Furniture Suggestions

Started by palandus, December 11, 2013, 01:26:30 AM

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palandus

My Other Threads:
"Firearm Suggestions" http://ludeon.com/forums/index.php?topic=1423
"Research Suggestions" http://ludeon.com/forums/index.php?topic=1424
"Skills and Traits Suggestions" http://ludeon.com/forums/index.php?topic=1425
"Equipment Suggestions" http://ludeon.com/forums/index.php?topic=1426.0
"Class Based Suggestions" http://ludeon.com/forums/index.php?topic=1439.0

1) Lights:
-> Power Saving Lights = Lights turn off during the day, and turn on during the night.
-> Colored Lights = A lamp light that is in a different color (ie Red, Blue, Green, etc..). Increases prettiness of the room.
-> Spotlight = A high-intensity light that is brighter than a Sun Lamp and has greater lighting distance, but restricted to a 45 degree angle.
-> Strobe Lights = These bright flashing lights can cause a target near them to be dazed (count as stunned) if they look at them. Its advised not to put them anywhere where your own colonists might accidently see them.

2) Structures:
-> Recycling Facility = Recycles SLAG and converts it into Metal. Also grinds up ROCKs and converts it into a very small amount of Metal. To avoid abusing it over using Dumps, make it cost something like 500 Metal (pricy, but lategame, you have tons of metal and too many ROCKs.). Also allow it to recycle unused weapons taking up storage space (for when a Slave/Combat Trader isn't nearby) and convert them into Metal.
-> Cleaning Receptacle = This receptacle is used for the mobile cleaning droid. The receptacle must be emptied every so often by someone who is set to clean. Empting the receptacle takes the same amount of time as cleaning one square.
-> Weapon Rack = This is a special form of the equipment rack. This is where people stash away their own personal firearm when they don't need it. This object would keep track of whose weapon is whose. This also would allow people to use other forms of equipment (when it gets implemented) in the same slot as their weapon.
-> Combat Tower (name is placeholder) = This structure sends out a flying combat drone that attacks any objects near the Combat Tower.
-> Harvesting Tower (name is placeholder) = This structure sends out an automated drone that automatically harvests any plants within its area. This could be very useful when you have 10+ Growing Areas and 20+ Hydroponic Tables.
-> Repair Tower (name is placeholder) = This structure sends out an automated drone that automatically repairs any damage structures within its area.
-> Gate (I'm thinking of the gate mechanism from Tiberium Sun) = Basically like a much larger door, but is built to survive explosions, bullets and fire. Could be used with walls to build a fortress. The gate could be set to open automatically for friendlies and remain closed for hostiles.
-> Riot Turret = Similiar to the Sentry Turret but instead fires a close range automatic weapon that fires rubberized bullets at high velocity (they hurt a lot but don't kill outright... unless you get one to the throat or in the eye). This of course causes a lot of stunning and sometimes incapicates a target outright (allowing them to be captured later)
-> Work Bench = When crafting is implemented, this could be used to craft items at.
-> Flamethrower Turret (@Windruf) = Spews a stream of fire at short-range. Lights anything and anyone on fire. Best to be used by firing into a flame-resistant space.
-> Fire Suppression System = This simply removes fires within its operating radius (think of it kind of like a sprinkler system but not with water; some kind of fire-resistant foam). Makes quite the mess but kills fires quick. 
-> Furnace = Burns up dead bodies quickly. Expensive to build and operate though, so when space isn't an issue, use graves.
-> Field Medic Tent (Must set whether tent is for colonists or prisoners) = This hastily built structure comes with 4 beds that can only be used by incapicated people. The purpose of this facility is to be able to move critically injured colonists to a bed immediately (where they can heal up over time and stop losing health) OR to house critically wounded prisoners. A prisoner-tent, will heal up wounded prisoners to about 10 HP at which point they can be moved to a prison-room. A colonist-tent will heal up colonists until they can move again, at which point they will return to their own beds. A field medic tent will also allow people with Doctor roles to attend to the wounded. This facility could be placed really close to the actual fighting so that wounded can start healing as soon as possible.
-> Ultra Battery = This functions similiarly to a regular battery that stores energy, except its 3 batteries the occupies a 2x2 space. Normally to have 3 batteries it takes 3, 1x2 spaces. Stores the energy of 3 Batteries.
-> Fission Reactor = This produces a lot energy in exchange for Uranium. Requires Uranium to function.
-> Micro-Solar Cells = These solar cells take up a 1x1 space. They produce 100 Energy at maximum light.
-> Bio-Fuel Generator = These generators produce energy by burning food to produce energy. Not very efficient, but useful when you have too much food OR when there is an eclipse and you need energy.
-> Fusion Reactor = Produces even more energy than the fission reactor but requires Deuterium to function. 

3) Appliances:
-> Washing Machine = Gets all that dirt and blood out of clothes. Small morale increase once per day.
-> Microwave = Heats up nutrient paste. Makes it slightly more edible, which makes eating plain nutrient paste slightly better.
-> Microphone + Loudspeakers (two objects) = Allows a single person to speak into a microphone to broadcast some news or something. People hear if through loudspeakers. This counts as a Social Interaction for everyone who can hear it. (@jsteel726) Also allows a person to announce to the whole facility of impending bandit raids or psycho squirrels that allows colonists to get prepared for combat faster. By getting prepared you may need a dedicated "square" for combat placement where colonists will head to and wait for the bandits to arrive.
-> Shower = Removes dirt and grime from skin and reduces body odor. Increases morale.
-> Toilet = Who doesn't want a nice object to relieve yourself on; beats the alternative. Increases morale.
-> Sauna = Allows stressed out people to relax in a nice steamy room. Increases morale. Needs a source of steam (ie Geothermal or heated up coals or something)
-> Personal Computer = A small computer that could be placed on a table or a Desk. Takes up 1x1 Space. Could be used to create logs for each colonist and may help some have less stress as a result by writing about the things in their day.
-> Fireplace = The crackling of flames and heat it releases makes the environment somewhat more pleasant to be in... at least when the fire stays in the fireplace (best to build fireproof walls near it)

4) Rooms:
-> Sleeping Bag = Allows anyone to use this, even if they currently own a bed. This allows you to place sleeping places near the place of a person's work if they are too far from town and may suffer a mental breakdown.
-> Rug = Adds a slight increase of prettiness to a room.
-> Painting = Something nice to look at on the wall. Adds prettiness to the room.
-> Window = Allows people to see outside. Adds prettiness to the room and reduces the negative effect of the cramped environment.
-> Sunroof = Allows people to see the sky while inside. Adds prettiness to the room and reduces the negative effect for cramped environment.
-> Desk = Essentially a mini table that is 1x1 square big.
-> Personal Belongings Chest = This object stores all of a colonist's personal belongings, such as clothing, trinkets, a hidden stash of chocolate, etc...
-> Bookshelf = Holds books that can be read at a later point.
-> Love Seat = Dunno why they call it this, but one of these for sitting in. More comfortable than a regular chair.
-> Sofa = A large area for people to sit on. More comfortable than chairs.
-> Medical Bed (@todofwar): Rapidly increased healing, and causes starvation to have a much lower depleting effect in case you can't get them food quickly. Expensive and requires research, only can be used by incapacitated, and colonists automatically go for unoccupied med beds with incapacitated colonists. Can be designated for prisoners, same rules as prison bed apply, and prisoner must be moved once they are well.

5) Fortifications:
-> Bunker Wall = A combination of sandbags and a hard wall. Allows people to shoot from inside and get shot from the outside. However, the ones inside are more likely to hit an enemy than an enemy is likely to hit them (ie more likely to hit the bunker instead)
-> Collapsible Barricade = Functions a lot like a sandbag, but can be toggled to be active (which provides cover) or inactive (which causes it to slide into the ground removing any speed penalty).
-> Trip Wires = These could be used for two functions (maybe both at same time): One, it trips them causing them to be stunned and two, it could trigger a blasting charge to detonate. Triggering a trip wire destroys it (one-time use). Great for slowing down a large troupe of raiders. Can be used with a Claymore for a nasty surprise. Your own colonists will avoid their own tripwires (as they know where they all are).
-> Stabilizing Tripods = These could be built on a Sandbag or Bunker. What these do, is reduce the aiming time for anyone using them to stabilize their gun (a lot of real-day snipers or people who man machine guns use these to reduce recoil and stabilize their aim). These could be very useful for people using Enfields or M25s.
-> Combat Cells = These are specialized battery cells that are only used for quickly recharging any weapon connected to it. This would be useful if the Recharger Rifle would require quick recharging to continue firing. These explode if hit so be careful where you place them.
-> Ammo Box = These contain ammunition for bullet weapons. Useful if weapons ever need to require to have ammunition to fire. Will explode violently if lit on fire (afterall bullets contain gunpowder and when heated it explodes)
-> Chainlink Fence = This fence prevents entry but, it can be shot through. Basically a wall with tons of holes in it. Doesn't provide cover either. Bullets and Lasers pass through the fence. Grenades, Molotovs and Explosives hits the fence (and can bounce off)
-> Fireproof Walls = These walls are designed in such a way that they cannot take fire damage and take less explosive damage. Great to be used in combination with the Flamethrower Turret.
-> Sniper Roost = This 1x1 structure can house a single colonist in it. Its essentially a tall 1x1 tower that can be built into a wall or free-standing. It offers the best protection for the sniper, without imparing the sniper's field of vision, which allows him to shoot at a target anywhere around the tower. Since the tower is higher up than most structures, sandbags and rocks do not provide as much or any cover.
-> Landmine = This is similiar to a blasting charge, but has a smaller detonation radius, deals more damage and activates the moment ANYONE walks onto the square. Kaboom!
-> Claymore = This is similiar to the landmine, but is triggered by hitting the tripwire. The claymore detonates immediately, and has a greater explosive radius than the landmine but requires a tripwire to make it useful. This kind of weapon is better used as your colonists will avoid tripwires, but cannot avoid accidently stepping on a landmine square.
-> Howitzer = A stationary artillery weapon designed for shooting artillery shells over great distances that when their shells reach their target they explode, sending metal fragments everywhere. Could also give the "shellshocked" debuff to anyone who gets wounded.
-> Mounted Gun Turret = This like the tripods is mounted on a Sandbags or Bunker Wall. It allows a colonist to use a heavy machine gun or minigun to mow down incoming enemies. It has a high rate of fire and quick aiming, but can only hit targets within a 45 degree angle.
-> Mortars = These stationary objects launch grenades up to a great distance away. Must be loaded with some kind of grenade and used by a colonist.
-> Speedbumps = These iconic objects used for slowing down cars, can also be used to slow down people.
-> Trenches = This dug out areas in the dirt provide excellent cover for those in them from bullet fire. However grenades, are extra lethal as the contents of the grenade will get stuck in the trench. Takes some time to get into and out of a trench (longer than moving over sandbags)
-> Cannon Turret = This turret fires tank-sized rounds at a target. Does high structural damage to rocks, and structures and fragments deal some damage to raiders. A direct hit from a Cannon however will deal serious damage to a raider.
-> Forcefield = Functions essentially like a wall, but is invulnerable to all damage and provides 100% cover.
-> Forcefield Emitters = These are used to power up forcefields. These are extremely costly to build and requires an Emitter for each square a forcefield will appear at.  These require a lot of energy to keep running though. 
-> Laser Fence = This wall-like object provides no cover and can be moved through. However, moving through it inflicts some damage.

6) Recreation:
NOTE: (Stress Reliever = Morale boost; interchangeable)
-> Pool Table = Allows people to play pool. Counts as a stress-reliever and a social interaction. Slight increase to shooting (as it takes practice to make the balls go where you want them)
-> Ping-Pong Table = Allows people to play ping-pong. Counts as a stress-reliever and a social interaction. Slight increase to shooting.
-> Punching Bag = What better way to relieve stress than to punch something? Counts as a stress reliever and increases melee.
-> Shooting Range = Helps to relieve some stress and helps to improve shooting.
-> Privacy Booths = Booths where a couple (MM MF FF) can go for some "privacy". Whether that is just to be alone with eachother, or something "else". I'll let you guys think of what that may be.

7) Drones:
NOTE: (Accompanies Furniture):
-> Automatic Cleaning Droid = This small robot automatically cleans your Home Zone. Can only clean a few places before needing to drop off its garbage. Can be destroyed; someone designated as Construction must rebuild it at Cleaning Receptacle.
-> Combat Drone = Attacks enemies within range of the Combat Tower. Can be destroyed; someone designated as Construction must rebuild it at Combat Tower.
-> Harvesting Drone = Automatically harvests any plant within range of its Harvesting tower. Can be destroyed; someone designated as Construction must rebuild it at Harvesting Tower.
-> Repair Drone = Automatically repairs any damaged structure within range of its Repair Tower. Can be destroyed; someone designated as Construction must rebuild it at Repair Tower.
----------------------------
EDIT: Will update as I think of new stuff. Cheers!

windruf

#1
game station so you can send people to let some stress out  ;)
explosive charges now with napalm or knock-out gas flavour   ;)
tranches with spikes: unpassable but troughshootable walls  ;)
strip-bar with slaver girls  :-*
fire-thrower towers, spike traps and a big canon that can shoot over entire map

spacemarine658

Me likes all the suggestions :3

jsteele726

 Registered on the forums just to reply to this. A lot of your ideas caught my eye, but the one that really got my attention was your suggestion for Microphones and Loudspeakers. While I like the idea of the items themselves, and hoping you don't mind a little constructive criticism, I feel like they would be better suited for broadcasting warnings throughout the facility, similar to how a game called Evil Genius operated when it came to warning people of incoming danger. A little social tick wouldn't be a bad idea, but I think if you crammed a few loudspeakers around the facility and installed a microphone in a security room or something, you could mobilize those troops far faster and more efficiently.

palandus

Actually that is a great idea. And makes sense too. I'll add that to its description jsteel726!

todofwar

Medical Bed: Rapidly increased healing, and causes starvation to have a much lower depleting effect in case you can't get them food quickly. Expensive and requires research, only can be used by incapacitated, and colonists automatically go for unoccupied med beds with incapacitated colonists. Can be designated for prisoners, same rules as prison bed apply, and prisoner must be moved once they are well

palandus

#6
Isn't the medical tent I suggested similiar to that idea, todofwar, and can actually be placed closer to a combat zone allowing a quick person to rescue a guy at 1/100 HP and keep them alive, until they are able to be transported elsewhere?

Irregardless, I'll add it to the list, thanks!

@windruf;
game station so you can send people to let some stress out = Wouldn't you need some kind of game to make these useful? I dont think they will have access to any new games that come on the market out in the middle of nowhere.
   
strip-bar with slaver girls = Wouldn't that require having slaver girls though? What happens if you have none? I could possibly see the Courtesan maybe being put to use in that way (or at least sex booths for privacy). Though I think the colonists would be too tired to watch strippers at nighttime and too busy during the day to do so either.

fire-thrower towers, spike traps and a big canon that can shoot over entire map = Adding flamethrower tower and creditted you. How would the spike traps work? Like Caltrops or actual spikes on the walls that slam together creating a SMUSH of raider guts? I doubt Tynan will implement a MAVOR (Supreme Commander) into the game. Maybe an artillery piece such as a Howitzer though?

todofwar

I was thinking the medical tent is a battlefield structure, not very permanent. A medical bed placed indoors gives the feel of longer term healing up. Maybe one could be an upgrade from the other? At first you only get to build med beds but if you upgrade it you can construct an entire medical tent?

palandus

That does actually make sense. The medical bed would be great then for long-term care and quick healing, whereas the Medical Tent would be great for short-term care and stabilization of wounds.

windruf

#9
Quote from: palandus on December 13, 2013, 01:57:44 PM

game station so you can send people to let some stress out = Wouldn't you need some kind of game to make these useful? I dont think they will have access to any new games that come on the market out in the middle of nowhere.
   
strip-bar with slaver girls = Wouldn't that require having slaver girls though? What happens if you have none? I could possibly see the Courtesan maybe being put to use in that way (or at least sex booths for privacy). Though I think the colonists would be too tired to watch strippers at nighttime and too busy during the day to do so either.

fire-thrower towers, spike traps and a big canon that can shoot over entire map = Adding flamethrower tower and creditted you. How would the spike traps work? Like Caltrops or actual spikes on the walls that slam together creating a SMUSH of raider guts? I doubt Tynan will implement a MAVOR (Supreme Commander) into the game. Maybe an artillery piece such as a Howitzer though?
1: you know pong?

2: it was a joke. on the other hand a courtesan in a bar (or canteen) in a maid dress  ;)

3: t9 like tower

4: a tile that damages

5: MAVOR would be nice but a normal Howitzer would do the same on our map ;)

and some addition:
a hidden tower: a tower that looks like metallic floor and can be walked on until activated.
gun tower: a tower that uses a gun as a part. there are 3 modification(for 1, 2 and 3 guns) one tower with one pistol=a colonist with a pistol and ranged skill=5 (AI Targrting (3 levels) research will give you additional 5 points per level)

about Sunroof: it will be PinA to implement. i see it is a research, that makes all artificial roofs see-trough. it would be easier to implement.