Your Cheapest Ideas

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

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Dreid

If a pawn is below a certain temperature, bring down his speed and work rate. Main reason for wanting this is having climatised prison cells where even if they snap they wont have the energy (All used in heating themselves) to go bat shit crazy!

REMworlder

Making molotovs at brewing benches could be interesting, though admittedly beer isn't that flammable.

hector212121

Bionic spines! Horrendously expensive--we're talking 2-10 AI cores here--but give +20 to all the wonderful things having a bad back penalizes and replaces Bad Back and Frail.

Also, possibly Bionic Body--for someone too near-death to fix or scarred up. (Would have Life Support in the head, along with Brain. Only way to permakill someone with a Bionic Body would be to take down one of those.)

b0rsuk

Quote from: hector212121 on March 22, 2015, 02:22:49 PM
Bionic spines! Horrendously expensive--we're talking 2-10 AI cores here--but give +20 to all the wonderful things having a bad back penalizes and replaces Bad Back and Frail.

How about an exoskeleton ? You would wear it instead of a parka/jacket/duster. The Japanese are building prototypes already, why can't a trader sell them in 5500 ? Instead of making them horrendously expensive you could just make them wear away. Here's a Korean one.

Dran

Heads on stakes - Creates a huge debuff to anyone in the area. Most useful on sieges but makes relationships with friendly fractions go down when they see it.

hector212121

Oh, important one here! NAMING WORLDS!

I have a Let's Play in the works of this(i'll put it in a sig once i get episodes up) and I don't want to put any colonies in my LP world besides, well, my LP colony.

Kagemusha12

Hope this is simple enough:

In the health menu, in the overview tab you have several body attributes (like pain, sight, movement).
When you hover over them with the mouse pointer you get their working percentage (compared to a normal colonist).

It would be extremly useful/informative if this mouse tip wouldn´t just show the percentage, but also the conditions that increase/decrease this body attributes functionality.

Example:
Movement:
Quote
26 %
Bad Back
Frail
Right leg: Old Gunshot

Or
Manipulation:
Quote
120%
Right Arm: Bionic

Joshuasca

* Equip 2 weapons.  Make a little button that switches back and forth in the UI when you select the character.  Now you can use grenades and switch to pistol when targets get on top of you, or have you're sniper pull out a sword. 

hector212121

Delivering more than 1 meal to prisoners at once.

ja7833

Make the nickname a few characters longer - I like to give colonist nicknames based on primary/alternate functions like "farmer-medic" and often they won't fit.
"Someone who is making anywhere from $300,000 to $750,000, that's middle class."  - Frederick Heineman

ja7833

"Someone who is making anywhere from $300,000 to $750,000, that's middle class."  - Frederick Heineman

hector212121

Sculpture quality appearing when zoomed in enough.

b0rsuk

New colonist trait:
* sleepyhead - this colonist needs 10h of sleep instead of the typical(?) 8h.

M

#1828
Quote from: b0rsuk on March 24, 2015, 07:22:12 AM
New colonist trait:
* sleepyhead - this colonist needs 10h of sleep instead of the typical(?) 8h.
Omg that's me... (9hrs for me) :D

New traits:
*Fascinating: Chats from this colonist generate better mood effects than usual to other colonists.
*Craven: During battles this colonist will run to his room or the nearest hospital bed if sees allies die or gets an injury.
*Stoic: During battles this colonist will have a positive mood (Immovable) equal to the total of his negative moods.
*Berserker: If a battle occurs and this colonist is affected by chemical moods/effects the colonist will enter a battle frenzy state, gaining great bouses but becoming uncontrollable (would still hit enemies only).

greenwigglers

plasteel slag

slag rain
- fiery damage inflicting mortars from the heavens