Your Cheapest Ideas

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

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Regret

Quote from: DrakePork on October 17, 2015, 02:54:04 PM
Advanced Solarpanel and Advanced Windturbine More power than the regular solarpanels and winturbines. Get through researching.

Duster New Trait. A person with this trait will get bonus Mood when the area around him is dirty/not cleaned.

Cleaned New Trait. A person who gets a negative mood bonus if its dirty/not cleaned around him. The name is cleaned becaouse i didnt come up with anything else

No Clean Area New Zone Area. This works like no roof area and that stuff but that where you have this area people will not go and clean. This is for the Duster Trait that is stated above.

Genetic Plants Plants will grow 50% faster than usual but will drop 30% less food. Get through researching.
Good ideas, but you might wanna look up the definition of genetic. (While Repo: The Genetic Opera is a very entertaining movie, its title teaches bad English.)

Lhoto

#2641
Here's a cheap idea -- press a button to have the camera automatically follow a colonist. I suppose there isn't much in the way of practicality for it, but it could be a neat and simple feature.

EDIT: Different idea: have a button for an event log of some sort, so disappearing text in the top left can be viewed again.

blub01

Quote from: Lhoto on October 23, 2015, 03:53:13 PM
EDIT: Different idea: have a button for an event log of some sort, so disappearing text in the top left can be viewed again.

DO IT!!! no seriously, this would be SO useful when weird stuff happens.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

asanbr

It would be nice if each colonist had a birthday date and it was possible to cook a cake or something.

I know the game might take place in a different star system and all, but since it uses a normal calendar, just stick to that.

Wex

Quote from: asanbr on October 24, 2015, 08:23:56 AM
It would be nice if each colonist had a birthday date and it was possible to cook a cake or something.

I know the game might take place in a different star system and all, but since it uses a normal calendar, just stick to that.
And unless you have a sprawling colony this would be a nice touch.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

madmachinegun

I think these have been suggested before somewhere, but they fit the theme of this thread:

1. Auto-rebuild campfire, kind of like auto-reset trap

2. Emergency zone and mode: a special allowed area which all colonists can be switched onto and off of with a hotkey. That way, when there's a raid, undrafted colonists can keep working inside my walls without running towards the enemy to haul rocks.

onearchitype

1.Sick colonists can get joy when a tv is in the room and on.
2. Sick colonists have a smaller "sharing" debuff in shared medical bay.

NuclearStudent

I want a change all allowed areas to X button. Speed things up a little.

I'd like some way to find dead pets on the map. It's impossible to find dead Mosquitos when they auto tame themselves and get killed in the frenetic fighting of a raid.

ethanwdp

Remove the functionality from scars (but have them there as a bit of decoration, to show that someone's gone through some serious stuff), and replace them with muscle damage, tissue damage, and bone damage.
It would make a lot more sense than scars somehow impairing functionality, and it would still provide an incentive to use better quality medicine.

Limdood

Quote from: ethanwdp on October 29, 2015, 09:22:30 AM
Remove the functionality from scars (but have them there as a bit of decoration, to show that someone's gone through some serious stuff), and replace them with muscle damage, tissue damage, and bone damage.
It would make a lot more sense than scars somehow impairing functionality, and it would still provide an incentive to use better quality medicine.

I'm sure many of the players of rimworld would NOT have that incentive.  In fact i'd be willing to bet 50%+ of the people who read your post would FIRST think "i wonder how many scars i could accumulate on my colonists...?"

would love to see more descriptive minor injury names/descriptions.  Hand scar?  why not carpal tunnel?  functionally the same!  Leg or foot scar?  what about slight limp or gamy leg?  Eyes already have cataracts, moving and manip already have bad back and frail.  Why not keep those "pregenerated" injuries sounding interesting? 

This way scars accumulated really WOULD be interesting.

ethanwdp

Quote from: Limdood on October 29, 2015, 09:48:45 AM
Quote from: ethanwdp on October 29, 2015, 09:22:30 AM
Remove the functionality from scars (but have them there as a bit of decoration, to show that someone's gone through some serious stuff), and replace them with muscle damage, tissue damage, and bone damage.
It would make a lot more sense than scars somehow impairing functionality, and it would still provide an incentive to use better quality medicine.

I'm sure many of the players of rimworld would NOT have that incentive.  In fact i'd be willing to bet 50%+ of the people who read your post would FIRST think "i wonder how many scars i could accumulate on my colonists...?"

would love to see more descriptive minor injury names/descriptions.  Hand scar?  why not carpal tunnel?  functionally the same!  Leg or foot scar?  what about slight limp or gamy leg?  Eyes already have cataracts, moving and manip already have bad back and frail.  Why not keep those "pregenerated" injuries sounding interesting? 

This way scars accumulated really WOULD be interesting.
That's what I suggested. Scars would be functionless (but still there as a reminder of a battle and bad medical care), but there would be new limb injuries that do not heal.

Mr K

Fishing, with a new fishing skill.  A colonist will go and stand by a water source for a period of time, with the chance of catching a fish determined by his or her skill.

Livingston I Presume

Quote from: Tynan on October 09, 2013, 12:17:07 AM


None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?

An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.

If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.


Having your colonist's current outfit name displayed on their info panel, the one that appears when you select a pawn 

This would be cool for 3 reasons..

Firstly I believe this is cheap (please correct me if I'm wrong)

Secondly it just helps people know what that person is wearing without having to go to outfits screen, just makes it more user friendly. 

And Finally it'd be great for people who do a bit of roleplay with their colony.  For example if one of my outfits was called Governor and I had it assigned to someone,  the title Governor is then displayed on that person's info panel, which is cool because if I wanted him to be recognized as that, but didn't want his name to be Governor I can.  It also adds another function to the Outfits feature by giving people roles as well as clothes.  I think it would just help to the overall immersion of the game, but only if people wanted it to, which is what Rimworld is about in many respects, choice.

gaming sorcerer

i have one idea i was talking to a person on youtube hers the chat that i did with some people i think it's a realy good idea that can ahev a hube difference in how people play the game hope you like the idea
gaming sorcerer 3 hours ago  · LINKED COMMENT
i wonder if they will add children and baby and people can get married have children AND sleep together in the royal beds (this will be for like the late game were you need more people) also periods that you either need to make pads for it or buy them it will also affect there mood in this state, when pregnant they will eat more be a little bit more sluggish and will be tired for a while, when the water breaks they need a doctor to go the the hospital bed with the lady untill the baby is born after that you need some new iteams like a carriage,baby food that you can buy or make,a sleeping area and toys you can buy or make. (THIS IS JUST AN IDEA I  HAVE NO IDEA IF THERE GOING TO ADD THIS)
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Jonathan Mensch 3 hours ago
+gaming sorcerer Are you willing to make them killable? Are you comfortable with children starving? Organs allowed to be harvested?
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ryan bell 3 hours ago
+Jonathan Mensch sounds good to me [ ofcouse in real life i am not ok with death ] but rimworld is not real life
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Vin100z 3 hours ago
+gaming sorcerer i saw a mod which allow your colonist to fall in love with each other, its still in early stages but i think its a prof of concept.
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gaming sorcerer 3 hours ago
+Jonathan Mensch yes BUT it will put a HUGE debuff on all of the colonist if the child is killed (in like a prison cell) ,organ harvested or is starving and top priority for all colonist is to take care of the child even to the extent of killing something that's harming the child or feed them before the other people have food.
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Jonathan Mensch 33 minutes ago
+gaming sorcerer I will say that it would be a fitting end to any colony to see the mechanoids busting down the last barrier and gunning down the room of huddling children and pregnant women.
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gaming sorcerer 19 minutes ago
+Jonathan Mensch thats a good idea (not the mech thing) if the base gets attack all the pregnant women and children go the a zone call the safe house (with the people that cant fight) were some of the fighters will stay guarded and protect the area from anything that will try to hurt the people inside and maby a new skill called guard :D i realy hope that somebody turns this into a mod or the people that made the game update doing this idea
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Jonathan Mensch 12 minutes ago
+gaming sorcerer Mechanoids are already in the game.
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gaming sorcerer 1 second ago
+Jonathan Mensch yes i know i was forgeting about the mech part and just talking about the idea of the people huddling in a room thing

Limdood

killable children adds a large public relations and labelling issue to the game.

Skyrim children are invincible because they didn't want to deal with heightened ESRB rating and public outrage.

I can't see Tynan wanting to jump through that hurdle, especially considering children would be largely useless - whether or not you have your colonists stay on the world they crashed on, the IDEA is that they're working towards building a ship to escape.  How many of your colonies have lasted even 3 years (which would be when the kid could theoretically start helping with maybe cleaning or hauling 5 units at a time)?  6 years (they might be able to grow, mine or craft)?  10 years (they could probably do everything by now...but 10 years?)?

so children would be of questionable value to the game, AND they cross a line for many PLAYERS, which would reduce sales, cause public blowback, and likely give the game an even more restrictive ESRB rating.

Remember, Tynan wants his game to cater to as wide an audience as possible...some things, if added, REDUCE the target audience.  I think this wold be one of them