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Author Topic: Your Cheapest Ideas  (Read 1269474 times)

Mechanoid Hivemind

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Re: Your Cheapest Ideas
« Reply #2520 on: September 04, 2015, 09:48:48 PM »

Cheap Idea

Able to more quickly select different pawns, similar to EnB's Interface. This mod is used by many, and many people would love to see it implemented into vanilla game.
With a toggle for people who dont like it cause i know a few but yes +1
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blub01

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Re: Your Cheapest Ideas
« Reply #2521 on: September 05, 2015, 05:14:10 AM »

Cheap Idea

Able to more quickly select different pawns, similar to EnB's Interface. This mod is used by many, and many people would love to see it implemented into vanilla game.
With a toggle for people who dont like it cause i know a few but yes +1

well, the bugs would be fixed of course.
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Repne

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Re: Your Cheapest Ideas
« Reply #2522 on: September 05, 2015, 10:29:57 AM »

I want that in the game was the holidays, or celebrations.
In those days, people would consider an increased portion of food and alhocol.
Maybe even the abbreviated working hours and more time on entertainment.
In example: Landing day, new year..

Who supports this?


(this text is translated by google.translate)
« Last Edit: September 05, 2015, 10:31:56 AM by Repne »
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Simon_The_Space_Engineer

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The rumba, monkeys with guns, and planting grass
« Reply #2523 on: September 05, 2015, 02:40:33 PM »

Here are some cheap(ish) ideas for you
You should add something like a rumba or some other form of robotic vacuum to help clear up the colony. I have noticed that the colonist will leave certain areas out for cleaning. ,Anne what you can do is use something like a boomrat ai and change it to "graze" dirt and other things like that are things that you can clean up. You could also use the zones to allow players to tell the rumba vacuum where to clean so it's not going across the map to clean a little bit of dirt. Finally, you can have a "charging station" or an animal sleeping spot that requires electricity, with that you could probably rename the "rest" to charge. It would basically be an animal ai that looks and eats dirt, charges instead of resting, and will only vacuum where it is told to.

Monkeys with guns! It would be cool to get to train monkeys how to use guns to help you defend your colony. Up they probably wouldn't be able to lug a big gun like a mini gun (such a weird name for a large gun, isn't it?) but they might be able hit someone with but have low accuracy. This was a random though and would be cool to see so I suggested it.

Finally, I think we should be able to tell our colonist to plant grass to make ranching large amounts of animals easier with a confined(ish) space
« Last Edit: September 05, 2015, 02:51:48 PM by Stone_enderman »
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akiceabear

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Re: Your Cheapest Ideas
« Reply #2524 on: September 05, 2015, 08:21:42 PM »

Strongly agree on the rumba idea

akiceabear

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Re: Your Cheapest Ideas
« Reply #2525 on: September 05, 2015, 10:06:30 PM »

Better AI for food hoppers - make pawns switch out an item that is too limited to make a meal, and switch in another item that is numerous (perhaps the most numerous allowed item). Currently this requires micro, either to disallow the limited type, or more often just forcing a poor pawn to consume it raw and then move in something more abundant.

Zobaken

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Re: Your Cheapest Ideas
« Reply #2526 on: September 06, 2015, 12:04:32 AM »

Please add refrigerators to store a separate amount of food in the kitchen without building another cold room.
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Shipwrecked_and_Comatosed

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Re: Your Cheapest Ideas
« Reply #2527 on: September 06, 2015, 02:02:03 AM »

Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.

And yes I do like things to be a little gritty and dark sometimes :p
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blub01

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Re: Your Cheapest Ideas
« Reply #2528 on: September 06, 2015, 03:13:40 AM »

Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.

And yes I do like things to be a little gritty and dark sometimes :p

did you notice the thread is called "your CHEAPEST ideas"? your suggestion does require quite a lot of work, even if you leave out the special research required(on prisoners, etc.). There is just absolutely nothing like genesplicing in the game, so Tynan would have create an entirely new system for it.
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Shipwrecked_and_Comatosed

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Re: Your Cheapest Ideas
« Reply #2529 on: September 06, 2015, 03:18:41 AM »

Experiment on animals! Gene-splice them, genetically modify them, turn them into cyborgs! Make them bigger, stronger, faster than they were were before! I want a pack of cyberwargs.
It could be a way to add in home-made bonics research, if after you research the tech and get the workbench your scientist still has to perfect it by experimenting on prisoners and volunteers and critters.

And yes I do like things to be a little gritty and dark sometimes :p

did you notice the thread is called "your CHEAPEST ideas"? your suggestion does require quite a lot of work, even if you leave out the special research required(on prisoners, etc.). There is just absolutely nothing like genesplicing in the game, so Tynan would have create an entirely new system for it.

Chillout bro. I just got excited and forgot for a moment that the thread was meant for cheap ideas only. Ah well, no harm done.
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Jorlem

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Re: Your Cheapest Ideas
« Reply #2530 on: September 06, 2015, 03:24:56 AM »

The description for boomalopes states that they were genetically engineered to produce volatile chemicals.  I would like to suggest that these chemicals be added as something they produce in game, like other animals can produce wool or milk.  Then, the chemicals could be sold to traders or used to produce IEDs.
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TheVoidDragon

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Re: Your Cheapest Ideas
« Reply #2531 on: September 06, 2015, 08:20:11 AM »

Some sort of stun weapon to help capture things would be nice. Obviously there would need to be some sort of downside to it so it's not overpowered and can't be use to just take everything/everyone you see. Perhaps have it so it has a chance to incapacitate what it hits, but there's also a chance that it will just damage/destroy parts of them instead.

That way it might take several hits to get something down depending on what it is, but you're also risking not having them at full health it if does work.
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Shipwrecked_and_Comatosed

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Re: Your Cheapest Ideas
« Reply #2532 on: September 06, 2015, 08:27:14 AM »

Some sort of stun weapon to help capture things would be nice. Obviously there would need to be some sort of downside to it so it's not overpowered and can't be use to just take everything/everyone you see. Perhaps have it so it has a chance to incapacitate what it hits, but there's also a chance that it will just damage/destroy parts of them instead.

That way it might take several hits to get something down depending on what it is, but you're also risking not having them at full health it if does work.

It's annoying having to balance things, isn't it? I mean primitive tribes these days can even make tranquiliser darts that work almost instantaneously first time. Tiny darts that do essentially zero damage to the target. And this is far far into the future, it should be trivial to harvest chemicals from some critters or plants and make an equivalent and use it with the hunting rifle or something.
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akiceabear

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Re: Your Cheapest Ideas
« Reply #2533 on: September 06, 2015, 09:15:46 AM »

Weapons are easier to balance - given the enemy spawns with them too! Learned this the hard (but fun) way playing Combat Realism this weekend!

FridayBiology

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Re: Your Cheapest Ideas
« Reply #2534 on: September 06, 2015, 09:55:01 AM »

Animal sickness event - animals gain "sick" health tag, meaning that if you then kill and butch that animal the meat produced will be set to rotten.
Over time (few days maybe) the animals would get better, removing the health tag.

this would be to teach player to pick their hunted prey.
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