Your Cheapest Ideas

Started by Tynan, October 09, 2013, 12:17:07 AM

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nomadseifer

A raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world.  Assuming he has a sniper rifle?   
Love of an Idea is love of god - FLLW

Hypolite

Quote from: nomadseifer on October 11, 2013, 07:24:03 PM
A raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world.  Assuming he has a sniper rifle?   
You can also post this idea in the thread about new types of raids :)

Spike

Quote from: SpaceEatingTrex on October 11, 2013, 07:44:22 PM
Rough Terrain - Barbed Wire is an artificial structure that slows movement, should there be a natural terrain that slows movement?

Already exists. :P  If you look closely at the videos, you can see that various terrain has movement penalties... sand, debris, all already works that way.

Tynan

Nonlethal weapons is one of the best ideas in this thread so far :)
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Hypolite

Breaking: Dildos in RimWorld!  ;D

nomadseifer

A Trader who sets up a contract deal with you.  X money up front for Y amount of some resource every week for 10 weeks.  You break the contract, trader sends a raid to take whats owed, with interest.  Not sure if that would require an extra mechanic.  Seems easy enough to me :)
Love of an Idea is love of god - FLLW

SpaceEatingTrex

You know what's cheap? Data Entry! I was watching Blitzkriegsler's LP and noticed things like Mineral has Health but doesn't say it can be mined for Metal. Just UI-wise there doesn't seem to be a way to tell the difference between Mineral and Rock. Similarly when selecting things like Muffalo it tells you what the Muffalo is doing but not what a Muffalo is.

I think having a "description" field in the display when selecting things would be a valuable, cheap addition. For example, Mineral's description could say "This can be mined for metal" and a Muffalo's could be "A large herbivore". These descriptions could help new players get acclimated to the game. Also, if you wanted to get fancy you could parametrize the descriptions to make them different for different instances of a thing (like having fat/thin, large/extra large, wooly Muffalo).

IdeaBoy

Instead of running away the raiders could feel hopeless and just give up they would put there hands up (too circles around there body in the air) and wait for you to capture them or kill them.

Conti027

#98
When something crash lands sometimes there are survivors.

Being able to decided on what priority of the stuff the colonist do, able to set that priority different for each one.

Dejix

I noticed lightning rod as a suggestion somewhere but what about lightning farming or harnessing? There is a lot of juice in one of them Zeus bolts that could power some nice stuff.

StarGazer

Quote from: Tynan on October 11, 2013, 07:55:52 PM
Nonlethal weapons is one of the best ideas in this thread so far :)

On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!

salt1219

Quote from: StarGazer on October 12, 2013, 07:20:44 AM
Quote from: Tynan on October 11, 2013, 07:55:52 PM
Nonlethal weapons is one of the best ideas in this thread so far :)

On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!

if we eventually get to raise animals, being able to lasso them and bring wild ones to your pen would be useful.
hopefully in the next few builds muffalo and squirrels will provide meat.

salt1219

just thought this one up.

dense vegetation:
it works like a man-made wall in that its impassable, casts a shadow, can be burnt down.
they would come in clumps and be naturally occurring, colonists can remove them with the cutting plants option.
maybe even let them be a plant-able item.

this could work as a cheap wall that pirates need to burn down or just a cool cosmetic feature. (hedge maze anyone?)

Ember

micro solar panel
a smaller solar panel that takes less space than the ones already in game

thinking that either 4 or 9 of them take up the same space as a large but wont ever produce more power combined than a large.
could also make the large one research-able and the small ones available at the start

salt1219

Quote from: SpaceEatingTrex on October 12, 2013, 02:58:12 PM
Animals spawn food when killed - I've noticed watching LPs that player can bury Muffalo corpses, but other than that and psychotic animals there doesn't seem to be much interaction with wildlife. If animals spawned food on death it could make hunting a source of food. It also sets up for a future introduction of different types of food, like vegetables and meat.

Sims-style speech bubbles - Tynan has written a number of blog entries about game design, and in this one titled "The Simulation Dream" he mentions the effect conversations in The Sims series have on players. Should we use the same kind of thing when Colonists talk to each other, with a speech bubble and some image of the conversation topic inside? That wouldn't have to change any behavior, just display extra graphics.

Chemical/Persistent Fires - Fires that don't extinguish unless a colonist puts them out.

I read that article too.  i think the thought/speech bubbles should be a mix of symbols and emotes.
that way you can get a idea of what they are talking about and a way to instantly recognize their mood.

emotes -happy, sad, hurt, scared, bored, tired.
cloud/sun -talking about the weather
hamburger -hungry
skull -danger/death

just a few ideas, great idea SpaceEatingTrex