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Messages - suppowjoe

#1
Ideas / Re: Your Cheapest Ideas
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. 

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* 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. 

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* 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. 

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* 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. 
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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