upgrade to every action through research

Started by Renham, April 22, 2015, 01:39:17 AM

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how much do you agree with this

ITS A MUST
2 (15.4%)
GOOD IDEA
2 (15.4%)
NEEDS MORE WORK
4 (30.8%)
ANOTHER OPTION
1 (7.7%)
NO
4 (30.8%)

Total Members Voted: 13

Renham

the idea is to provide upgrades to every action.

for instance the plant cutting and planting.
offering a faster way to grow crops besides the hidroponic basin would help a lot, for example

bio stimulating beam.
planting time 30% faster

chemical  fertilizer.
plants grow 20% faster

industrial laser cutter.
cutting plants and trees will take 30% less time

sonic mining equipment.
will reduce the resistance of the nearby minerals making them easier to extract.

kitchen ai assistant.
will reduce the skill requierement for preparing certain diches and reduce cooking time.

holotools wrist band.
reduce the construction time in 30%

construction ai assistant.
will reduce the amount of material used in construction

local biology research
will increase the damage deal to animals when attacked

magnetic vacum cleaner
will reduce cleaning time by 40%

cleaning ai assistant
will increase the area cleaning affect +1, now yo clean 1 block arround the colonist cleaning

medicine ai assistant
will increase effectivenesss in treatments by 15%

medicine formal education
will reduce the chances of damaging a colonist during surgery

combat stabilizer
will stop bleeding and health reduction of a character that is been rescued and will continue the effect for at least 1 hour after rescue.

all these research would take a lot of time. but would help to progress faster through the game and recover faster from the late game raids.

if you can imagine it I can build it with pixels.
if I cant well then imagine something else.

rexx1888

but percentage increases to things are boring upgrades O.o

like, id rather get something cool for my upgrade. hell, i even hate the mining one. If you throw some other cool things into the mix thatd be rad.

PotatoOnStick

While i like the idea it just feels too simple it just makes these bits a waste of time to research unless you have nothing else to look at. For example cleaning just a simple stat bonus is no fun something like an automated vacuum cleaner that has a recharge station that is something interesting.

NoImageAvailable

Quote from: PotatoOnStick on April 22, 2015, 12:41:53 PM
While i like the idea it just feels too simple it just makes these bits a waste of time to research unless you have nothing else to look at. For example cleaning just a simple stat bonus is no fun something like an automated vacuum cleaner that has a recharge station that is something interesting.

+1 for Plasteel Roomba
"The power of friendship destroyed the jellyfish."

skullywag

I REALLY need to update and release my roomba mod.....
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Kegereneku

Speaking of Roomba I want to recondition a Scyther into a cleaning bot.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

NoImageAvailable

Quote from: Kegereneku on April 23, 2015, 07:06:45 AM
Speaking of Roomba I want to recondition a Scyther into a cleaning bot.

The More Mechanoids mod actually lets you do that sort of thing.

Quote from: skullywag on April 22, 2015, 04:06:40 PM
I REALLY need to update and release my roomba mod.....

I'm still waiting for you to update the Purple Ivy mod, if only because it gave me an excuse to burn down large portions of the map.
"The power of friendship destroyed the jellyfish."

Hoshizora

+1, but it needs to be framed in a way that makes sense. A straight % increase doesn't quite apply for all job types. For some jobs, you want an increased yield (machining mechanoids) or increased quality (tailoring, art).

Basic colony functions like stonecutting and hydroponics are early-game.
Shipbuilding is mid-game
These new features would be late-game.

They should take significantly longer than shipbuilding (at least 3k units). If it makes sense, each research completion should unveil the next tier - at an even greater research length - for the same boost. i.e., steel cutlery (3k, boosts cooking 20%) unveils plasteel cutlery (6k, another 20%) which unveils glitterworld cutlery (10k, another 20%)

I know these are really huge time investments, but during late-game, time is what I have.

Firefight - fire extinguishers (20% speed boost)
Doctor - Quick bandage (herbal/standard/glitter) (three new types of medicine, created at a table by combining ten of the old types. Retains effectiveness, but applied 50% faster)
Patient - ????
Flick - N/A, already instant
Warden - basic psychology (increases 'convinced by warden' effectiveness by 20%)(unveils intermediate and advanced psychology)
Cook - plasteel cutlery (20% speed boost)
Hunt - basic animal behavior research (learn how animals move - 20% boost to accuracy while fulfilling a hunt job, does not apply to manual combat)
Construct - precision tools (20% speed boost)
Repair - self-healing technology (very slow, only applies to plasteel/uranium constructs)
Grow - seed pouches (20% speed boost)
Mine - pneumatic picks (20% speed boost, already in game)
Plant cut - shears (20% speed boost)
Smith - glitterworld flux powder (20% boost to getting a better-quality item)
Tailor - plasteel needles (20% boost to getting a better-quality item)
Art - plasteel sculpting tools (20% boost to getting a better-quality item)
Craft - block stencils (20% speed boost to other crafting jobs)
Haul - ????
Clean - Plasteel roomba - constructed, 100 units, much slower than colonist, but works indefinitely, not targeted by enemies, does not obstruct colonists.
Research - ????


isistoy

With a gradually hard to get, long time research base upgrade system, it could give research a real life after early game.
Some subtle changes should apply only and scale correctly, though. No big +20% increase, imho, or as a ultimate legendary end research that you can only go through if you have 100 ship cores to spend, or sthg :)

Best,
isis
<Stay on the scene like a State machine>

Mikhail Reign

Just a question - why would ship building be mid game? If you planning on leaving, why would you waste researching it before you researched +30% anything, which would allow you to build the ship faster/easier/more efficiently? Or if you weren't planning on leaving, why would you even research it at all? By it's very nature, the shipbuilding research is end-game research.

None of the shipbuilding research (except maybe the reactor) have any beneficial results - they are just steps towards a goal, while researching 'less material usage' or 'stuff grows faster' would be directly beneficial towards constructing and maintaining the colony required to build the ship.

isistoy

We miss some kind of depth in this part of the game, imho.
In the current form, it is only there for some of the techs (i.e. Mortars).
Maybe a tech tree.
In the current state of the game, it makes it only mid-game and is not demanding any big effort to be dealt with definitively.
<Stay on the scene like a State machine>