What would you like to see next alpha?

Started by Mrred1, September 27, 2015, 08:19:07 PM

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Mrred1

Hi guys. I was wondering what you all hoped to be in the next alpha next year. New mechanics, stuff, etc.
"Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings." ~ Robert Bloch ~

A Friend

Tynan hinted colonist relations once so let's go with that.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

StorymasterQ

Remind me, by 'colonist relations', did he mean intra-colony or with other factions?
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Mr.Cross

Claims to know most things.

MultiDavid

Quote from: Mr.Cross on September 27, 2015, 09:36:16 PM
Hopefully it's both.

Problably breeding and relationships, if we take in consideration how his break is going to help him recover, then perhaps it could be intra-colony AND other factions.

Thane

Combat overhaul to the point where turrets, in their current form as auto-tracking impact bombs, are completely removed.

More defensive options and flavor items.

Smaller raids overall with more varied gunpowder weaponry.

Maybe if he's feeling really generous a late game ability to grow your own vat soldiers.

Full release update for me would be an outpost raiding mechanic. where enemy factions have multiple tiles the smaller ones you can burn to the ground!!!

In short, forget niceties and relations give me more explosions! (yes mods do work very well for this purpose, I just think the base game should be a little more varied for steam)
It is regular practice to install peg legs and dentures on anyone you don't like around here. Think about that.

Mrred1

Great ideas guys. I particularly like colonist relationships and breeding. How about customizable weapons, e.g., scopes, lasers, etc.?
"Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings." ~ Robert Bloch ~

A Friend

#7
Expanding more on the colonist relations, I'm hoping more for a friend (Oh hello!) and rivalry system where death, social interactions and harvesting your brain damaged colonists' organs have more effect on your colonists. Giving way for smaller events between your colonists like walking around chatting, fights, murder, suicide, etc. While I like some possible romantic relations, I'm pretty meh about the breeding.

All in all, making them less like robotic workers that's fueled by beer and more human-like things that actually cares about who they are working with.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

UnityIron

Ok so this might be a bit of a mess but here goes, I haven't had a chance to look through the mods yet to see who's doing what so forgive me if I mention things already being modded.

-Em shielded walls + floors
-Em Turrets
-Robots for hauling + maybe the ability to extinguish fires (who need maintenance and a recharge)
-Water as a consumable resource + pipes and pumps + water sources (sprinkler systems?) (Cooling system to increase batteries energy holding duration + high temp batteries should lose energy faster)
-Maintenance attribute for colonists, (all electronic systems excluding wires to need maintenance, frequency dictated by quality of item)
-Shooting range to improve shooting attribute (Do weapons degrade when used? As time + degrading weapons would be the cost of the shooting range)
-Tram system, can be loaded with resources or colonists (transports faster than walking but wouldn't need to be super fast)
-bomb vests for dogs (thing ww2 russian tank busting dogs, would give a moral debuff)

-Generally more resources to horde, farm and sell

-Trading between colonies, resources wanted would change with time/purchase. Would require you to send 1 or more colonists to escort the goods to the other colony. Random events could happen to the convoy e.g raided, lost all goods. Or colonist captured and ransomed by other colony etc. More colonists better armed and with higher social could increase chances of success of trade.

- Other colonies demanding tribute or be raided.
- Other colonies requesting medical, military or food aid (would give buff for assisting and being good neighbors)
- refugees appearing on mass needing medical aid

Ill leave it there as its long enough but there is sooo much potential for interaction with other colonies.

P.s.
-Milk and Cheese as a resource (cheese would of course require a cheese cave to mature)

Owlchemist

I would really like to see relations as well. Rimworld is the type of game that generates stories you want to tell to your friends, and I think colonist relationships with one another would really help enhance that aspect.

Aristocat


          <def>HumanlikeBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>1.2</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>4</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>13</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>18</minAge>
        </li>

Mmhm?

akiceabear

I posted in a similar thread with details a few weeks ago. These posts tend to pop up as soon as the last one disappears :)

My views haven't changed much. I think the most realistic features to expect in A13 are Relationships, Iron man mode, followed long behind by Colony leadership, and Preferences for colony development. The others are much larger goals to tackle...

postm00v

A colony hierarchy, where you appoint a leader, maybe even a military commander (sort of like the nobles from DF).

I know the amount of colonists usually in Rimworld isn't enough to warrant a complete hierarchy, but I think it would be cool.

JimmyAgnt007

#13
Id like some medical tweaking.  Bionic bits for fixing up the minor injuries like ears or fingers being shot off.  Glitterworld meds being used to treat persistent medical issues like scars, cataracts, and such.  Also the ability to make simple prosthetic parts.

After that would be a repair clothing/weapons bench where colonists can fix up items.  Clothing and melee weapons require the base material to fix up, but a chance at lowering the quality.  Charge rifles and powered armor needing plasteel to repair.

My points and a lot of others on turrets were made in a thread already so if Tynan reads all that then good.

Personal relationships and such would be amazing.  Vat grown colonists would be neat.  Also id like the prepared carefully mod assimilated into vanilla.

stranger080

Quote from: JimmyAgnt007 on September 30, 2015, 12:24:59 PM
Id like some medical tweaking.  Bionic bits for fixing up the minor injuries like ears or fingers being shot off.  Glitterworld meds being used to treat persistent medical issues like scars, cataracts, and such.  Also the ability to make simple prosthetic parts.

Personal relationships and such would be amazing.  Vat grown colonists would be neat.  Also id like the prepared carefully mod assimilated into vanilla.
These two are the two I agree with, also, make the nose useful! Make rooms have a smell, have a cleanliness need so colonists need to clean themselves