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Messages - Soupy Delicious

#91
Ideas / Re: Your Cheapest Ideas
July 04, 2017, 04:10:19 AM
Quote from: DariusWolfe on July 03, 2017, 11:28:59 PM
I disagree pretty much categorically with Soupy Delicious (though, okay, some of the ideas would be more work than is implied in "Cheap").

Oh, do you?  Well I'd much rather you try and convince me that they're not all 'me want it be easierer' type suggestions... or what some incorrectly call quality of life changes (more like quantity of life, innit)

I've got a pretty good suggestion coming right up, if anyone's watching, and I think it would please most people: a toggle, or something, to virtually hide the existence of another running colony (say, if you have an empty "Hunting Grounds" whose notifications you don't need to see or hear; hide it)
#92
Ideas / Re: Your Cheapest Ideas
July 03, 2017, 10:43:10 PM
Quote from: Crow_T on July 03, 2017, 10:51:24 AM
Some refinements:
When creating a bill you get a pulldown of items to make, it'd be nice to see what resources are required in the initial list. Currently it is pick an item, then go into details.

Research item details should not only include what previous research is needed, but what level skills are needed to actually use the research.

An ability to compare multiple things side by side, be it colonists, weapons, items, etc. whether equipped or not.

The ability to create named waypoints that can be jumped to on the map, eg. ambrosia sprouts, Home, dangerous feeling, etc.

When an animal goes crazy it'd be nice to have it marked, or have the ability for the player to mark them- one can lose track of them pretty easily.

Edit: forgot one, the ability for Wardens to lock doors to keep other colonists out of areas.

Hey guv. Don't want to be mean, but most of your ideas would probs take a lot of work, and they're also barely worth it. I wouldn't call them refinements either, but instead concessions to the ever present addiction to convenience.
#93
Ideas / Re: Your Cheapest Ideas
July 03, 2017, 02:08:39 AM
Here's a cheap idea that would most definitely add some more intricacy and risk/reward to surgery.  When I first went to install a peg-leg I was waiting for a mildly prosperous period in my colony so that the soon-to-be-pegged colonist could recoop with no worries.  There was no recoop period (unless, of course, the surgery goes wrong).  Installing a prosthetic should incur a period of healing afterwards. 

That would add a lot :)