[Poll] What would you like for A12?

Started by Play2Jens, June 10, 2015, 06:03:47 PM

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What feature would you like Tynan to work on for the next Alpha?

Relationship system
Better factions system + interaction with them
Water interaction
Better inventory system
Animal husbandry
Glass and windows
Advanced start of new games
Dogs / wargs as pets (or other animals)
More endings
More resources
Advanced events
Other

Blizz

Quote from: Zerg HiveMind on June 14, 2015, 08:08:01 PM
True it would be alot harder to get well on some biomes atleast i say add it but make it simple to start like a test you know add boiling sea water for a fresh drink of water then go from there, Huh?

It would be damn near impossible to play on Tundra unless they added something like underground springs you can tap into. Ice Sheet you could like, mine ice to melt into water... And the desert would be insane unless there was something like an aquifer.

Unless that's implemented, or you keep having to buy water, it would pretty much make those biomes unplayable.

fizban1978

#46
As a first post, I voted for water interaction.
Getting water isnt that hard in most biomes.  Just build a simple reserve tank for rainfall and you are covered for a long time. On Tundra and Icesheets you dont even have to wait for rainfall.
Also i suggest putting water in the meals you cook, instead of making 'drinking' as an extra activity for pawns.
plants can get water from the soil. You need more water for Hydroponics. Showers can boost mode.
You can also chemically make water, if you have oxygen and nitrogen in the atmosphere (though it requires energy). You can also use wind power to move cooled blades to make water of air (moisture) up to 500 gallons per day at optimal conditions (you can even charge the blades with electricity)
Lake and rivers contain fish. Also you can grow fish in tanks and use them as food. That would be cool.

Mechanoid Hivemind

Quote from: Blizz on June 14, 2015, 08:16:37 PM
Quote from: Zerg HiveMind on June 14, 2015, 08:08:01 PM
True it would be alot harder to get well on some biomes atleast i say add it but make it simple to start like a test you know add boiling sea water for a fresh drink of water then go from there, Huh?

It would be damn near impossible to play on Tundra unless they added something like underground springs you can tap into. Ice Sheet you could like, mine ice to melt into water... And the desert would be insane unless there was something like an aquifer.

Unless that's implemented, or you keep having to buy water, it would pretty much make those biomes unplayable.
You could drill for water or use it on the ice sheets that are scattered around, With the possible chance (being stupidly low) of cracking a geothermal vent. If your not drilling on the ice sheets that is.
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

fizban1978

Drilling is also an option. But if the planet has breathable atmosphere, you could extract water from the moisture in the air, as i wrote before. Instead of making wind turbine for electricity, you make a water extractor powered by wind and store it somewhere in tanks.

Mechanoid Hivemind

Quote from: fizban1978 on June 15, 2015, 02:05:49 PM
Drilling is also an option. But if the planet has breathable atmosphere, you could extract water from the moisture in the air, as i wrote before. Instead of making wind turbine for electricity, you make a water extractor powered by wind and store it somewhere in tanks.
+like 6 for this. I like it i would love to see a planet with no o2 on it at all that would be a neat challenge to get past. Means new items new production. New clothing, God yes do it please Tynan this is a great idea
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

Lady Wolf

Another thing I'd dearly love to see is being able to equip a secondary weapon on colonists.

Having the option to give my sniper a pistol, or my assault rife wielder some frag grenades would be extremely helpful, especially when facing a mixed group of melee and ranged combatants. (And is realistic given nearly every soldier/warrior through recorded history carried, and still carries, at least one additional weapon beyond their primary.)

fizban1978

Quote from: Zerg HiveMind on June 15, 2015, 05:50:47 PM

+like 6 for this. I like it i would love to see a planet with no o2 on it at all that would be a neat challenge to get past. Means new items new production. New clothing, God yes do it please Tynan this is a great idea

Actually i was talking about extracting water vapors from Planets with breathable atmosphere.  It think that if a planet doesnt have O2 and water on it, it wont sustain life as we know it.  People landing on this king of planet are probably doomed. No trees to harvest, no animals to hunt and every bullet hole in a suit means instant  death.

Mechanoid Hivemind

Well yes but i think it be nice. You could help the planet (aka your square) gain o2 by makeing oxygen producers. In turn will help the planet gain o2 it will take time. but that means you can make "airtight" rooms. Balance and fixes not included
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

doll32

i would realy like some z levels because i ussualy play at mountains and the mountais are ussualy just some rock that you can mine, not a really good mountain

fizban1978

#54
Z levels are cool, but i think that it would involve major changes and performance challenges.
Its a nice to have feature after all other features are implemented. At least from my point of view. Maybe if they were limited to -1,0 and 1 z levels.

doll32

Quote from: fizban1978 on June 16, 2015, 09:29:02 AM
Z levels are cool, but i think that it would involve major changes and performance challenges.
Its a nice to have feature after all other features are implemented. At least from my point of view. Maybe if they were limited to -1,0 and 1 z levels.
true, we could always mod some more later

thedee05

I would like to see more dynamic cargo pods and individual colonist bucket lists. Bucket lists might be to complex for an A12 release but it could be one of those things that creates relationships between faction members and other colonists. 

http://ludeon.com/forums/index.php?topic=13296

http://ludeon.com/forums/index.php?topic=11738

kingtyris

I would really like to see more late-game events. Events that are tailored for larger/richer colonies instead of being scaled-up versions of raids and such. Like say, in a colony over 25 population there is a rare chance that a colonist turns out to be a human-looking mechanoid spy that tries to fight his way out of the colony, and you have to kill them to prevent them escaping and triggering a huge mechanoid raid.

Lady Wolf

Quote from: kingtyris on June 17, 2015, 06:48:20 PM
Like say, in a colony over 25 population there is a rare chance that a colonist turns out to be a human-looking mechanoid spy that tries to fight his way out of the colony, and you have to kill them to prevent them escaping and triggering a huge mechanoid raid.

You do know there's already a spy event similar to the one you describe right?  ;)

Xerxes99

Long overdue is a better progression system that considers early, mid, and late game experiences. Allowing an gameplay that feels much more like labored, earned progression - starting from desperate survivors to a fully fledged high tech colony.

Several great mods have added a barriers to certain resources, and the use of tiered tech trees, that structures the game in a simple stepladder through which you slowly gain access a lot of the existing content. It's an aspect of the games design that has been overlooked for a while: that we have access to a lot of advanced tools from the very start. E.g multiple sources for generating electricity, auto turrets, and access to trade beacons at the very start of the game that allow us to leapfrog into an advanced well protected colony within the first few minutes or hour of play.

Hiding content that we then have to earn adds a surprising amount of satisfaction. Even having to research and construct manned turrets before we get access to auto turrets would be a great way to match the tools we're given to suit our place on the difficulty curve. Even being able to know you have access to a spaceship at the start, in the current build, erks me a bit. As a rookie player I wish this potential end game was a surprise I'd had to work at for hours and hours and hours to uncover.

I'd love to see an early game limited to rough wood structures, primitive weapons and tasks that really forces you to battle the elements and struggle for food. A mid game that really opens up base building, mining and the foundations of a production economy, before finally opening up to advanced technology, space trading, sophisticated defenses and faction diplomacy at the end.

We all enjoy the experience of playing this for hours and hours and this would really provide the game with the structure to start something small and see something grow in scale and complexity the longer we played. So lets see that happen in A12!