Micromanagement and gameplay ideas

Started by crusader2010, April 28, 2014, 03:37:19 AM

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crusader2010

Hi. Currently I'm really annoyed for not being able to do the following things:

1. Prioritization over an AREA. When you tell your colonists to prioritize work on something they only do it for that one tile you clicked on. I believe we really need this for a selectable area (e.g. prioritize hauling ALL the stuff from one zone instead of having to click each resource at a time). I can't stress the importance of this enough. We really really really need it.

2. Multiple colonists orders. When right clicking on something with more colonists selected they should all do that order (instead of having to select each one and give them the same order each and every time). This will be helpful when attacking someone for example (i.e. if i want to melee someone with 5 colonists at a time), AND especially for point 1 above - with more people selected, giving a prioritization order over an area will make all of them do it to speed up things. If some colonists can't perform certain orders then they simply won't do them; other than that, the orders are EXACTLY THE SAME for everyone, so as long as someone can do it, the order should appear in the right-click menu when more colonists are selected.

3. Roof deconstruction. When mining something large we need a way to remove the roof before it collapses. It doesn't matter if it just gets "included" in the mining order. Also why does getting debris from a roof that was destroyed cause another collapse?? this is just stupid.

4. Raiders that throw rocks should really stop doing comparable damage to guys with pistols and rifles. Especially against turrets. And those guys really throw them with great accuracy.  :o :o

5. It would be a nice idea to be able to build drones! Fully automatic and having specific roles, like repairing, fighting, hauling. They wouldn't be able to use actual weapons, but they should have different versions of certain weapons already built-in. Extensive research will be needed, lots of metal and silver, and, of course, POWER (i.e. drones will need to remain somewhat near your colony). Which leads to this:

6. Wireless power generators/transmitters. Think about a turret which instead of fighting raiders inside its radius, it instead provides power. Has to be researched, of course ;) This should have a power conduit link to the main power generators, and the radius for the wireless transmission should be large enough to justify its utility. With further research there could be another wireless adapter that transmits power in a 60 to at most 90 degrees cone in front of it (the facing should be customizable by the player), but with larger range.

7. Orders for turrets. Why can't I attack a muffalo with a turret for example??? It's not like I'm telling it to grow potatoes...

8. We need some defensive structures that work during solar flares!  >:(

Hopefully some of this stuff will be implemented soon (and not soonTM)
My mod pack: {A13} Mod Mega Pack

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