Your Cheapest Ideas

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

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panofduluth

This thread is huge not sure if you will get through it all. will add as i think of them.

i see you have party spots and marriage spots now. anyway we can get like a trade depot spot or something similar?

Illusion Distort

Would be cool to have a raid with just granades and molotovs, they do not care about stealing or capturing, simply destroys your stuff and then leave.

Lights on batteries that only glow when there is power in the system (or reversed, as some sort of iluminating substance, but harder to implement).

Mood debuffs for colonists completly or partialy unable to speak (no jaw, damaged lungs etc.)

Large prisoner selling ships (some sort of federal prison ship, very rare spawn chance, maby once in a decade or something) that sell their worst and most undiciplinned prisoners.

Wardrobe rack(2,1. 2,3. or .2,2. or something similar) that allows clothing to stack up to a cap, 6 for example.

More rougelike traits for hard-baked colonists with a criminal history.

Thoughts on these? ???

Vaporisor

#2987
Quote from: Illusion Distort on April 25, 2016, 12:39:39 PM

Lights on batteries that only glow when there is power in the system (or reversed, as some sort of iluminating substance, but harder to implement).

Mood debuffs for colonists completly or partialy unable to speak (no jaw, damaged lungs etc.)

Large prisoner selling ships (some sort of federal prison ship, very rare spawn chance, maby once in a decade or something) that sell their worst and most undiciplinned prisoners.


The first I think is something beyond a cheap idea, but with batteries able to be uninstalled and retain charge, I think we got potential for some new mechanics play.  Gonna steal that concept and put it up in a separate thread ^.^

As I wrote this in a concept post, I realized I do something similar that works a bit more efficient.  I also misread what you meant.  Have batteries have indicators of positive/negative power generation.  Green light is charging, red is discharging?

I thought something else, sorry bout that.  Good idea.

Second idea, not sure if it exists, but jaw and lung damage probably should give a reduction on the social boost they are able to give/receive for sure.

Third idea,  ooh, prison ships.... This one is interesting.  If the mechanics allow, the "slaves" could be better differentiated.  Pirates having the mix of people, but the prisons having specialists in combat?  I would think a Mercenary ship is better.  Lets make it three ships.

Pirates for cheap random people.
Migrant ships, moderate cost pawns with tendency towards labour traits and skills
Mercenary ships, expensive, but high combat abilities, maybe bionics, etc.
Stories by Vaporisor

Escaped convicts!
concluded
Altair XIII
Frozen Wastes

Fallen145

training dummies

often ill start off with a colonist or two who cant fight, there should be a Items so they can work on their fighting skills. The dummy would be made from hay, leather, or whatever and each one will have different traits.

Human dummy: colonist  could train to fight humans, they could be set to just train, attack to kill or attack to cripple.

target dummy: only range weapons can be use on these, to help range colonist get better shooting and also relieved stress.

punching bag: un arm colonist can use this to help ease their stress.

firescythe

#2989
Tweaking: cats should be tameable for Obidience. Actually they are :)

Different levels of wooden walls made of logs:

  • Stockade: no req, early game, to somewhat/fully restrict area of animals. Might be overridden by mental state of animal, risk of fire area, etc. Workload includes digging pole points.
  • Wooden fence: requires some (any?) kind of workshop, time consuming job to make sheets of timber in order to later set them into a digged path. Override/breach chances: tiny none, small and moderate very low, humanlike moderate, large/+ uneasy.
  • Barn: by certain level of crafting+animals skill and research necessary, maybe bound all 3 together. Similar to a wooden house, for flock of animals.
Wooden furnitures might be possible depending on level of crafting skill of settler.

Trenches: Actually ground manipulation, just dig a hole. If connected to a lake, it might work as water trench. If too long, it dries out the lake. If wooden poles (stakes) added and covered, might work as trap (depends on character skill).

Mass graves: with the obvious biohazard. It would mean easier to manage multiple dead bodies, if I dont want to separately bury every each of them.
To make it more realistic, I would fix a bodymass per square possible to contain (like tiny/small/... adding up), and if someone happens to exceed the used space, and avoid hazard, need to dig another or preplan with a bigger size.

hwfanatic

Make snowmen targetable, so they can be used for target practice. Make the activity less effective when done often (mechanics already in the game).

Snownova

Please add the ability to set quality limiters to equipment racks, like we can on zones.

ivanthefun99

I'd personally love the option to be able to start with only one colonist,  theoretically that would affect wealth which would scale the events correctly, if the colonist gets hurt you'll have issues since he/she couldn't treat herself but that's just how it goes.  It'd theoretically draw out early game a lot more because you'll need to focus on having the person survive and gathering what they can and hoping either some wanderers join later or capturing people and convincing them to join.

keylocke

sandbags should probably use stone rather than steel.

b0rsuk

Marsh, especially covered in snow, should support campfires. It supports snowmen!!

Falling snow extinguishes campfires much, much too fast. A campfire doesn't even last a hour of game time in "gentle" snow! Sometimes I'm using campfires to light incoming enemies.

Ace_livion

being able to type the number you wish to sell/buy from merchants.
if its a feature i just have not found it yet but i need it. to want to buy 600 steel out of 700 is a pain....

Vaporisor

How about an epic level predator on par with the Thrumbos?

Thrumbos come through, eat some trees and leave.  I am wondering if we can get something similar, but instead can eat a muffalo whole?  Don't let your peeps wander around outside cause might not be anything left to recover....
Stories by Vaporisor

Escaped convicts!
concluded
Altair XIII
Frozen Wastes

kulg

Quote from: king komodo on April 17, 2016, 02:20:37 PM
Quote from: Fallen145 on April 16, 2016, 12:30:25 AM
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it

But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like

1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a  stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day

2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple

3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.

Fishing has been suggested multiple times so guessing it's rather complex or at least harder than we think since I don't know why it's not in the game yet. We used to have a fertilizer pump was a little unbalanced since it could change rock into fertile soil so an ADDITIVE fertilizer might not be a bad idea although it may run into the same problem. As for animal armor yes, please. Also on to my own idea, riding animals as a mount, War Elephants were a thing and actually scary to ancient romans, figure it would bring another interesting layer if we had only certain animals able to be ridden and needing to craft a saddle to do so.

note to self... do not ride the Boomalope into battle. you should be ABLE to but wise enough not to lol.

Dspendragon

Quote from: kulg on April 27, 2016, 08:40:03 PM
Quote from: king komodo on April 17, 2016, 02:20:37 PM
Quote from: Fallen145 on April 16, 2016, 12:30:25 AM
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it

But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like

1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a  stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day

2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple

3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.

Fishing has been suggested multiple times so guessing it's rather complex or at least harder than we think since I don't know why it's not in the game yet. We used to have a fertilizer pump was a little unbalanced since it could change rock into fertile soil so an ADDITIVE fertilizer might not be a bad idea although it may run into the same problem. As for animal armor yes, please. Also on to my own idea, riding animals as a mount, War Elephants were a thing and actually scary to ancient romans, figure it would bring another interesting layer if we had only certain animals able to be ridden and needing to craft a saddle to do so.

note to self... do not ride the Boomalope into battle. you should be ABLE to but wise enough not to lol.

I could see that, an army of boomalope riders . Aim for the Bubbles men
This is Rimworld people, Where cannibals ware pink helmets and nudest decide to go outside when its -59F, And where shit happens. Its anything but fare or balanced, Lady Luck rolls a 1000-sided dice and 80% of that dice says"Death"on it. Your job is keeping your people alive in bad rolls. Good Luck.

Mithrawndo

200 pages; I'll be honest I gave up before I hit 50. Apologies if this is repetition, and I won't hold it against you if, like me, you skip to the end. I'm sure you've thought of all these before, but I've typed them out now so...


  • Trench tiles: Hard labour, for cover and to slow attackers.
  • Soil: A resouce dug from soil, leaving a trench/pit. Required ingredient to build plant pots.
  • Gravel: A resource dug from stone, leaving a trench/pit and used as flooring.
  • Deadfall trap: Add steel or wood and labour to a trench tile.
  • Planters: A slow, low tech version of hydroponics requiring soil and wood.
  • Forge: A slow, low tech smelter that runs on wood and crafts simple tools.
  • Pyre: Give your colonists a Hindu/Sikh/Viking sendoff.
  • Ash: Used as fertilizer, for fire extinguishers, clearing snow. Byproduct of Pyres, Campfires, Stoves, Generators etc.
  • Oil Spill: An event triggered when digging ground tiles. Makes a big mess that spreads unless capped with...
  • Oil Well: Extracts crude oil from underground, to be refined and used in..
  • Oil Fired Heater: Use oil to keep your toes warm
  • Oil Fired Generator: Ugly, smelly but efficient power generation.
  • Oil Well Cap: Plug that hole before it fills the Gulf of Mexico entire map! Used if you haven't researched the oil well, or simply don't want to.
  • Refinery: Used to convert crude oil
  • Sugar Cane/Beet: Can be eaten or turned into fuel

Some of these might be a little against the lore-grain, I'm not sure if the planets we're on are naturally capable of sustaining plant life or if they were terraformed. Obviously if the latter there'd likely be no oil to strike!