I've played a TON of Rimworld in the past 3 weeks and its been a blast but now I have a few basic idea's that I feel would make some parts of the game less tedious and bothersome.
1. Distinguish between naked corpses and apparel wearing corpses in the stockpile zone menu and crematorium bill menu. This would allow a zone for storing clothed corpses to be placed in your base without a colonist trying to cremate or bury the clothed ones if specified not to then allowing you to strip them at your convenience in your base without worrying about a colonist cremating them.
2. Eating settings. Often I have colonists running out into the wilderness to eat a packaged survival meal that I only wanted hauled because they always prioritize eating the more valuable meals. in terms of survival and stocking for hard times it makes much more sense to save the meals that aren't able to rot as well.
3. Colonists shooting weapons with burst shots should either stop firing when their target is dead/incapped or change to another target if available. This would also result in more injured enemies and less that went down injured and then died to the next 20 rounds of a minigun still firing at their position.
4. Adjustable firing delays on turrets. Having a choke point and a bunch of turrets that all turn and fire at the first guy through is highly ineffective. If we could have delays upon targeting from fresh cool down (to keep the delay from occurring if the turrets have constant targets over continuous cycles of firing and reloading) it would makes defenses much more useful. Lets say increments of .25 sec for example.
5. A colonist set on a task should complete all of that type of task within a user set radius. For instance - A fire starts on some power conduit far out in the wilderness near a geo-generator. Instead of having one colonist go out for each square of spreading fire (and this continuing as the fire spreads without me micro managing) lets say for firefighting I have the job complete radius set to 3 so the first colonist who takes on the task of fighting the fire reserves all the squares of firefighting within 3 radius of the one being beat out. Same would go for harvesting etc. So that Colonists are much more efficient with their time and spend less time walking long distances to do just one block of a task while there may have been another colonist there doing the same task all along. This could be static radius from the first reserved or updating to a radius around each new block that's being worked on.
I've likely missed a few I was thinking of earlier. I always notice them when I play a bit and I need to start jotting them down when they come to me.
Below are just some other suggestions I personally think would be nice to see but don't involve gameplay management specifically.
1. Shooting ability effecting reload time and range.
2. Outposts that colonists can climb into to shoot over obstacles (but not anything with an overhead mountain roof etc) with a bonus to their shooting range
3. Explosions causing potential shrapnel outside of blast radius.
4. Physical factors determining haul ability and amount able to be hauled such as strength and age. A trait example like Strong Back (+25% haul amount and haul speed)
5. Colonists danger awareness. Something to keep colonists from walking right into places they know are under fire/targeted by friendlies, (so many hunting accidents, always gotta keep an eye on them) say a radius of 2 around friendly targets.
6. Ability for multiple colonists to haul materials to a single large job such as a geo generator.
7. Attackers splitting up, stealing supplies, sabotaging assets etc
8. Projectiles having chances to hit trees if they pass through trees on path. A chance for each tree square passed through
9. Intimidation techniques. Propaganda (Speakers trying to convert some enemies to traitors)
10. Breedable attack dogs (others animals maybe as well) Mechs/robots for defense and hauling and maybe some other simple jobs like tree cutting etc.
I finally just realized I have way to many idea's and likely many of these have already been mentioned tons of times. I just have such high hopes for this game I know it's gonna be very successful for Tynan once it hits steam.
I feel with all the great mods coming out with cool in-game content the most important stuff is streamlining the AI, expanding on game progression/challenge and working on the other interesting parts of the game that we all know are gonna come (world map interaction I'm looking at you)
I'm so excited to see Tynan as the next Notch or Redigit!
1. Distinguish between naked corpses and apparel wearing corpses in the stockpile zone menu and crematorium bill menu. This would allow a zone for storing clothed corpses to be placed in your base without a colonist trying to cremate or bury the clothed ones if specified not to then allowing you to strip them at your convenience in your base without worrying about a colonist cremating them.
2. Eating settings. Often I have colonists running out into the wilderness to eat a packaged survival meal that I only wanted hauled because they always prioritize eating the more valuable meals. in terms of survival and stocking for hard times it makes much more sense to save the meals that aren't able to rot as well.
3. Colonists shooting weapons with burst shots should either stop firing when their target is dead/incapped or change to another target if available. This would also result in more injured enemies and less that went down injured and then died to the next 20 rounds of a minigun still firing at their position.
4. Adjustable firing delays on turrets. Having a choke point and a bunch of turrets that all turn and fire at the first guy through is highly ineffective. If we could have delays upon targeting from fresh cool down (to keep the delay from occurring if the turrets have constant targets over continuous cycles of firing and reloading) it would makes defenses much more useful. Lets say increments of .25 sec for example.
5. A colonist set on a task should complete all of that type of task within a user set radius. For instance - A fire starts on some power conduit far out in the wilderness near a geo-generator. Instead of having one colonist go out for each square of spreading fire (and this continuing as the fire spreads without me micro managing) lets say for firefighting I have the job complete radius set to 3 so the first colonist who takes on the task of fighting the fire reserves all the squares of firefighting within 3 radius of the one being beat out. Same would go for harvesting etc. So that Colonists are much more efficient with their time and spend less time walking long distances to do just one block of a task while there may have been another colonist there doing the same task all along. This could be static radius from the first reserved or updating to a radius around each new block that's being worked on.
I've likely missed a few I was thinking of earlier. I always notice them when I play a bit and I need to start jotting them down when they come to me.
Below are just some other suggestions I personally think would be nice to see but don't involve gameplay management specifically.
1. Shooting ability effecting reload time and range.
2. Outposts that colonists can climb into to shoot over obstacles (but not anything with an overhead mountain roof etc) with a bonus to their shooting range
3. Explosions causing potential shrapnel outside of blast radius.
4. Physical factors determining haul ability and amount able to be hauled such as strength and age. A trait example like Strong Back (+25% haul amount and haul speed)
5. Colonists danger awareness. Something to keep colonists from walking right into places they know are under fire/targeted by friendlies, (so many hunting accidents, always gotta keep an eye on them) say a radius of 2 around friendly targets.
6. Ability for multiple colonists to haul materials to a single large job such as a geo generator.
7. Attackers splitting up, stealing supplies, sabotaging assets etc
8. Projectiles having chances to hit trees if they pass through trees on path. A chance for each tree square passed through
9. Intimidation techniques. Propaganda (Speakers trying to convert some enemies to traitors)
10. Breedable attack dogs (others animals maybe as well) Mechs/robots for defense and hauling and maybe some other simple jobs like tree cutting etc.
I finally just realized I have way to many idea's and likely many of these have already been mentioned tons of times. I just have such high hopes for this game I know it's gonna be very successful for Tynan once it hits steam.
I feel with all the great mods coming out with cool in-game content the most important stuff is streamlining the AI, expanding on game progression/challenge and working on the other interesting parts of the game that we all know are gonna come (world map interaction I'm looking at you)
I'm so excited to see Tynan as the next Notch or Redigit!