Your Cheapest Ideas

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

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Barazen

Problem is, if we give an easy way to subdue colonists, it therefore becomes an easy way to cap invaders.

Maybe just more preventitive measure? Like maybe cctv to lower the chance of violent mental breaks?
Anyone else felt their heart break when a pawns marriage falls apart?
Doc & Valarie, I shipped it, she flipped it.

lordmaur

I got the game for a copple of days, really like the developing process and the new features, but i got some ideas that i dont think are too hard to make:

1- Droids/Drones/Bots - mechanical automatons that help arround the colony, they could be carryng bots( for hauling) cleaning/janitor bots, building bots, medical or firefighting drones, combat drones, each could do only one or 2 jobs, but they cost no food and could use batteries that need recharging on the power grid; could be bought or maybe built

2- Negotiating terms of peace- i mean attackers or raiders just atack aimlessly with no much gain most of the time, they should ask for bribes to leave you alone, or maybe taking somone as a slave before the raid, and in accepting their terms they would stop the atack

3- mercenaries- there could be a event or quest to pay for mercenary troopers to stay in your colony for a period of time, they would act as a friendly NPC and just fight enemyes and animals or put down fires and make basic repairs on structures.

4- Civil war!!- The galaxy could be at conflit, rebels, dissidents, raiders, poverty, why dont allow 2 major factions to be at war for domination over the galaxy and you could choose to side with one of them? would allow for events such as orbitary barrage on your colony, friendly NPC giving you free items for the cause, and even invasions and sidges from the fighting groups if you accept a cople of them im you base or build and Anti orbitary gun or Shield that will stop future orbital barrages


SirScuttles

Quote from: Barazen on January 24, 2017, 06:55:42 PM
Problem is, if we give an easy way to subdue colonists, it therefore becomes an easy way to cap invaders.

Maybe just more preventitive measure? Like maybe cctv to lower the chance of violent mental breaks?

I think could be done so that it only works for colonists fairly easily. Of course it would be unfair if you could easily capture people while they raid you. Although it might be fun to allow the mechanic while raiding other tribes and end up playing the slaver yourself.

Your cctv idea is brilliant but doesn't fit into the whole cheap ideas.  You could place cctvs around that have a cone/circle of influence where violent/destructive behavior is decreased. But it would give a small big brother negative mood modifier. And you could could add personalities that play on that like a paranoia  and worry-wort. Paranoia would get extra negative big brother modifier and  worry-wort would get a positive bonus for it because it makes them feel safer.
Later a station could be added where someone can watch the cameras for extra effectiveness. Would be good for preventing prison breaks

Selvek

Fuse box!  Since we obviously build circuits which for some reason short circuit every few days, we should design a fuse to prevent fires!

Could still facilitate interesting gameplay with the brzzt event.  Do I pay the price to put a bunch of fuses in different places, so my whole base doesn't go down if one blows, or do I have a single master?  Do I even bother, if a fuse is more costly/takes longer to replace than a wire and I can extinguish fires fairly easily? (unless, of course, there are also mechs knocking at my door...) 

Grishnerf

Make Multi colony start possible in Scenario Editor.

Your 6-7 start pawns get dropped randomized on different maptiles.
(spaceship is breaking apart)
Born in Toxic Fallout
Drop-Pod Escape Artist

Radircs

First Aid of field. Totally hate it that my guys bleed out in the field because the doctor grab one, bring him to bed, do his work and run to the next. The back and forward cost time. Would be nice if he could at least stop the bleeding on the field. (Infections and some other wounds still need a bed to fix and first aid have a lower treatment)
To the same idea a way to redo treatment.

TrashMan

Dunno how easy it would be - but support for 128x64 weapons? I want my long polearms with long melee range and very long guns (that can't fire in melee due to length)


Also, a change/toggle/flag to change the way armor/helmet rendering works.
- option to have armor drawn over head in side view (for armors with big shoulderpads and bulky armors in general)
- option to not draw head beneath a helmet (for fully closed, but small helmets)

hwfanatic

Quote from: Radircs on January 26, 2017, 06:23:55 AM
Would be nice if he could at least stop the bleeding on the field.
Place a sleeping spot under the downed pawn (instant and free) and mark it as a medical bed. Rescue him and patch him up quickly. Deconstruct the sleeping spot afterwards.

gendalf

#4238
Tamed animals:
- Add an obvious mark to the trade interface on the tamed animals with the proper attachment/bond relationship.
- In the animal->social window move the attachment/bond relationship line to always be visible (and maybe change its color). (currently it's in the same list with animal<->animal relationships and pushed down after pregnancies)
- Forbid usage of fine meals (or better) for feeding a starving animal.
- Option to allow animals eating food that will spoil in a day. (also would be nice if colonists prioritized this food themselves)
- Assign animal bed/spot to a specific tamed animal, assigned animal ignores the zone restriction to get to the assigned bed (to simplify zone usage).
- Forbid/allow list with animal types on animal bed/spot (kinda like with storage) - basically to create pens of certain type of animals which won't be carried to the wrong beds (no more sick Boomaloops in the middle of the base).
- Medical animal bed/spot (right now there's no way to move a downed animal to a specific area for treatment, except the whole delete all empty animal beds, which is silly)
- easier way too spot pets that require periodic treatment (diseased/carcinoma).

colonist inventory:
- Add an option to let medics keep 1 medicine in their inventory. (Currently you can tell your colonists to keep drugs in their inventory and beer is 0.5kg compared to 0.35kg herbal and 0.5kg regular medicine.)

- show true movement speed reduction on mouse hover-over (include the sandbags, stones, items on the ground, beds not just the ground).

iareBirdie

hey
i think that rimworld needs to have a change so one building,like a solar panel can be builded by multible people.
so it would get built faster an maby have some better quality because its hard to do lots of stuff alone,
espeshialy if its like a mortar or something complex like that.

i play lots of rimworld so it would be kinda awsome
thanks
love and kisses(not really kisses)
iareBirdie

Admiral Wily

Make it so that if I have a colonist with a shield go equip a gun the colonist will auto drop the shield or unequip it at a acceptable stockpile.

MrWhiteWoofie

Setting up seperate zones for firefighting and cleaning would be nice (that is differentiating them from the 'home area'), since very often I find myself in a situation where I want an area to be under the 'home area' because of fires, but at the same time I dont need it cleaned.

dv

Quote from: MrWhiteWoofie on January 27, 2017, 11:48:05 AM
Setting up seperate zones for firefighting and cleaning would be nice (that is differentiating them from the 'home area'), since very often I find myself in a situation where I want an area to be under the 'home area' because of fires, but at the same time I dont need it cleaned.

Easy. Once you have 7-8 pawns, pick one to be your dedicated housekeeper, and set their allowed area to a smaller area than your home area.

poseyjmac

Concerning the colonist bar at the top. It would be nice to have a little more functionality with it. Here are a couple things I would use:

1. Re-order colonists. Maybe some kind of color grouping system. Once I get a lot of colonists, it becomes more apparent to me that it's just a random string of colonists.
2. Right click contextual details on colonist in bar to prioritize certain things(eat, rest, etc)



Ace_livion

Quote from: dv on January 27, 2017, 01:23:25 PM
Easy. Once you have 7-8 pawns, pick one to be your dedicated housekeeper, and set their allowed area to a smaller area than your home area.

its a nice work around. +1
yet making it user friendly way to do it would be nice.