Your Cheapest Ideas

Started by Tynan, October 09, 2013, 12:17:07 AM

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wsensor

I would love to see colonists auto change clothes based on weather/hate/like etc...

This would only be for base clothing as why would you want a colonist that never fights to be wearing the armor that should be worn by the hunters/soldier colonists.

BattleFalcon

You can see pants on a colonist. As is you can only ever see the shirts/armor/jackets, and not the pants. I am tired of looking at a colonist who only has on pants and thinking that they are naked. Just like the bottom 1/5 of a colonist being the color of the pants would be great, and much more aesthetically pleasing.
Look for Cassandra "Cassie" Ryan ingame! That's me!

akiceabear

Quote from: BattleFalcon on January 21, 2015, 05:13:00 PM
You can see pants on a colonist. As is you can only ever see the shirts/armor/jackets, and not the pants. I am tired of looking at a colonist who only has on pants and thinking that they are naked. Just like the bottom 1/5 of a colonist being the color of the pants would be great, and much more aesthetically pleasing.

+1 - I agree that it would be fine to merely add a belt and use a fill tool for the pawn below the belt, matching the material color.

Lord Fappington

I'd consider making stone buildings much more time consuming to build and stronger, or conversely, wood less time consuming and weaker.  The idea is that the choices and investments in one over another should be more stark.

Another idea, consider water (precipitation or terrain) being a factor for crops in addition to soil quality.  I know this is more difficult to code, but at present I wish there was more competing incentives for choosing a colony site on the world and site maps.

UnassumingWhiteGuy

Walls with built-in objects. Built-in lights, for example.

Tankh

Lure - built with some sort of food near the edge of the map to increase the chances of animals appearing.


Sartain

More levels of Bionics. Instead of just going peg-leg->prosthetic->bionic the game could have a number of levels of bionic equipment with increasingly higher cost and bonus.
In the same avenue, complex medical operations like amputations, organ removal and application of cybernetic limbs should really have a skill limit.

BattleFalcon

Quote from: Sartain on January 22, 2015, 05:52:25 PM
More levels of Bionics. Instead of just going peg-leg->prosthetic->bionic the game could have a number of levels of bionic equipment with increasingly higher cost and bonus.
In the same avenue, complex medical operations like amputations, organ removal and application of cybernetic limbs should really have a skill limit.

In regards to the operations, in A9, there will be a chance of a surgery failing, most likely based on skill level.
Look for Cassandra "Cassie" Ryan ingame! That's me!

Norseman

Hi, first post. See this is a popular thread so I figured I'd add my two cents so far:

- Add a suspend button on growing zones, so you can leave the zones around in winter without having the growers waste time trying to plant stuff that dies from frost.
- Some graphical feedback on the comms console when there are ships around? just a dot or a square color coded somehow would be useful for instant info about traders.
- If a neutral faction's soldier gets incapacitated by a third party and you try to save him, you'll currently become enemies with his faction, even if you release him afterwards. I'd probably suggest either have him leave the map give you a bonus and cease hostilities, or some rescue function for neutrals. 

Eleazar

Quote from: Norseman on January 22, 2015, 07:34:36 PM
- Add a suspend button on growing zones, so you can leave the zones around in winter without having the growers waste time trying to plant stuff that dies from frost.

- If a neutral faction's soldier gets incapacitated by a third party and you try to save him, you'll currently become enemies with his faction, even if you release him afterwards. I'd probably suggest either have him leave the map give you a bonus and cease hostilities, or some rescue function for neutrals.

These two have already been fixed for the next release, except for the growing zone, the colonists are simply smart enough not to plant what will likely die that night.

Sartain

Quote from: BattleFalcon on January 22, 2015, 07:08:38 PM
Quote from: Sartain on January 22, 2015, 05:52:25 PM
More levels of Bionics. Instead of just going peg-leg->prosthetic->bionic the game could have a number of levels of bionic equipment with increasingly higher cost and bonus.
In the same avenue, complex medical operations like amputations, organ removal and application of cybernetic limbs should really have a skill limit.

In regards to the operations, in A9, there will be a chance of a surgery failing, most likely based on skill level.

Yeah, I noticed I missed that in the changelog. Looking forward to it.

Ronin90

#1586
The game should let you know when your colonists are being attacked when they're not drafted, and the colonists should automatically fight back if they're not drafted. It's really annoying to lose colonists to a squirrel or something when you don't notice it.

akiceabear

Quote from: Ronin90 on January 23, 2015, 09:37:48 PM
The game should let you know when your colonists are being attacked when they're not drafted, and the colonists should automatically fight back if they're not drafted. It's really annoying to lose colonists to a squirrel or something when you don't notice it.
+1

FridayBiology

Force "eat" option
> you've a selected a colonist and right click simple meal.
> select consume/eat
> would force cannibals to eat human meat meals while everyone else eats normally.
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

Ironvos

This seems like a big thread, suffice to say i didn't read all 100 pages so not sure if it's been suggested before.

But something i would like to see is the ability to set research prerequisites for recipes. ( for modding purposes )