RIMWORLD's MOST WANTED: Post YOUR Top 3 Most wanted!

Started by 200Down, February 06, 2015, 08:13:04 AM

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Kegereneku

MORE EVENT, always more.
Good Event, Bad Event, and quasi-Neutral Event !
It's what make the whole game isn't it ? Storytelling !

Wardrobe with integrated Exchange macros
Because Power Armor give a penalty and season change I kept switching clothes for 12 colonist, each of them needing armor and helmet, sometime pant. It take a WHILE to do because I also don't want the dropped clothes to be taken away.

So the idea is a 1x1 Wardrobe, you build it then you can (have them) store one full set of clothes. Problem arise ? Clic Colonist, clic Wardrobe, click "switch" and Voila ! your colonist is now a killing machine and the clothes aren't going to be hauled away to an undefined stockpile.

You could have the same Macros for Weapon rack. "Switch stored with current weapon"

Equipement slot
Just ONE slot, that don't accept raw resources and the lack but that allow to carry something else (with a speed penalty or else)
If its food it should have an "auto use" feature which will likely have numerous other application.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
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Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Igabod

Expanded Wildlife Options and AI: I want the animals to actually feel like wild animals and not just moving scenery that you can transform into meat. Animals that are territorial and will kill any other animals in their area. Pack animals that will work together to bring down a big target. Animals that hunt other animals and eat their corpses. Animals that only come out at night. Animals that only live in caves. Animals that prefer to live in close proximity to your colony. Animals that actually run away when they are injured. Venomous snakes that can actually randomly bite your colonist and force you to treat them quickly or they die. Animals that actually breed and die of old age. Animals that can be easily tamed for various purposes (cattle for food, dogs for hunting and hauling help). Animal cages that are also highly useful for holding prisoners who have a tendency to break out of jail but are meant to hold fur bearing animals for making fur coats.

A Better Temperature System: I want to see the temperature deep inside of caves be either warmer or colder depending on the time of year than the outside temperature even if it is open to the outside. The further inside a mountain, the greater the effect. I'd also like it if when you lose a single wall section or door to a room the temperature didn't automatically go from the inside temperature to the outside temperature. It should function the same way temperature equalizes through doors but to a greater degree. The wider the hole, the faster it would equalize of course. And I'd like to see the ability to add in central heating and air conditioning with vents and ducts. That would obviously be a mid to late game technology and you would still have to use the individual room heaters and coolers until you unlock that tech and can afford to build the hvac unit.

More Varied Weather: I'd like to see more weather types and more weather events. I'd also like it if when it rained or snowed it didn't always look exactly like the last rain or snow storm. Meaning several different graphical representations for each weather event. This could be as simple as making the rain come straight down in one version of a heavy rain storm and diagonally left for another and diagonally right for another. The game would then choose one of those three graphics to display for the duration of that storm. Much like how you can have 5 different textures for one plant and the game displays one of those 5 textures at random. Also acid rain should be a rare possibility. The result of that is minor damage to all outside walls and objects left outside and turrets. It would be a minor inconvenience really, but would add yet another bit of variety to the threats as well as the weather events. And fewer solar flares and eclipses would be a result of the addition of more weather events, which would only be a good thing.

The Outsider

#17
1. Colonist Creation- Pick your colonist looks and traits using a point system as you pick the skills.

2. Hierarchy- Elect a leader, colonist get a small boost when fighting or working along side the leader.

3. More food sources- Fishing, animal husbandry, water being needed to survive.

I realize other people may have said some these, but I'm just agreeing with those that did.

MyNameIsMike

1. More Ruins, plus occupied ruins.
I want to see more old buildings around, not just your run-of-the-mill old buildings or cryptosleep temples, but other stuff, like old power stations or outposts or, better yet, entire towns or cities abandoned for millenia only to be found and rebuilt by your colonists. I also want your occasional hermit or outpost guy with whom you can live and let live, or maybe capture them, of course with a struggle.
2. More dynamic nature
I don't know why, but I found the whole new weather system to be a bit underwhelming. Sure, your colonists freeze to death or die of heatstroke, but what else happens? Nothing. There should be more options for weather. Maybe a dust storm or hurricane to take out some of your wind turbines, or maybe a blizzard to lock some of your colonists in, and allowing some well-equipped pirates to sneak into the area. Also, how about some avalanches, not just of snow, but maybe rocks and minerals from the surrounding mountains? I'm always running out, so it would allow for something new to mine. And how about a mating season? Like the Alphabeaver event, except instead the muffalo begin to rampage and multiply at unprecedented rates? I don't know.
3. Expeditions
I feel that since you're always getting those annoying little parties of colonists coming to your base, you should be able to do the same, except with some added value. You should be able to send out a group of two or three colonists with some weapons and supplies to go and explore the world, point them to a little spot on the map to travel to and back. Depending on how well equipped they are, you might have a higher chance of their bringing back something incredibly valuable, like a few hundred plasteel in a cart (there's another idea) and a lower chance of them dying. Also, maybe once you amass a large enough population, you can send a warring party to quickly run into some distant enemy base, kill a few people, then ride back out with some weapons.

RemingtonRyder

1. More building materials. I hate building early steel or wood walls and then tearing them down to upgrade.

2. More interaction with friendlies. There's no 'had a social chat with a visitor' thought as of yet.

3. Super-advanced manual priorities. For when you really need to micromanage. :)