot to draft someone this could save some time and lives.
Title: Re: Re: Your Cheapest Ideas
Post by: huxi on October 09, 2013, 06:24:23 PM
- Flashlight for miners to reduce darkness unhappiness while at work.
- Robots. Work similar to colonists but can only be used for one specific thing, e.g. mining, fighting, gardening, and have a constant level. The type of the robot would have to be defined before building it. This would be an additional robotic research tree.
* taser/stun gun/stun traps
* Option for auto-pause on event
* command to call all colonists back into the home perimeter or to a designated gathering area. This could be useful in case of an attack or fire.
* crematory/incinerator to get rid of less important bodies, i.e. every non-colonist.
* kJ => Wh

(The * are ideas that other people already suggested but I really like them)
Title: Re: Re: Your Cheapest Ideas
Post by: Conti027 on October 09, 2013, 06:50:24 PM
Extremely hazardous weather
i.e. Toxic storms, Extreme dust storms

Weather that is so bad that the colonist will have to say inside. Going outside can be deadly after a few minutes, full body suits can let you be outside for a few hours longer. Can damage and will everything even completely knock out power.
The colonist will have to repair from the inside and build a little bit to get room for what they need to survive like hydroponic farms.

Is this too expensive of an idea?
Title: Re: Re: Your Cheapest Ideas
Post by: Littlemule on October 09, 2013, 07:48:16 PM
Hi how about unique items, for example you find a small shack from a long deceased hermit (unique hunting  rifle found, food stash, seeds) also wild animals hanging around, could have positive effects (dog ?barking at raiders) or negative (stealing food) would love to see flooding too, dangerous atmospheric events  (dust, wind, hail, snow + temp) hope some of these are Ok and not to intensive.
Title: Re: Re: Your Cheapest Ideas
Post by: salt1219 on October 10, 2013, 01:27:55 AM
Forgotten rover, it wanders around looking at rocks and sending messages to people who have long forgotten about him.

Basically it would be the same coding as a squirrel with a few tweaks
I posted this elsewhere, but I felt it fits here too
Title: Re: Re: Your Cheapest Ideas
Post by: mumblemumble on October 10, 2013, 03:18:05 AM
Behaviors:
*Squeamish: people cant stand the sight of blood or bodies, faint at the sight of them, or perform significantly worse with them around.
*Short temper: People are more likely to have a mental break.
*Cannibalism: An option anyone can take if hungry enough, but besides a very select few people (dark minded people) it will drastically effect the sanity of them
*Crushes: A very small chance for someone to develop a crush on someone, and having effects ranging from wanting to be around them more, working less efficiently near them, or moods being better / worse when near / away their crush. the person crushed on can also have several reactions, from irritability, not caring, or even going into dating them
*Heart condition: Being around stressful situations (death, combat, base being on fire) has a risk to cause a heart attack, and incapacitate the victim.

Items:
*Blast doors: Large metal doors which are resistant to attacks (like walls) and can be manually opened / closed. (basically toggling a few blocks to be existent / non-existent
*Catapult: Throws debris, or corpses for combat or manual usage (inaccurate and slow). Using bodies will have a fear effect on those hit / near the strike.
*Corpse sandbags: use bodies as cover. Slightly less effective than sandbags, but free to use provided you have the bodies. sanity penalty to anyone involved in shooting / using cover, and strikes fear into bandits seeing it.
Title: Re: Re: Your Cheapest Ideas
Post by: FangoWolf on October 10, 2013, 01:34:32 PM
What about an unbuild command.  Instead of building they tear down and recover a % of the orginal cost.  This could also be how pirates could strip metal from the colony.
Title: Re: Re: Your Cheapest Ideas
Post by: enystrom8734 on October 10, 2013, 03:24:04 PM
Power switches - When placed, if a colonist leaves the room, they turn off the lights saving power. Or when they go to sleep they turn off the lights. Also allows you to control whether or not you want to grow any more food. Currently you can just toggle the light, but if you have a large room...
Title: Re: Re: Your Cheapest Ideas
Post by: GC13 on October 10, 2013, 04:30:05 PM
Like Huxi I also had the idea for a firefighting robot. It might be a bit complicated, but if you combined the behavior of a battery (since it needs to be powered while working) and a bed (where it recharges and is returned when "rescued" by a colonist if it runs out of energy while working) I assume the existing systems would work with it.

Anyway, some new ideas:
Title: Re: Re: Your Cheapest Ideas
Post by: Lechai on October 10, 2013, 06:40:01 PM
Meteor shower:

Random hits all over the map using the lightning mechanics.
Each hit has the explosive power of a blasting charge.
After impact, a few piles of meteorite fragments (metal) get spawned near the impact area.

Done
(Oh and i hope you all built underground)
Title: Re: Re: Your Cheapest Ideas
Post by: StarGazer on October 11, 2013, 05:49:16 PM
Two ideas that should be fairly easy to implement (tho they shouldn't be too frequent, that would be way too annoying):

#1: Termite infestation: some termites infested the colony and are eating away at the furniture. Essentially the same mechanic as fire with maybe a bit lower spreading rate and limited to things like chairs, tables and beds. Spraying them with insecticide to kill them off (similar to extinguishing the fire). Maybe later add research for better insecticides increasing crop growth and improving termite killing speeds. Or cleaning stations to rid the colonists of dirt/bugs (aka showers).

#2: Raiders that aren't out to kill you but want to siphon off your power supply, tapping in to exposed wires/machines and then slowly (or quickly...) draining your power. Essentially code a raider that's  a huge energy consumer and hook him into the powergrid.

More to come! I'm so going to be loosing sleep thinking about these things...
Title: Re: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 11, 2013, 07:44:22 PM
Thanks to Tynan for doing such a good job involving the community and responding on the forums!

Quote from: salt1219 on October 11, 2013, 06:00:10 PMWeapons:
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.

I agree this is a good idea, but like you said the extra mechanics could be costly. An easy way to implement it might be to give people a "stamina/subdual health" variable that worked like health, but when it reached 0 they would be incapacitated instead of killed. "Stun" weapons could damage this.

As far as cheap ideas are concerned, I think it's still important for additions to have significance. For instance, adding objects that do nothing would be one of the cheapest things to do, but I think that would only hurt the game rather than adding depth.

Rough Terrain - Barbed Wire is an artificial structure that slows movement, should there be a natural terrain that slows movement?

Cat-like animal - follows colonists around.

Teleport Raids - raiders spawn in middle of player's base.

Turret Drone - Turret with Raider AI.

Giant Bones/Spires/Monoliths - map objects with no functionality but looking nice.
Title: Re: Re: Your Cheapest Ideas
Post by: StarGazer on October 12, 2013, 08:56:50 AM
Another idea:

Scavengers: Some people/raiders show up trying to grab any metal deposits you haven't collected yet, you could then maybe choose to kill them before they take off or have someone convince them to join your group.
Title: Re: Re: Your Cheapest Ideas
Post by: SpaceEatingTrex on October 12, 2013, 02:58:12 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.
Title: Re: Re: Your Cheapest Ideas
Post by: BananaFromHell on October 12, 2013, 05:34:57 PM
I think a building which will mine metal from inside the planet. This will be a great thing for the later stages of the game since you have mined all the metal that is exposed. And constantly buying metal from traders is not that handy since you can spend your money better on slaves or (the earlier mentioned) weapon traders
Title: Re: Re: Your Cheapest Ideas
Post by: huxi on October 13, 2013, 03:11:27 PM
A "hidden" turret (researchable) that hides below surface until enemy units are well inside range - and then spring into action. It would need two radii - the radius it can reach with its weapon and a smaller radius that causes decloaking. This would help against enemies with sniper rifles... This turret type should be more expensive than the standard one.
Title: Re: Re: Your Cheapest Ideas
Post by: Jojomon on October 14, 2013, 01:32:27 PM
Rattlesnakes and other vermin with any combination of the following fairly simple behaviors:
-create unhappiness de-buff when observed by colonists (like observing corpses, but not as traumatizing)
-quickly reproducing; at the start of each day, generate a random number from 0 to 2, if <1, nothing happens, if >= 1, spawn more vermin (thinking something like this: http://www.youtube.com/watch?v=IOwinLWrEIw (http://www.youtube.com/watch?v=IOwinLWrEIw))
-attack anything that comes too close

A variety of melee weapons such as clubs, metal pipes, spears that have a longer reach, etc. Could be fun.
Smoke grenades- non-lethal, but blocks line of sight. You probably wouldn't have to adjust raiders' behavior much if at all, they can walk through the smoke cloud or around it to regain LoS
Tear gas- also non-lethal, but exposure to enough of it could be incapacitating, and/or slow units down. And of course this paves the way for mustard gas, nerve gas, clouds of flatulence, who knows?

As for things previously mentioned, an abandoned building somewhere on the map sounds great, preferably with skeletons inside, also the possibility of an abandoned cave. Hopefully at some point they'd have prehistoric style cave paintings on the walls, depicting a muffalo hunt. Archaeology anyone?  ;)
Hedges, ditches, and other "wall" types would be great.
I am also all for fire extinguishers as it gives something useful for your non-violent units to equip.
Title: Re: Re: Your Cheapest Ideas
Post by: Enjou on October 15, 2013, 10:12:30 AM
A body armor system.

Basic body armor - low tech body armor, lowers damage from bullets but the wearer is a bit slower when moving due to the added weight. May degrade over time.
Power armor - Greatly reduces all damage taken by small arms, greatly increases melee damage, greatly decreases firing speed. Also faster at mining. Degrades over time but can be repaired with metal.
Kinetic shield - A high tech shield that completely deflects kinetic damage until it is depleted. Must be taken to a charging station once it is depleted.

Behaviors could be modified later to take armor into account, but it wouldn't have to be initially.
Title: Re: Re: Your Cheapest Ideas
Post by: Haplo on October 15, 2013, 12:52:46 PM
A small idea to make raiders a little bit harder:

I think the raider alert, could be changed:
-From the beginning you don't get alerts that raiders have landed. Only when they are ready and start attacking you. (or not at all? Or only when spotted?)
-You can research some alert options and afterwards build a small radar dish or something else.
-Only when you build this (and it is powered) you'll get the alerts of raiders as it is now.

With this it is more likely to get surprised by raiders and they have a chance to slip by your disabled towers.  :D
Title: Re: Re: Your Cheapest Ideas
Post by: wqcoleman on October 15, 2013, 04:58:25 PM
Here are some easy one I would imagine, might include artwork and modifiers:
- vaporators = (ala star wars fame), where you get a +x modifier on growing your farm (possibly improve crop yield or requirements as well)
- data cores (ala eve-online fame), modifier to research and either get them from mining (hidden lost artifact) or trade
- hovercart (ala dwarf fortress minecart) move mining resources automagically from x to y. setup routes (might be a bit more complicated than just modifier/art)
- derelict spacecraft parts for your colony - find a derelict spacecraft and strip it of parts like chairs, cabinets, flooring, and make a motley looking colony, for artful purposes
- alien technology - again, not really helpful in terms of modifier/easy implementation, but could be neat if you got something that would melt raiders that was found in some mine, trade or through some other means

if i think of others.. I'll add them..
Title: Re: Re: Your Cheapest Ideas
Post by: pyrojim3 on October 17, 2013, 08:42:35 AM
so i was thinking maybe as a large group of raiders land you could have the option to buy some mercs as friendly npcs's  to help defend your colony. you could put in a zone that defend and they would leave after the pirate raid. or some space cops as a random event just help or  at least some friendly npc's. not everyone in the universe want to kill you
Title: Re: Re: Your Cheapest Ideas
Post by: huxi on October 17, 2013, 08:45:52 AM
Quote from: 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.

Ideally such switches wouldn't have to be toggled on the map. It would be perfect if they could get a label and would also show up in a special menu/window with checkbox to toggle the state. Sounds very helpful.
Title: Re: Re: Your Cheapest Ideas
Post by: miah999 on October 17, 2013, 09:01:17 AM
Quote from: huxi on October 17, 2013, 08:45:52 AM
Quote from: 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.

Ideally such switches wouldn't have to be toggled on the map. It would be perfect if they could get a label and would also show up in a special menu/window with checkbox to toggle the state. Sounds very helpful.

Better yet the ability to assign them to a keyboard short cut, would be great.
Title: Re: Re: Your Cheapest Ideas
Post by: starlight on October 17, 2013, 09:09:29 AM
New Idea:

If we are going to have "barbed wire" and "landmines", can we get tanks to counter them, and.....trenches.

This is very combatey...., and I don't know how cheap.
But I like the idea.
Title: Re: Re: Your Cheapest Ideas
Post by: Noxmutagen on October 20, 2013, 04:04:19 PM
1. Long Standing Events: from what ive seen in the kickstarter the events come in spurts, and most of the time the effects of an event only last awhile. Sometimes longer, but never really that long. It comes and it moves on, no matter what it appears to be. But I would like to see more and more events overlap each other. And I'd love some world changing events that really leave meangingful impacts on each colony. Such as:

-"Bandits released the viral mutagen from an abandoned research facility!" this one here would be responsible for releasing the undead viral plague, soon to follow would be a slow moving airborn infection with visual identifiers heading towards your facility from some unknown direction, zombie like entities and mutated creatures who arent safe to eat. Your need to research a cure ASAP. and last very long - the whole point. It isnt just some small event its going to be fealt for quite a while and should impact other events like random travelors might be infected or might need help, raiders might actually try to JOIN you enmasse out of blind fear, etc. And surviving the event could leave long lasting effects on your little colony.


-"The Moon blew up." this could have meteorite showers that totally rain down hell for a long time.


-"Local Wildlife, due to the amount of failed bandit raids on their population, have now developed a taste of Man Flej." yeah now everything on the world map wants to eat people. Maybe even stronger types of creatures migrate towards your colony from off the map, big bear type creatures.

-"It came from another world! Watch out!"

Aliens. Plain and simple. Get some X-COM action in there. Could maybe add researching of alien tech!! Ha!


-"THE PLANTS ARE ALIVE!" Thats right, sentient man eating PLANTLIFE, could add some creepy looking walking plants, maybe even ones that could be talked to with some diplomacy thats researched "plant speak". Maybe they want a certain amount of nutrient paste a week or they eat you all. Etc.

-"Rogue Robots" yeah who knows what tech survived the crash same as you.

-"Mechs" yeah ok just thought id state what most people want.

Mechs, alright thanks.

Title: Re: Re: Your Cheapest Ideas
Post by: jpmelguizo on October 22, 2013, 10:35:52 AM
External security services: the player would be able to hire mercs/bots for a monthly fee. They can't be controlled, and will only serve for military purposes.

This idea could be "upgradable" and become a source of interesting events. It will also allow players to focus in the non-military aspects if they want to.
Title: Re: Re: Your Cheapest Ideas
Post by: Noxmutagen on October 22, 2013, 07:14:23 PM
#1. Idea: Let us eventually research our own Vats.

Description: I want to clone my own soldiers.


Repercussions: My scientist wasn't that good, gene sequenced flesh eating psychos instead of loyal and obedient soldiers.


_________________________________________________________________________

#2 Idea: Bionic Chair


Description: Researched, we can now implant some of our colonists (maybe non-nobles) with upgrades that make them more effective at certain tasks.

-Traders could trade us rare schematics to complete it.

-Installing them wrong could be bad, very bad.

-Could remove or circumvent traits on individuals. Maybe brain modifications can remove fear entirely at the cost of health or where prolonged use could cause brain damage.

-Artificial eyes, night vision, increased gun skill.

-Unlocks future possibilities like special abilities if you ever added them.

-Another use for Doctors
Title: Re: Re: Your Cheapest Ideas
Post by: Rabbit on October 22, 2013, 08:42:32 PM
I really hope, the stuff i am suggesting was not mentioned before, so i´ll just give it a shot:

~ Meteors: Basically the same thing as Lightning, but with a slightly higher destructive power and damage radius. Additionally, some could have metal inside of them. They should be very rare, though.

~ fences, fences, fences, for defence: Barbwire-fences (hurting characters who walk over them), electric-fences, laser-fences, tar-pits (could be lit up to burn those damn raiders in their own, local hell).

~ Energy-Shields: Hell, sandbags are fine, when getting shot at with a Shotgun, but what if the enemy has greater firepower than that?
There is only one answer: Small Energy-Shields (maybe 3 tiles long), wich can not be penetrated easily, but drain an enormous amount of energy (There could be a change of somewhat 20% that a bullet penetrates the shield). This is very high-tech, but i think the defensive gameplay could profit from such an option.

~ Mines: I am not talking about explosive-charges, they are great for mining and ambushes, what i suggest, are the evil little things, that immediately blow up, when a person, may it be a raider or someone else, steps on them. Laying out minefields could provide a lot of protection, but will also create a no-mans-land and could lead to hilarious situations, when Lam the Oaf has one of his moments and accidentally steps into the minefield. (This could be even funnier, if alcohol is implemented and drunken colonists would wander around aimlessly... so much joy!) I am aware, that this could be used to totally shield the colony and may be to overpowered, but again just imagine the possibility of a boomrat stepping on a mine and unleashing a massive chain-reaction.

~ Windows: Plain and simple. A window in a wall, where light comes trough at day and raiders can be shot through at night.
Same protection as a sandbag, but cannot be climbed through.

~ Mass-Graves: Maybe a bit sadistic, but what better for striking fear in the hearts of the colony-folks, than an old-fashioned mass grave for raiders and other troublemakers. It coule, for example, hold 10 bodies and would be 3 x 3 or bigger. The single Graves just take too much space after a few hours and Lam the Oaf is not always eager to go out and burn those bodies from the field, especially when there are mines buried everywhere...

Thats it for now, hope some of this is actually interesting or usable.
Title: Re: Re: Your Cheapest Ideas
Post by: SilentDawn on October 23, 2013, 07:28:11 AM
My suggestions:

1. Wind farm - generates power from the wind, x3 output when a storm is happening.
2. Flag pole - one does not simply start a colony without a flag, right? (maybe add custom flag option later)
3. Ability to move a building or furniture by right clicking on it and choose "move". they object will be grayed out until you choose a location for it.
4. Trees!

Title: Re: Re: Your Cheapest Ideas
Post by: gigan on October 24, 2013, 03:22:46 AM
Morters/Artillery

I know it was said, dust storms.

guard towers.

Weather or other events that keep everyone trapped inside for a time.

Milk bags

old crashed ship hulls to explore and cave systems.
Title: Re: Re: Your Cheapest Ideas
Post by: m0n4rch911 on October 24, 2013, 04:12:41 PM
Incinerator - For dead bodies. Since i'm at my 90th day and i lost count of all the raiders i killed.. Probably 100+ already. My cemetery is bigger than my yard. 140 Holes filled up now. Either burn them like zombies or decompose them fast.

The wall maintenance bugs me a lot. An option for Wired Walls or Pure Wall would be a nice add. Atleast you can map out your Wiring more and not leave a mess of power conduits. Aesthetically speaking.

Attack Dogs. Better a dog dead than your people. More mayhem looking too.

Suicide bombers "Can be humans or remote controlled "Enemy": So even if you made a death trap, there's a chance your plan wont work and you have to engage on a fire fight even though you have walls all over. Again, more mayhem.

Recycling thing. Whatever you create or call it. It would be nice if there's a solution for the dump site. Recycling the rubles to make concrete or something to stock walls or something.

Maned Turrets. So even if there's a solar flare event during a raid. You can rely on heavy weapons for substitute.

===

Regarding the Pure Wall thing.

It's been easy ambushing the raiders. Smarter raiders would be nice. Like them ignoring your trap and target your walls instead to get in your base. Something like that.

Livestock. I know burgers are just murder. Since your trapped in the moon, muffalo burger replacement would be nice. Rather that Icky paste everyday.

Water. To make it more realistic. Everybody needs water.

Tunnelers " Enemy. Surprise attack when you have a base inside a mountain. When you progress long enough, those buggers starts appearing.

===

I noticed this looks like Prison Architect. Since that's the case. I found the blueprint layout great. For planning purposes. Mapping out your future base would make your gameplay more smooth on longer gameplay.

Aliens. Well, your not on earth anymore. Unknown planet. Insane aliens with laser guns would be nice.

===

Raiders can set up camp and build a base of their own. Instead of them attacking, you have the option to hit back and loot them instead.
Title: Re: Re: Your Cheapest Ideas
Post by: Raufgar on October 24, 2013, 09:53:23 PM
Would a rotatable game area/map be too much? I find that sometimes seeing things from a different perspective, even on a static map like Rimworld's, works wonders for tactical and planning considerations. An option to toggle it on and off would mean people who prefer their playing area to stay in one place thank-you-very-much will not be inconvenienced by it.

On another note, after reading all the requests for animals and animal husbandry to be added into the game, I would like to propose a small addition : Manure. Since the Muffalo is currently the largest animal in the game, and we have herds of them, having them generate manure that shows up on the ground should not be too difficult (either program in chance for a muffalo to "let it go", if successful a manure pile appears behind it; or simply have manure appear randomly inside and around a herd of muffalos.

Uses of manure is very broad, but game-wise, we can start of by having it provide increased food yields to fields in the form of fertilizer, and when dried a firestarter (outdoor campfire/incinerator anyone?)
Title: Re: Re: Your Cheapest Ideas
Post by: Fernadon on October 25, 2013, 05:57:38 AM
Thank you, Blitz.

More Cheap Ideas:  ;D

Functional Buildings: If there wil be rivers = hydroelectric power plants please, trap signal (entice unsuspecting space travelers to raid them),
Traits: Shy (Person don't chat & you don't know his/her other Traits), chatty (loves to chat and gives other persons additional bonuses, but works much slower (obviously ;D )), claustrophobic (don't like to be underground), militant (get fighting-bonuses, but become angry after a few days without a fight = lowers loyality),
Events: Beeing blackmailed by Mafia or a local raider-gang (something like: "invest" XXX Ore or gang will attack (a very cheap one ;-) )),  plague of insects (destroying potatoes  :'( ), and a 4th time: Crashed ship ... please
Misc: Alien (looking) Raiders, an old minefield (There are several signboards to define it. But in the centre of this minefield might be something very useful),
Title: Re: Re: Your Cheapest Ideas
Post by: Evul on October 25, 2013, 08:20:55 AM
This have been addressed some were before but i have a little system for it.

Salary:
If you want to make the colonists happier you can adjust salary of individuals from the overview menu. The happiness is improved by 1 each x of salary given to them. (Nobles expect to be well paid. ;) )

Personal Belongings:
Personal belongings this includes; clothing, models, books, hand held computers etc. are used by colonies and increase happiness. The player obtain these items are by the player to import them form a trade vessel or by the colonist to loot it from dead raiders. For the colonists to obtain these items they buy it from the stockpile or some kind of provider by the colonists. (Beware they might steal stuff if they lose it.)

The personal items are stored in rooms with furniture. Containers (Furniture, shelves, small desks etc.) or Personal lockers.

When a colonist store items they search for the containers inside the room firs then search for a personal locker some were in the base to store his or her items. (A colonist does not store items inside a container in an already occupied room.)


This might have been a slight more pricy idea then the topic says...
Title: Re: Re: Your Cheapest Ideas
Post by: FangoWolf on October 25, 2013, 02:14:10 PM
Low and High Gravity -
Low gravity colonists movement speed would increase and time between required feedings lengthened.

High Gravity colonists movement speed reduced and time between feedings shortened

Set 25% speed changes and 10% feeding changes unless it is easily scalable.
Title: Re: Re: Your Cheapest Ideas
Post by: FangoWolf on October 25, 2013, 02:55:59 PM
Off world Part

Complicated machinery can't be repaired or built without an offworld part.  The escape pods could be scrapped for 6 offworld parts, so starting out you would be able to produce 6 complicated items.
Title: Re: Re: Your Cheapest Ideas
Post by: m0n4rch911 on October 25, 2013, 03:20:40 PM
Hope this counts as Cheap Ideas. Hard to suggest if your not a game developer.

Interface Shortcut keys: For everything, if possible. Dunno if everyone would benefit though. For advanced players. So we can activate fast forward and maneuvering the buildings faster and more fluid.

Character Selection Remove Random and replace with Editing with Restrictions. So we won't mash Random when choosing characters.

Colonists Designate Perimeter by cell for Colonists. So we can prevent them from straying too far from the base. And get dirt all over the base too much.

Colonists Designate Guard and Patrol Waypoints. So when there's a Boomrat gone wild, we won't need to bother the other Colonists working within the Designated Perimeter and just let the Guard on duty deal with the security. Specially when the Colony's getting larger. Perfect for Assassins and Nobles.

Building Support Beams for Mining. So when mining a big area, risk of collapse can be prevented.


Krockobil. Randy Random does double pirate raids. Even three pirate raids. Experienced that often on my playthrough. I encountered 3 Groups of 20 raiders once, 3 waves in total. Hehehe. Good thing i have bombs all over the place.

Oh. Another thing.

An expensive large battery capacitor. Just to free space for developing colonies.

Please try and use the edit button instead of posting multiple times in a row within a hour. Thank you very much (-:
Ive edited your posts together.
Title: Re: Re: Your Cheapest Ideas
Post by: Reaver41 on October 26, 2013, 05:43:48 AM
Researches:
Gasmask V1, When researched all Units get equipped with a gasmask
It adds 10 procent more protection against weapons and Chemical weapons.
Gasmask v2: This will upgrade all units with a v2 version it has a small flashlight on it and it has 15 procent more protection.

Chemical Warfare: this will enable the following
Tin can of Dust: basicily its a homemade cheap grenade with dust in it with tremendous amounts of dust stuffed in it, it will stun the enemy for several second the seconds is random from 5-60 secs
Tear gas: More expensive can of dust, it will make the enemy (or anyone which gets hit by it) Stunned for 10-100 seconds or make the person pass out.

Sulfur Nade: This has a 30-40 procent chance of stunning for 5-10 secs, and it will give 5 damage a second.


Battle suit Extremely hard research and end-game research This replaces Gasmask and all other armors, It gives 100 procent more protection It has a better flashlight on its armor
Its model should be kind of randomized it would kinda look like this except more black and grey and brown and orange, like its rusted and old and not really painted, http://halo4nation.com/wp-content/uploads/2012/06/86Koe.jpg
Jetpacks
This explains itself, it makes you able to fly over walls (outside only) and rocks.
Tower turrets:
They are A tower with a turret in it, it has a much faster rate of fire but not as good accuracy and more expensive, and it can shoot over walls (only outside)

Opposite Colony, basicily its neutral units that will land at the other side of your base and start a base themselfs and take resources, they are able to be raided by you and raiders, there is a slight chance they are hostile and attacks you but they wont near your place unless they'll attack, you can also trade with them and such, but you wont be able to set homesite near them before they are killed off or captured, there is also a slight chance where you can get them to join you.

Molotov grenade turret this is a slingshot kinda turret that shoots off molotovs

Turret, this is like the normal turret except its as big as a standard lamp and can only be sat in walls and lower accuracy and damage but higher rate of fire

Flaregun: simple shoots a flare which lights a wide area of darkness, and have a chance to start a fire around it and burns anyone which gets hit.

Melee weapons: replaces any ranged weapon but increases damage here is a list of what should be included in rarity and damage

Pipe
Shovel
Wrench
Pocket knife
Knife
Combat knife
Plantation Knife (like a machete but smaller)
Kukri
Machete
Katana
Fire axe
Special melees:
Cattleprod (stuns after a few stuns makes a person pass out)
Heated Branding iron its lightly incendiary

Punji sticks: its like a mine but its reuseable like each time it an enemy falls in it someone has to go over and recamoflauge it
caltrops: its like punji sticks except not camoflauged and doesent kill instantly but rather just give a small amount of damage also not reusable but really really cheap
Robot vacumm cleaner it needs to be repaired once in a while and wont leave a building and can only be used inside a building

Scrap robots, those are Robots they cant fight or build they can only haul clean and cut stuff and mine, they need to get repaired by a scientist

Dogs, these are just, dogs, they help fight and cheers everyone and haul alot more, also can be used for suicide :(, rare and expensive can be breeded and sold, slave traders sometimes sell them for a high price too.

Weapon crafts table with this you can craft weapons its like research but takes longer and gives you one weapon of your choice Also you can unlock more by researching.

Custom Storyteller you can choose the priority
Debug mode Makes you able to start events and stuff manually
like you can start choose that a animal goes crazy and how many or if theres a eclipse or such

Random clothing
random colors
chooseable Clothing color, like yo ucan make all your  colonists have red clothing or such
diffrent clothings and such for diffrent types like oafs and assassins have diffrent clothing like assassins have hoods and trench coats or something like that

acid pools

Thinarium oil which can be found inside mines rarely which gives 8000 power output and can be used to get an expensive generator placed like the geothermal generators

also includes oil tanks which works like batterys except for oil

EDIT: oh yeah and rotting corpses if not putting them in gibbets or in graves they will rot and this will cause them to smell and such and this will make people very very mad and research branches you can choose permant branches to research in which will change your colony for example you could choose Military or Civilian branch (focus on military power or making a peaceful civilized still protected but civilized branch)
or Humane or Raider (raider makes people happy when you sell slaves or such, this inspires alot of fear, whilst humane makes people more happy and such) for example
also each branch unlocks unique reserachs  you can first progress to next branch when unlocking all researches
Humane > Civil > Trading > Mining > metal
(hence this will specialize my colony in beign a peaceful humane Trading colony focusing on metal.)


Title: Re: Re: Your Cheapest Ideas
Post by: DIEHARD24 on October 29, 2013, 04:25:08 AM
Hi all

1.Backpacs (more capacity for haulig, lower walking speed). Colonists may equip weapon or backpack, neiher both of them.
2. Turrets, piloting by colonists. 2 or 3 colonist managed turret. one of them aiming, second and third - reloading. if only one colonist hadle with turret, idcrease reload time. (maybe, take a lot of time to coding)
3. hardener walls (like standart, but no power conduit and double HP)
4. Bunker or some kind of that. Its a building about 3x3 squares with its own roof. Protection against gunfire like walls, but no protection from grenades.
5. bigger wersions of solar power plant and battery (surely, it should not be wery expesive :))

With best regards, Konstantin
Ukraine, Dnepropetrovsk
Title: Re: Re: Your Cheapest Ideas
Post by: letheus on October 29, 2013, 06:07:38 AM
and how about smoke inside buildings? e.g. if something burns inside your station, then the smoke could fill the rooms and damages the colonists, and you don't see anything, since its all grey.

how about water inside the rock? like an underground lake, that a) could provide water,  b) could flood your station when digged into, c) to cross it, you would have to build a tiny boat.
please, consider the underground-lake!

how about different currencies? the traders could have different ones, and there could be a changing value compared to each other. (i don't know the english word, but i hope you get what i mean) 2 or 3 different currencies would certainly be enough.

how about crystal-caves? they would be very rare, and maybe surrounded by hard rock, but then again, if you manage to get some, they offered a lot of value... (maybe combined with the underground lake, like the crystals would be on an island in the middle of that lake)

how about meteor-strikes? they would hit randomly, and either set stuff on fire on the outside, or maybe they could make the caves collapse. this leads me to the next idea:

how about earthquakes? they could make the caves collapse. or maybe just small parts of them, but some colonists get trapped inside?

how about lava? e.g. the mountain the players are digging in is sometimes volcano? so you had lava-streams underground that the player has to deal with and maybe eruptions of the vulcano itself

how about oil-wells? the colonists need to develop an oil-pump, and the oil well runs out of oil one day.

rabbits? tiny nice rabbits that are cute, eat your crops and can be shot. and eaten.

fancy creatures inside the rock? maybe a cave, that houses a fancy large snake? or something else?

are there already natural caves? if no, please consider them! just caves inside the rock that might be useful? they could be small, huge, and maybe connected with each other?

best regards,
Zeiss
Germany.
Title: Re: Re: Your Cheapest Ideas
Post by: LDShadowLord on October 29, 2013, 04:57:55 PM
Biomass Burners (Power Production)
Put in food, bodies or anything else combustable and get a small amoutn of energy back from it. Good for underground colonies with hydroponics!
uses no power but is quite costly

Grinders (Scrap production)
Put in weapons or debris/rubble and gain a small amount of scrap back from it
Uses a large amount of power and is relatively costly

Switches (Wiring)
cut off sections of your power system with switches. No need to individually turn off hundreds of items.
Uses: No power (Mechanical!) and is cheap

Wireless Walls (Building)
A standard wall but without wire already inside it (unconductive)
Uses: No power and is the cost of a wire subtracted from the cost of a wall (If plausible)

Reinforced Sandbags (Building)
Standard sandbags but with strong steel rebar inside of them. Units are much slower going through them and they are difficult to destroy.
Uses: No power and is 1.5 times the price of a standard sandbag

Incinerator (Utility?)
Toss useless bodies, weapons and other combustibles in here to be burnt to a crisp. Produces nothing of value. Designed as a way to rid you of useless items.
Uses: Some power and is cheap
Title: Re: Re: Your Cheapest Ideas
Post by: willow512 on October 30, 2013, 11:01:02 AM
Sorry for any doubles, 18+ pages now ;)
Title: Re: Re: Your Cheapest Ideas
Post by: BeefWizard on October 30, 2013, 11:11:49 AM
Title: Re: Re: Your Cheapest Ideas
Post by: Foul on October 30, 2013, 03:53:59 PM
Heres some hopefully cheap ideas, haven't read every page so apologies for repeats. I'm no programmer, just a massive dwarf fortress enthusiast, enjoy!

EVENTS
- Orbital bombardment, like a lightning storm except targeted by an enemy scout spawned on the map. I image a raiding party appears and instead of preparing to assault your base, you have to go after the enemy before they "lock" your base co-ordinates (as in, start raiding by staying put and attacking with precise lightning strikes).
- Moon ants. Build dump piles over ants nests (like geothermal holes), quickly decomposes corpses in pile. Also eats raw food lying about.
- Acid Rain event, corrodes outdoor electronics, maybe research to nullify?
- Moontrolls. Appear and act like an enraged moofolo, but much tougher and targeted by autoturrets. Essentially a forgotten beast like encounter out of Dwarf fortress.

RESEARCH
- Ventilation power conduit for caves. No fancy programming, just an upgrade that pushes air through the power conduit and reduces the cramped debuff in caves/rooms. Maybe dust storms could blow dirt into power ducted rooms in an event requiring cleaning.
- Solar lights. No power needed, weaker/expensive compared to powered lights. Lovingly targeted by raiders.
- Flavoured paste machines, progresively higher food use per unit but offering various moodlet buffs/debuffs. The strategy would be to toggle paste dispensors output, balancing food stores against desired buffs/debuffs.

RAIDS
- Open communications with raid parties (Perhaps by building a loudspeaker beacon). If social is high enough, non-combat interactions could be possible. Intimidate some or all of them away, demand the give up a slave, or weapon etc, or give into their demands via a trade screen like interface. Low social could force them into attacking sooner, or leaving and returning with a bigger raid party.
- Trained giant boomrat like animal appearing in rading parties. Maybe a Moofolo donkey bomb melee enemy unit, explodes when killed.
- Assasin disguised as Moofolo, no notification, cuts power wires and kills colonists. Reveals and flees when attacked.
- Long range Emp rifle units, disables turrets, detects and disables charges.
Title: Re: Re: Your Cheapest Ideas
Post by: CosmicKobal on October 31, 2013, 11:17:54 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!"

 




Title: Re: Re: Your Cheapest Ideas
Post by: Tournesol on November 01, 2013, 12:20:37 PM
Tournesol's End Game Content Package:

4 additions only, interacts carefully with each other and they are easy to implement. Coding: ~4 hours (all the key functionality), graphics: ~1 hour, play testing/balancing: lots  ;)

1. More colonists means more unhappiness: 1-5: no change; 6-10: -2 for each extra; 11-15: -4 for each; 16-20: -5 for each.
Ex: 10 colonists gives a constant -10 unhappiness, 15 gives -30 and 20 gives -55. Prisoners count little or nothing.

2. Advanced food dispenser: Uses 3-5x more food for each meal, uses 1200W, ~500 metal, gives +12 happiness, researchable (~10-20k)
Needed for larger colonies to manage happiness. Puts real pressure on food production, so you need several (~4) trained growers and a well designed colony with good transportation layout.

3. Superior beds, with blanket heating, air-condition and back massage: Gives +5 extra happiness for one day (slept well), gives +10 happiness for ~two days (has a nice bed), uses 750W, ~600 metal, very long construction time ~one day (if easy), needs frequent time consuming repairs (if easy), 2x2 size, researchable (~5-15k).
Again needed for larger colonies to manage happiness. Puts real pressure on power grid and repair, so you need several (~4) trained constructors and a colony layout that makes repairs easy.

4. Gardens of beauty (pot plants): gives +5 happiness while in same room, stacks 4 times, uses 25W, ~20 metal, requires lots of styling/gardening, dies slowly if unpowered (~2 days), 1x2 size, researchable (~10-15k), might make dirt when worked on (if easy).
The last mile of new happiness. Puts real pressure on artistic or gardening/cutting (pot plant fallback). Several (~2) trained colonists are needed to maintain them, with 4 each in 20 bedrooms. Possibly 1-2 colonists extra for cleaning up the mess.

--Done--

All 4 reuse elements and code that already exists, and should be relatively fast to implement :)
I also believe that the AI manager hardly *need* changes with this package. The happiness buildings and colony size has basic self balance properties, as bigger setbacks means you can turn off the expensive stuff.

The total effect happiness effect is balanced so that at 20 colonists and all new buildings gives +0 happiness.
This imposes 'Gardens of beauty' everywhere in the base however. So, even with peaceful settings getting 20 colonists is supposed to require good planing.

The happiness modifiers, food usage, repair time and energy usage are semi-guesses.
Hopefully the package is somewhat balanced in the resources needed. Each element taxes different skills, and has varied resource requirements.

Also great stories are possible!:
When raiders attack during a solar flare you have to arrest many "trouble makers" (reducing number of colonists).
However after the battle you have lost several skilled gardeners, but have 3 new raiders captured.
On this dark day you arrest some of your own assassins that can't grow food, and take in the captured people.
As food supply drops with the half trained growers, you sell your arrested assassins to buy a stockpile of food.
With the colony safe from starvation you let the new guys train growing, and start patching up the new defences  :)
Title: Re: Re: Your Cheapest Ideas
Post by: jjgoldman on November 01, 2013, 01:15:35 PM
How about guns suitable only for emplacement.  Larger than personal weapons, but needing to be "assembled" and fixed once assembled.  As well unlike the autoturret, would require a colonist (or two?) to operate.
Title: Re: Re: Your Cheapest Ideas
Post by: Pioneer on November 03, 2013, 07:12:06 AM
I've read this forum more or less attentively, but could not find what I'll sujest below. So:
1. Slaughtered animals like muffalo drops 1 unit(s) of foodstuff (or more till 5 - it can be depends on combat skill of colonist, who kills an animal). It would be nice to get more "usefull" muffalo.
Maybe later it will more different foodstuff with different nutrition and taste to satisfy colonist's needs.
******Optional*******
for carpet making it will be very nice to use muffalo's wool.  ::)
********************
2. Remove "stockpile area". Instead of it create storage furniture (as an equipment rack, but separately for food and materials. Each has a finite amount of things stored in it. Also, improved food storage furniture(or simply refrigerator) can use electricity to prevent food spoilage). IMHO, this can be very helpfull to plan your own storage  according to landscape and colonist's needs.
3. Mining or garden tools and other usefull equipment. I think, it is not very complicate. For example - shovel or pickaxe  uses weapon's slot.
4. Workbench. Yes, for crafting tools or even weapons. (so it can be necessary to create new skill = "crafting". Higher skill = higher speed of crafting).
5. Fire extinguisher. Man, yesterday I lose 8 colonists in fire caused by short circuit :'(. This would not happen again...

Title: Re: Re: Your Cheapest Ideas
Post by: samtarling on November 03, 2013, 08:31:56 AM
Having to "deconstruct" buildings/items instead of just selling them
Title: Re: Re: Your Cheapest Ideas
Post by: Leird on November 03, 2013, 02:54:08 PM
Be able to choose if you want a room to be roofed or not. It would be cool to be able to... Let's say you want to wall in you solar panels and grow plots to protect against raiders and animals, would be pretty cool to be able to do that!
Title: Re: Re: Your Cheapest Ideas
Post by: Farden on November 03, 2013, 04:41:46 PM
Hi there, quick suggestion : rain should clean the blood traces on the ground! After all, water is quite good at cleaning stuff, right?
Title: Re: Re: Your Cheapest Ideas
Post by: cappie on November 03, 2013, 04:57:32 PM
I have several suggestions:

#cheap features (1-2 hour(s))
- Mines (the types that go BOOM), based on the blast things, but then with a different icon (small blinking led in the dirt).
- Make 'repairing' a separate task instead of having it part of 'construction' (already included in changelog of Nov 1st 2013, thank you!)
- Upgradeable turrets (just use the repair animation on it, but increase the turret's hitpoints in exchange for some metal). Also, have the last upgrade level (400% hitpoints, but lower firing/tracking rate due to armor weight) cause the turret NOT to explode anymore, but costing about 4x as much as a normal turret in the end)

#less cheap upgrades (3-4 hours)
- Add startup time before electronic devices are active whenever they're built and/or (re-)powered.. devices like turrets or communication arrays.. timers ticking down while you are REALLY in a bad situation are great story telling plot helpers :)
-- Add a research options to 1) reduce startup time 2) install a new OS on your devices for quicker startup and/or more features (windows vs linux) 3) replace hardware on your devices (like an SSD upgrade to your HDD, but then 10.000 years in the future).
- Mass graves for raiders with massive penalty whenever colonists see an ex-colonist in there, but using way less space than normal graves, also, add an option to set it to fire to get rid of the corpses and use it again after the fire has emptied it. (the smell could upset people with a weak stomach)

#bugfixes (full day perhaps? I dno..)
- Maybe a quick bugfix for your pathfinding which seems to cause massive slowdowns after un-forbidding a bunch of items: whenever there are more than 'n' number of items that trigger the pathfinding algo's, just calculate the pathfind to the closest item, do not pre-calculate the other paths.
Title: Re: Re: Your Cheapest Ideas
Post by: Nasikabatrachus on November 03, 2013, 07:13:24 PM
Building on the notion of two groups landing and fighting each other in the midst of the player's colony, I suggest an AI Director event (with a frequency of once or twice per colony) in which a traveler enters the map from one side and is shortly followed by raiders/pirates/bounty hunters attempting to kill or capture the traveler while the traveler attempts to escape through the opposite side of the map.

The decision of whether to intervene on the traveler's behalf presents an interesting choice to the player: either adopt an aggressive approach in order to gain a new colonist at the risk of losing one or more current colonists or let the opportunity pass by. This would also contribute to the Wild West feel of the game.
Title: Re: Re: Your Cheapest Ideas
Post by: Pendryn on November 04, 2013, 03:31:07 AM
Just tossing some thoughts out there. As I am not a programmer I have zero idea of whether any of these would be considered cheap as I have no reference for the length of time it would take to code them.

Perhaps when you initialize your colony, how about when your survivors arrive, some less fortunates arrive as well? Maybe have them be special items in the game that don't generate any unhappiness and decay after a day or so. Purely cosmetic.

How about some corpse decay? As the only way to prioritize corpses in manually, perhaps nature on this strange new world includes really go bacteria that'll break down corpses in, say, 5 days or so?

How about a Colony Leader? After a few days your current colonists elect one to be the leader, probably at random. That individual would give a temporary boost to, say, happiness, or perhaps a work efficiency boost. She is so inspiring. She wouldn't need a personal boost as she has a badge of office. If she dies, a new one would be elected among the survivors in a matter of days.

I believe I saw someone mention terraforming somewhere. Ain't a shabby idea.

How about natural caves? Basically per-generated mined out paths into rock sides, maybe with surprises awaiting an explorer? Just a though.

Blast Doors and other Hardened Structures couldn't hurt, right?

Maybe if larger maps are introduced, a Fog of War could be too, that way raiders could be lurking in the unknown and so it would be harder to determine the direction of an attack unless a scout was sent out. And on that note...

Raider Bases! Perhaps raiders could build their own mini bases? A few sandbags,  a turret or two. This would give them a point to strike from, and a point to retreat to to lick there wounds and plan a second strike?

Raider Reinforcements. Send those baddies in waves! True Carnage!

And of course more gear, Miner's Hats, Flashlights, whatever, just more.

And that's all. I'm spent. Enjoy it or ignore it.
Title: Re: Re: Your Cheapest Ideas
Post by: BlueLight on November 04, 2013, 01:14:54 PM
Hello. As someone that likes systems that allow me to creatively think of solutions to problems, i hope to give some cheap ideas. I must warn you, that when i'm thinking of ideas (even for my own projects) i normally can't formulate a clear grammatical sentence(s) of what i'm thinking of.

One that a few people have suggested is basically basically a switch. The way i see it, it should act like a wire in nearly all ways if it is active. If not active, then it wouldn't have most of the wire traits. if you have a mass wire termite infestation then they will not harm anything on the other side of a switch if the switch is inactive.
This seems like you could easily do it with a if else statement. Just check if a variable is true and then run the wire code, else run the !wire code.

I'd like traps; more exactly i want fire traps.
I was thinking of a trap when powered, would ignite a fire at it's location. This fire would only light things directly on it; or within a one block radius for 10 seconds. (We don't want this to be overpowered. This should prevent people from completely gaming the system. It's more of an obstacle than a instant win button). I was also thinking of making this a complete power drain, where having one of these devices on for 5 or 10 seconds will drain 1 battery completely dry. The AI will treat this device when active as a normal fire. When anything is lit by this device, it lights it up with a normal fire. It could also be used to light corpse on fire.

These ideas could be more complex depending on how you coded things. Having special circuits that require 2 inputs(power supplies) to power one output. Basically a "and gate". The complex thing, assuming that you're able to easily detect 2 input having above 0 power, is figuring out if you have enough power from both inputs for the devices on the output. I guess you could treat the and gate circuit as a normal wire if you have power from both inputs. I suggest this because it opens up basic problem solving that the player can do on their own and won't have to use a magic fixit building that does the work for them.

A pressure plate. It will supply a wire with 1 extra power if a person, corpse or rubble are on top of it.

Sorry if these aren't cheap but these ideas seem easy to implement in my pseudocode mind. Doesn't help that i normally make turn based projects that use a grid(Literally a grid... well the last one was a grid of arrayList) for the map.
Title: Your not so cheap ideas.
Post by: Semmy on November 04, 2013, 03:18:58 PM
This topic is for the ideas that take more time to create.
I will merge some posts out of the cheapest idea topic towards this topc.

Hang in there its alot of work.


Not so cheap ideas are ideas that for instance require a complete new system.
Title: Re: Your not so cheap ideas.
Post by: W1Z25 on November 04, 2013, 03:28:56 PM
co-op/multiplayer support
Title: Re: Your not so cheap ideas.
Post by: Nabobalis on November 04, 2013, 03:36:26 PM
All of the ideas that are on the kickstarter page!

Inventory screen for all characters and thus weapons and armour etc.
Title: Re: Your not so cheap ideas.
Post by: Kyle on November 04, 2013, 03:57:24 PM
Quote from: W1Z23 on November 04, 2013, 03:28:56 PM
co-op/multiplayer support

Wouldn't support co-op or multiplayer. Could be taken advantage of way too much to make it unfair for certain players.
Title: Re: Your not so cheap ideas.
Post by: W1Z25 on November 04, 2013, 04:08:28 PM
im sure with enough coding it could happen
Title: Re: Your not so cheap ideas.
Post by: Produno on November 04, 2013, 04:45:34 PM
Quote from: Nabobalis on November 04, 2013, 03:36:26 PM
Inventory screen for all characters and thus weapons and armour etc.

This ^^ Adding more information on this screen aswell to really get us involved with our colonists.
Title: Message levels
Post by: Cassey on November 05, 2013, 01:49:39 AM
Perhaps some control on message levels?

My crew is trained to put out fires ASAP, all those "short circuit" notes get a bit overwhelming.

Maybe Informative and Action classifications at a minimum?
Title: Re: Your not so cheap ideas.
Post by: willow512 on November 05, 2013, 04:01:22 AM
Tynan, in one of your earlier projects you had implemented oxygen. How about putting that back in? :) Because the idea is really awesome. Make rooms hold oxygen and lose oxygen when doors are opened, doubly so when those doors are unpowered. Give colonists a decreasing amount of oxygen when they pick up their suits. Ruptures in walls would be way more problematic.
Title: Re: Your not so cheap ideas.
Post by: Sky_walker on November 05, 2013, 05:07:08 AM
Yea, oxygen would be great. It'd force you to invest in ventilation system while building caves and make them less desirable than now (right now caves are basically be-all-end-all of protection).

It could also lead to some nice events - like air poisoning - where you'd use O2 tanks to protect your colonists. And thanks to this we could discourage people putting graves/dead animals in buildings (they'd poison the air).
Title: Re: Your not so cheap ideas.
Post by: GC13 on November 05, 2013, 11:01:59 AM
Alright, if my second and third Cheapest Ideas posts are in here, then I think just about everything in the thread belongs here...
Title: Re: Your not so cheap ideas.
Post by: Greski09 on November 05, 2013, 12:36:40 PM
I think I want gundams or giant mechs, huge projects that when finished give you superior edge over everything
Title: Re: Your not so cheap ideas.
Post by: Reaver41 on November 05, 2013, 02:34:18 PM

PLEASE READ TYNAN ITS ACTUALLY A REALLY COOL IDEA...
USMC Troops they drop down in droppods at your place they work like raiders, except they will take over your base and you can control your workers and such normally and protect you however they will confiscate all weapons and such but they force yo uto work for them, then they will basicily control what your workers build as such taking over your place, (you can still control your workers and such and get them to move around and possibly steal weapons or such while guards arent looking the riot. and then they will make your workers build for example a building where the soldiers can sleep and live and such (workers cant enter due to a lock or such) and then your workers are opressed and such.