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Author Topic: Your Cheapest Ideas  (Read 1251377 times)

Necronomocoins

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Re: Your Cheapest Ideas
« Reply #480 on: December 02, 2013, 05:31:55 AM »

Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.
« Last Edit: December 02, 2013, 06:48:43 AM by Necronomocoins »
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apljee

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Re: Your Cheapest Ideas
« Reply #481 on: December 02, 2013, 08:51:47 AM »

Pets, like a dog or robot dog that cause happiness in colonists, can carry out limited commands, like go there, stay there, attack, lay down and roll over. They would not be in the overview or have no boxes. They could be a trade commodity with the same negative effect as selling prisoners, always loyal, doesn't need a bed (sleeps anywhere), always happy, always hungry, eats dead squirrels or boomrats and maybe the colonists get unhappy when a pet dies (not with the robot dog idea). Another idea: Attachments, the colonists could get "attached" to colonists they socialise with more getting higher happiness bonuses when socialising with more attached colonists but higher happiness loss when/if they die/get sold.

Or just a real dog, cat, and possibly farm animals. There's already squirrels in this game; maybe we can herd muffalo and mount them, too.

todofwar

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Re: Your Cheapest Ideas
« Reply #482 on: December 02, 2013, 09:02:15 AM »

Ability to dump weapons from equipment racks. I have like twenty spots, but they keep getting filled with pistols. I've stopped letting them haul pistols, but the ability to clear space in my increasingly crowded equipment room would be nice
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JKTD1919

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Re: Your Cheapest Ideas
« Reply #483 on: December 02, 2013, 03:20:24 PM »

I'd like a box for colonists to haul unwanted weapons to instead of taking up equipment rack space.
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Os iusti meditabitur sapientian, et lingua eius loquetur iudicium. Venerit vir qui sufferit tentationem.

cameron908

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Re: Your Cheapest Ideas
« Reply #484 on: December 02, 2013, 07:36:08 PM »

wouldn't mind adding maybe floods that could cause some... electrical situations if it finds its way into buildings or if you just plain out leave exposed wires in the rain.

hell maybe you could even add a global warming scenario (assuming you add coal plants and whatnot) where ice caps melt that ultimately leads to a new type of gameplay(underwater base!!!!!!!) and you could re-include oxygen drill from your prototype game because im pretty sure its hard to get good airflow underwater... fwew that was a lot of words and typing, I hop it was worth it. <img src="http://ts2.mm.bing.net/th?id=H.5030889627848085&w=262&h=178&c=7&rs=1&pid=1.7"/>
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central

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Re: Your Cheapest Ideas
« Reply #485 on: December 03, 2013, 04:35:30 AM »

Here's a very cheap idea that is well worth the dev time:
Have idle colonist stay within the home-zone.
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Lynx Observateur

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Re: Your Cheapest Ideas
« Reply #486 on: December 03, 2013, 09:47:02 PM »

Here are I few ideas I have:

-An interactive event log. Where you can click and zoom in the locations of the events.
-Traps.
-Cleaning order.

Like the game a lot, by the way. Keep up the good work.
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Drip T Rat

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Re: Your Cheapest Ideas
« Reply #487 on: December 04, 2013, 05:10:39 AM »

After playing the game for a few days, this is what I've got. I do apologize if some one has already mentioned these.

- The shadows growing long and short are a really nice touch. In real life a shadow is sharper the closer the object casting it is to whatever the shadow is projecting on, and fuzzier the further away the two get. I wonder if this can't be simulated.

- Some of the stats seem to reset after loading up a game. I've over a hundred raiders in my graveyard and according to their stats they all died on the same day.

- I feel like E-mail messages in game could be color coded. When ever I get a message I automatically slam the space bar because I'm worried its warning of an impending raid. I would like to see different colored messages for Raid warnings, Orbiting ships, and outbreaks of rabid boomrats.

- I think it'd be nice if the colonists could develop relationships with each other. Gain happiness when their beds are in the same room and become depressed if their partner is killed. Chosen partners could be determined by a random sexual preference, the number of social chats they have together and/or how many meals are shared at the same table.

- It may be neat to have a rare chance for a raider to switch sides mid fight if his raider allies are not faring too well.

- Rain washing away blood stains.

- Right now it seems colonists can only die a violent death. It'd be nice to see one die of natural causes for a change. Less severely, perhaps a colonist could become bedridden for a time.

- In the current game, the repair SFX sounds much too similar to the SFX of a landmine about to go off. If I'm not watching my colonists fix something, I keep anticipating a follow up explosion.

- When a solar flare knocks out the lights, or anytime the power goes off, I feel like my colonists would break out the candles. This could be a research-able piece of stone age technology and could provide the opportunity for the occasional fire.

- Purely aesthetic but I'd like to see the occasional female colonist with her hair in a ponytail. Hair styles could be a cheap way to add variety to the colonist characters.

- As I'm setting up graveyards, I'm finding it difficult to determine at which end the tombstone will go.

- I think it'd be nice if the colony is visited from time to time, perhaps from one of the orbiting ships. Visitors could offer gifts and interactions between visitors and colonists could raise colonist stats.

Thats all I have for now. I love the game and if it grows no further I feel my money was well spent on it, so anything you add is a welcome bonus. Thank you and have a good one.
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TheLastGenius

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Re: Your Cheapest Ideas
« Reply #488 on: December 04, 2013, 02:07:43 PM »

I have a few cheap Ideas I thought of when playing the game -
- A way to destroy corpses (they can get very area consuming) Such as an incinerator
- A way to destroy rubble (should not be easy but again very area consuming)
- More decorative items and furniture such as a sofa a tv etc that increases happiness
- An in depth(ish) optional Character creation screen/ character save feature (currently I'm going into the save file and editing the name, age, traits and body type of my people because I like to have my own little story)
- More research subjects to upgrade Items and structures, such as fireproof walls/turrets blast proof objects and upgraded sandbags
- More character pick-ups like armour or clothing to change appearance and possibly lessen hit damage also a shield to replace the weapon slot or maybe even a large object/ small object, so can can carry a handgun and shield or a big gun and handgun or something
- The ability to mount character weapons onto turrets or to research new ammo types and turret heads/body’s
-a powered shield system where you have a generator and nodes, and the nodes connect to each other in a way you specify and you can research to make the shield more effective (harder to walk through, more chance to block shots etc) also have it start as a 2 way block but be able to be upgraded to a 1-way block (you can shoot at the bad guys) or something to make it so it remains 2-way but your colonists can get through
- Possibly a map editor so you can design and share your own map designs
- Make weather more effecting i.e. if it's raining and your colonist is outside he/she gets less happy because he/she is soaked or if theres a thunderstorm fear goes up and if it's foggy there shooting range is decreased.
- Better doors to be researched such as a reinforced door which is harder to get through or a light door which produces light or an energy door that functions like the shield idea and so on
- Add in hobbys such as jogging, painting, stargazing etc.

Hope these aren't too elaborate, thank you for reading and please reply with thoughts on my ideas :)
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TheLastGenius

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Re: Your Cheapest Ideas
« Reply #489 on: December 04, 2013, 02:47:46 PM »

I've had a few more cheap ideas
- Make it so you can choose how much ram is used (for high end machine that want better performance)
- Give you the ability to define prisoner areas and tasks, like in prison architect so they can grow crops and repair objects
- Allow you to tame animals to use squirrels as a way to quickly cut plants and muffalos could be mount so you can move around the map faster
- Give you colonists a special exercise area to increase stats like walk speed  or melee strength or mining speed for a mid-term basis unless you continue to exercise.

Thanks for reading :) please reply
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Drip T Rat

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Re: Your Cheapest Ideas
« Reply #490 on: December 04, 2013, 05:49:49 PM »

- The ability to mount character weapons onto turrets or to research new ammo types and turret heads/body’s
-a powered shield system where you have a generator and nodes, and the nodes connect to each other in a way you specify and you can research to make the shield more effective (harder to walk through, more chance to block shots etc) also have it start as a 2 way block but be able to be upgraded to a 1-way block (you can shoot at the bad guys) or something to make it so it remains 2-way but your colonists can get through

I liked most of your ideas and agree they would enhance the game but I feel these two, mounted turrets and a shield system may distract from the stated goal of making the game feel like the old west in space. On my end, I like that the game is trying to walk a line where it wants to be a simulated western with a rare few added sci-fi elements.
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Ambius

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Re: Your Cheapest Ideas
« Reply #491 on: December 04, 2013, 09:12:06 PM »

-Add an area/structure for Muffalo/Animals to raise.
-Ability or something like it (Like Animal Handling/Farming?) to herd animals to then harvest later for food.

Kinda has adds a wild west feel to it, yea?
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TheLastGenius

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Re: Your Cheapest Ideas
« Reply #492 on: December 05, 2013, 02:39:47 AM »

I've had a couple more cheap ideas
- A more in-depth social development engine like the more you talk to a certain colonist the better friends you are and eventually you can start dating get married etc
- Different alert sounds or colours for the E-mail thingy (ie raider will be red with a little Siren)

Thanks for reading, please reply :)
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chessteach

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Re: Your Cheapest Ideas
« Reply #493 on: December 05, 2013, 06:54:02 PM »

First off: Awesome game, and I am glad you prereleased it so I don't need to wait to try it out :-)

Engraved floor. I loved this feature in DF and it would be interesting if you allowed players to place engraved tiles.

Subdue option under attack menu. This would do less damage, but would be less likely to kill the person. I hate it when I have to kill perfectly good slaves.

Training Grounds. A small area where idle settlers can practice combat.

Allow building statues, and fountains.

Endless research. Create research options that never complete, then reward the city based upon how many research points are put into it. An example would be 'Study local fauna'. Each hundred points would give every settler one point of happiness as it creates a diversion from from their day.

Illnesses. Cause one settler to become ill for a random number of days, with the possibility of death. They may need to be rescued.

Time Saving Suggestions:
Diagonal placements. I would like to be able to make diagonal roads, and it is tedious at the moment. If I could hold down a button that would cause the placement to be diagonal rather then a square would be helpful.

Prioritize materials over harmless animals. If I try to select a group of minerals and food so that I can get my colonists to pick it up and a stupid squirrel walks into my selection, I only select the squirrel. Harmless animals should be the lowest priority.
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owenkberg

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Re: Your Cheapest Ideas
« Reply #494 on: December 06, 2013, 10:48:25 PM »

Wall-hung lights.

Simple as that. The fact that they're always just awkwardly chillin' on the ground really bugs me. =P
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