Bunch of Suggestions

Started by palandus, December 09, 2013, 04:24:38 AM

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palandus

Really liking Rimworld thus far. Finally figured out how to trade, and trading is very useful. Have a few ideas to give:

Trade:
-> Make it so that there is more variance in prices. Have outliers that occur seldomly in prices, such as extremely high/low prices.
-> Make it so that the higher the Social Skill is, the better your overall prices for buying/selling are.
-> Create new commodities such as: Spices [ie Salt, Pepper, etc...] (If added to nutrient paste in improves the taste, so nutrient paste doesn't taste as bland), Alcohol (Provides a short morale booster if taken sparingly by colonists), Silk (Could be used to make very fine tapestries or carpets)

Research:
-> Create new topics:
1) Agricultural Improvements = Increases growth rate of plants in Growing Areas.
2) Scientific Collaboration = Increases research speed dramatically when at least two people are performing research (requires two research tables)
3) Armor Theory = Increases hitpoints of auto-turrets and makes them slightly resistant to bullet-weapons
4) Defensive Measures = Unlocks Barricade (more expensive and better cover than sandbags) and Mounted Gun (A colonist can use this where it is set up)
5) Flak Armor = Provides some protection for colonists against explosive weapons and exploding objects (like boomrats)
6) Field Medicine = When someone goes to rescue a colonist, they can administer first aid that can sometimes revive them (if there health isn't too low).
7) Solar Refinement = Solar cells provide more energy
8) Vehicular Transportion = Unlocks the Sand Buggy. This is a vehicle that is costly to build, but allows colonists to travel quickly over the map, and carry a lot more goods, or people than normal. Requires electrical charge-ups occasionally to refuel.

Defensive Structures:
-> Minefield = Any hostile that wanders through this is killed off or wounded.
-> Barbed Wire Fences = This slows down enemy units, that may try to find a different route to get to your base.
-> Barricade = This metal object is built to survive bullet impacts and protect those hiding behind it. More effective cover from enemies and provides some protection from explosions.
-> Mounted Gun = This assault weapon is mounted on a barricade or sandbag. It allows a colonist to fire at enemies within a 45 degree arc in the direction the weapon is facing. Has good range.

Furniture:
-> Power Saving Lights = These lights only activate when a colonist is near it. This causes them to consume less energy overall compared to other lights.
-> Target Dummy = This thing can provide some target practice for those colonists with low shooting skills. May be useful when they have to put those skills to the test against a raiding party.


The big thing I've noticed that could use work is the Research menu. If you have a dedicated Research person with 12+ in that skill, they become useless quite fast (except for carrying and cleaning of course). Trading also could use some work. But, the fact that its pre-alpha and actually functions is amazing. Keep up the great work, Tynan!