I understand what you mean about making one suggestion and discussing it, i was essentially just throwing a bunch into the mist for others to think on and start discussions themselves.
When I suggested the ideas, i perhaps didn't explain them as thoroughly as I might have:
-Fake merchant- thought it would be an interesting raid type is all, and it wouldn't really be a "tedious grind" but it would make you pay more attention to the names of factions and their relationships with yours. I can't speak for everybody but I have no idea the exact relationship and names of the factions i currently have so I had thought it would be a good concept to make you pay more attention.
-Scar pain- Good point but I was thinking more on the premises if you had a scar on your finger for 10 years, you would have learnt to deal with it, especially if it was a minor one, not that it hadn't healed properly.
-Reusable drop pods- When it lands it doesn't destroy itself and has to be reinstalled back at a launchpad to fire again, therefore still using fuel and manpower. This would essentially be more beneficial in the long run if you had to maintain a continuous supply line between bases but didn't have 80 steel and a component to spare each time.
-Harvesting organs- I hadn't thought about it in that way.
-As for hunting alert, I was just annoyed when my small animals got attacked and then instantly killed, giving no time to react. I didn't know that it had a reason behind it.
-I wasn't aware there was an issue behind balancing melee and ranged. I had suspected that there was something behind it but never bothered to find out what, the "Simple sidearms" mod was what made think it would be a good idea.
I have installed mods, some of which i added to this because i'd like it to be part of the actual game for other people.
I'm surprised you didn't comment on "shooting to kill and maim".
Also thanks for the criticism (if a bit harsh) because this is the first time I've been bothered to suggest ideas for a game.
When I suggested the ideas, i perhaps didn't explain them as thoroughly as I might have:
-Fake merchant- thought it would be an interesting raid type is all, and it wouldn't really be a "tedious grind" but it would make you pay more attention to the names of factions and their relationships with yours. I can't speak for everybody but I have no idea the exact relationship and names of the factions i currently have so I had thought it would be a good concept to make you pay more attention.
-Scar pain- Good point but I was thinking more on the premises if you had a scar on your finger for 10 years, you would have learnt to deal with it, especially if it was a minor one, not that it hadn't healed properly.
-Reusable drop pods- When it lands it doesn't destroy itself and has to be reinstalled back at a launchpad to fire again, therefore still using fuel and manpower. This would essentially be more beneficial in the long run if you had to maintain a continuous supply line between bases but didn't have 80 steel and a component to spare each time.
-Harvesting organs- I hadn't thought about it in that way.
-As for hunting alert, I was just annoyed when my small animals got attacked and then instantly killed, giving no time to react. I didn't know that it had a reason behind it.
-I wasn't aware there was an issue behind balancing melee and ranged. I had suspected that there was something behind it but never bothered to find out what, the "Simple sidearms" mod was what made think it would be a good idea.
I have installed mods, some of which i added to this because i'd like it to be part of the actual game for other people.
I'm surprised you didn't comment on "shooting to kill and maim".
Also thanks for the criticism (if a bit harsh) because this is the first time I've been bothered to suggest ideas for a game.