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Messages - Darth Fool

#256
Ideas / Re: Your Cheapest Ideas
April 15, 2014, 06:46:23 PM
A button to take you to where fighting is happening.
#257
Stories / Re: Isn't the map big enough?
April 15, 2014, 10:16:10 AM
Yes, and landing through roofs that don't collapse is a little odd....
#258
Ideas / Visitors with a mission
April 14, 2014, 08:21:37 AM
I like the new faction system a lot, but like all good things it leaves me wanting more.  Specifically, the other factions visiting seems largely pointless unless they are raiding you.  I would like to propose giving every visitation a mission.  Raids would then just be one sort of mission.  It would then be possible to ask other factions for a specific type of help.  Similarly it might be possible to send your own people on missions to neighboring colonies.  The missions might  be Hostile, selfish, mutually beneficial, or altruistic.  Possible missions might include:
Hostile:
Slave Raid: Capture slaves.
Stealing:     Get Silver or other items.
Killing:        We really don't like you...
Cannibilism:We really do like you, especially for dinner....
Scouting:    Examine Defenses, look for local resources worth getting, etc... But run away sooner if attacked.

Selfish Missions:
Foraging:    Harvesting food from plants or lying around on the ground
Hunting:     Killing local game for meat. 
Mining:       Mining and Retrieving metal
Passing Through:  Nothing to see here....
Vacationing: Requires beds marked for visitors (not just prisoners) and expect to be fed.

Altruistic Missions:
Building:     Help build colony projects
Working/Crafting:     Staff the crafting tables
Research:   Staff the Research Bench.
Gift:           Send Food/Metal/whatever....variation on the trade mission.
Medical:      Heal colonists (useful if you don't have a doctor.)
Defend:      Protect the colony from outsiders. (Send better armed/skilled fighters who expect to be wounded and therefore, less damage to relations if one of the visitors is wounded/killed.)

Mutually Beneficial Missions:
Trading:      Transport agreed upon goods, perhaps tied to one other mission (come build for 1 day and we will give you 100 silver...)

I also can see this as a way to change perceptions of factions over time.  The success of a mission combined with the health/happiness of returning visitors could be used to effect relations with other colonies.  Similarly sending your own colonists on missions could change the relations for better or worse.  I imagine some of this would be more interesting with the ability to mark some beds for visitors, allowing them to stay more than just a day (or be rescued if wounded, as suggested elsewhere).

To generalize, missions might have the following (possibly random or modable) characteristics:
Name, Required Skills(of characters sent on mission), Required Goods (to be carried by characters),Expected Goods(to be returned with the characters),Time Limit, Activity(What to do while on the mission)

I don't think this qualifies as a small suggestion, as it would require several changes to the AI, but I think it would add significantly to the story elements of the game.  Thoughts?