Your Cheapest Ideas

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

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mrofa

Save data of colonist lunched in ship ( cloths/equpments/skills) and add ability to use them on next new game
All i do is clutter all around.

TheGamingNebula

Make power conduits less easy to see, like put sand or dirt covering them a little bit but still see them when placing things.
Also put vehicles in the game with the mechanics being the walking speed but with a different animation.

Nasikabatrachus

I think it would make sense if guns limited movement speed, not just clothing/armor. I mean, a minigun would probably be pretty heavy, right?

N-Tempest

I'd like to suggest some kind of drug production. some kind of 'happy pill'.

That, or a way to STOP MY PRISONERS BREAKING DOWN AND KILLING EACH OTHER!
Seriously! I can't describe how annoying it is that i've lost three prisoners to one unstable sumvavitch!

Roof-Lighting. something that illuminates a room and takes a little power, but nothing you could grow with

waterproofing research for sun-lamps (if nobody else has suggested this, then i'm shocked... but i wanna add a +1 to the list)

Packed lunch. The option for a collonist to take a lunch-box instead of a weapon. carries one meal / food heap

the option to 'rescue' a stranger from an escape pod... why take them prisoner? aren't they from the same ship? "Hi, I'm Russ from E-Deck. Can't remember me? that's ok. I'm taking you prisoner. How's the family?"

Animal pens / lures / breeding and farming options (milking?)

Entertainment systems (EG, music device. prioritise to exchange time for happiness)

the ability to prioritise sleep and food (colonist. Serve thy self)

Also; FIRST REAL POST. Hey all.

mrofa

#934
Changing  Package survival meal priority, so colonist wont run to eat it thrugh entire map even when they got a meal ready in base.

Stacking apparel of the same kind ( color dont know, depends if there will be dye`s , if they are planed then color dont matter while stacking )

After beating sige raiders turning thier sandbags and mortars ( the ones that are left ) to colony so the can be sold and their resources reuse.

Ability to for colonist to get atleast some bonus from envoirment beauty while sleeping, since at the moment thers no point of throwing anything in the room beside lamp and bed.
All i do is clutter all around.

ogto

i'd like a way to prioritize certain jobs, like construct something, gather something, etc. maybe when selecting something to build or to do, you can use one of three priorities.

also i'd like a way to gather certain clumps of stuff that is not necessarily haul-able, like a gathering of metal, without having to prioritize each individual pile of metal.

AstronauticalFerret

Here's a cheap idea.  Modular Science Platforms with different equipment sets that can be installed and harder to gain research. Same thing as droids I guess but more for researching.  Example- Space junk lands nearby, you don't know if it's unstable or not so you can use a rover to evaluate it through scanning and probing mechanism that you've installed(researched) on it. The Rover then collects data and when it comes back to a "Rover Diagnostics and Data Recovery" station you gain a boost in whatever research the random space junk would carry on it.

Great idea for those who play things safe and try to be realistic about how they handle situations that may be dangerous. Combat rover's or even EOD rovers (Could disarm enemy mines/charges) like the Talon Military Rover could add a whole new game play style. Though I think a limitation to balance would be to that in order to work a rover a person must be drafted and be at the  "Rover Control Workbench" and must have a skill of researching of at least 15 with a 10 in any sub skills like shooting or EOD if that get's added in.


johnakers

How about challenge maps?  There would be a preset 3 colonist and map for everyone.  Goal can be to accumulate this of a good, kill # raiders, build escape ship, etc...

Perhaps reward with in-game rewards for completing them or just achievements.

Could be monthly or so.  I like what Anno 2070 does with those timed scenarios it has and they inspired this idea.

artemas

Setting a minimum amount for bills, so that if a stockpile dips below that amount, more will be made up to the minimum. Ie, if the a min amount of simple meals is 10, then whenever there are fewer than 10 meals in the stockpile, a chef will cook more until there are 10 in the stockpile again.

Telkir

#939
Add some kind of indicator on the Overview window so that colonist jobs that are affected by "Interested" or "Burning Passion" modifiers are noticeable without having to click through individual colonists.

Something like this:



From a data point of view I would guess you'd have easy access to the "passion" flag while drawing the Overview as you already know colonist skill levels.

I understand though that some jobs, e.g. hunting, are affected by two colonist skills (melee and shooting), so I'm not sure exactly how you would indicate that.

Quote from: artemas on July 07, 2014, 05:28:00 PM
Setting a minimum amount for bills, so that if a stockpile dips below that amount, more will be made up to the minimum. Ie, if the a min amount of simple meals is 10, then whenever there are fewer than 10 meals in the stockpile, a chef will cook more until there are 10 in the stockpile again.
You can do this already if you click into the Config button of a bill, hit the "Do X times", then change it to "Do until you have X". Hope this helps!

Psyckosama

I already put it up as a mod, but I'll suggest it for the standard version.

Manned Machine Gun turrets. My thought is simple. Take the mortar turret base, stick on the Improvised Turret's turret art. Improve the HP a bit to balance out the fact that it is going to be directly in the line of fire and give it a gun that isn't completely awful (like the L-15 LMG).

Took me about 15 minutes to mod it and I think it adds a lot of flexibility to base defense. It's effective without being overpowered and enough of them gives the advantage back to the defenders without making victory a sure thing.

Hell, if you want, here is the mod. It's yours to do with as you will:

http://ludeon.com/forums/index.php?topic=4601.0

perci2112

1. The ability to rescue members of allied factions instead of capturing them.
2. Traps; trench or a camouflaged pit to capture or kill enemies (spike pit for killing enemies).
3. Windows; replaces a wall block like a door, but is really fragile and can be shot through and used as cover.
4. Sniper perch; increases a colonist's aim with a rifle if they use it as cover during a raid, hard for raiders to see.
5. Simple Achievement system (first room, first converted prisoner, etc.)

artemas

#942
Quote from: Telkir on July 08, 2014, 09:30:43 AM

You can do this already if you click into the Config button of a bill, hit the "Do X times", then change it to "Do until you have X". Hope this helps!

Thanks, I totally forgot about how to access it.


kirasaw


jeffehboy

#944
*Add ability to release prisoners.*

Now that factions have been introduced to the game, it would be cool if there was a way to release prisoners of friendly factions and getting a relations bonus or money/ resources for doing so. Released prisoners should either be escorted or just walk off the map peacefully. Or the faction could come to your base to pick them up and drop off the loot. There could even be bounties for members of a faction from other factions.

Awesome game btw!  8)