Ludeon Forums

Ludeon Forums

  • June 26, 2022, 11:28:34 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 35 36 [37] 38 39 ... 400

Author Topic: Your Cheapest Ideas  (Read 1267172 times)

Sion

  • Colonist
  • ***
  • Posts: 510
  • Unemployed, looking for game jobbs.
    • View Profile
Re: Your Cheapest Ideas
« Reply #540 on: December 25, 2013, 03:01:47 PM »

I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.

It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P

How about a pet squirrel (or boomrat?) to increase happiness?
Logged
So many ideas... so little time...
Silence is the worst answer.

palandus

  • Colonist
  • ***
  • Posts: 491
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #541 on: December 25, 2013, 03:05:25 PM »

A boomrat as a pet? What happens if you accidently step on it? Would it blow your foot off from the resulting explosion?
Logged

JKTD1919

  • Colonist
  • ***
  • Posts: 127
  • Arnakhor
    • View Profile
Re: Your Cheapest Ideas
« Reply #542 on: December 25, 2013, 09:53:18 PM »

I see that rain is only visible in unroofed areas. Why don't we make fog the same way? It's kind of annoying, I can't really see anything inside my roofed buildings without zooming in.
Logged
Os iusti meditabitur sapientian, et lingua eius loquetur iudicium. Venerit vir qui sufferit tentationem.

shaunxD

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #543 on: December 26, 2013, 08:01:19 PM »

Don't know if anybody has said this yet but i would love to be able to group my colonists together so i don't have to go clicking on every single one of my colonists to find out who has the weapons. Also why not add a watchtower with a searchlight to help out during the night if you get attacked maybe have the light cost around 200 300 energy per tower and costs maybe 150-300 metal.

 
« Last Edit: December 27, 2013, 11:21:12 AM by shaunxD »
Logged

Bemoteajh

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Races
« Reply #544 on: December 27, 2013, 10:42:32 PM »

Think races would be fairly nice who doesn't love them selves some ugly/beautiful blue/green huge/tiny angry/stoic alien friends

Just for story purposes would require little in the way of actual code just new appearance for male and female and maby 2 variants of each
different starting stat values and available jobs
(one race has no social while another refuses to fight ECT ECT)
Logged

Bemoteajh

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #545 on: December 27, 2013, 10:59:42 PM »

1)Hardened Reinforced Walls
Pro- Cant be destroyed at all       
Con-Massive cost (4x normal wall) no power flow

2)Slower Growing/Less Food Required
Pro- Will slow down the flow of the game (crops instantly being ready makes for too much money for trades)
Con- Allows too much time to respond to emergencies

3)Solar Flare Pulses
Solar flare interruptions should be 1hr long every few hrs
and repeating for about 3 days
Pro- Cave settlements can still survive if only barely
Con-Cave settlements will be more common

4)Plague Doesn't Affect Hydroponics Or All Crops At Once
DUH!
Logged

JKTD1919

  • Colonist
  • ***
  • Posts: 127
  • Arnakhor
    • View Profile
Re: Your Cheapest Ideas
« Reply #546 on: December 28, 2013, 12:59:45 PM »

You colonists spread the blight through walking around fields whilst "Growing." All of your plants probably contracted the blight at about the same time, so it makes sense that they would all die at once.

One hour is way too short to make solar flares even relevant.
Logged
Os iusti meditabitur sapientian, et lingua eius loquetur iudicium. Venerit vir qui sufferit tentationem.

Untrustedlife

  • Colonist
  • ***
  • Posts: 532
  • Name In Game Backer
    • View Profile
Re: Your Cheapest Ideas
« Reply #547 on: January 02, 2014, 09:51:42 PM »

I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.

It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P

How about a pet squirrel (or boomrat?) to increase happiness?

That is a neat idea.
Logged
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

kdfsjljklgjfg

  • Drifter
  • **
  • Posts: 25
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #548 on: January 05, 2014, 11:45:15 PM »

Would mannable gun emplacements be simple enough? Like the Sentry, but cheaper, but a colonist has to get on it, and it requires no power. I imagine it could be set up like the comm does, with a colonist getting on it.
Logged

parkourwalrus

  • Muffalo
  • *
  • Posts: 13
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #549 on: January 07, 2014, 06:32:33 PM »

Multiple tech levels of weapon, you  know, caveman tech, medieval tech, dieselpunk, modern, near future, post-fall (relics from a time of endless war.), and transcendent tech.
Logged

GemCat

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #550 on: January 07, 2014, 06:41:37 PM »

A firefighting AI? Dunno how much time this would take, but I would like it if all of my colonists would drop their task (unless they are drafted, of course) and run to help with extinguishing a fire in the Home Zone. Even with manual priorities fire fighting is a problem.
Logged

Untrustedlife

  • Colonist
  • ***
  • Posts: 532
  • Name In Game Backer
    • View Profile
Re: Your Cheapest Ideas
« Reply #551 on: January 07, 2014, 06:43:50 PM »

Multiple tech levels of weapon, you  know, caveman tech, medieval tech, dieselpunk, modern, near future, post-fall (relics from a time of endless war.), and transcendent tech.
Planned already

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
 ;)
Logged
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

Darker

  • Colonist
  • ***
  • Posts: 378
  • I'm Jack's twisted mind
    • View Profile
    • Rim world editor
Re: Your Cheapest Ideas
« Reply #552 on: January 08, 2014, 03:00:50 PM »

  • Fix job pathfinder - currently, it simply finds nearest target by euclidean distance
  • Allow colonists order to walk on obstructions (as sandbags) when drafted
  • 1x1 dumping area (or make it a zone, much like "Mine", "Haul things")
  • Make objects with empty <Health> tag invincible
  • Throw human readable error on savefile parsing error!!! - save-moding is a lot of pain these days
Logged
Please... Throw human readable errors on savefile parsing failure!!!
Rim world editor Editor on GIT

Dr. Z

  • Colonist
  • ***
  • Posts: 751
  • Disciple of the one beeing ment to rule the galaxy
    • View Profile
Re: Your Cheapest Ideas
« Reply #553 on: January 08, 2014, 03:34:46 PM »

It's really annoying that you can't choose the powersource for your electrical objects. For example, if you put a lamp a few tiles away from a power conduit, there is an automatic placed smaller cable, but if theres also a wall nearby which isn't connectet to your network, the lamp probably will choose the wall instead of the conduit and won't function.
Logged
Prasie the Squirrel!

sldee

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #554 on: January 08, 2014, 08:03:25 PM »

Absolutely love the game, even in this unfinished state. Few simple cheap ideas:

Buildings:
-Barbed wire (I really want this, my base defense needs it :))
-Firewall (expensive wall with added benefit of not catching fire when not damaged)
-Firedoor (to compliment the above)
-Perimeter wall (just a wall without automatic roofing)
-Searchlight (powerful light that lowers penalty for shooting targets in dark squares)

AI:
-priority areas similar to home area for repairing, cleaning etc. (for example to high priority on main power supply maintenance, little lower priority for perimeter defenses and lowest for living quarters)

Jobs:
-Priest (talking with one removes the saw bodies penalty and generally improves morale. Maybe whole religion thing later.)
-Wench (keeping in with theme, gives random "morale boosts". Maybe doesn't require own room? :P)

Interactive events:
-similar to current ones but with simple do that/don't do that options would add some depth and story potential for the game. Example: "You get scrambled emergency message on comms console. Respond Y/N?". Choosing no just dismisses the message and you everything continues as is. Choosing to respond to the message enters you into a coin flip. Options could be something like raiders faking emergency in search of target to raid or trader in distress who joins your colony and in gratitude also supplies you metal, food or weapons. These could be easily crowd-sourced. No idea how hard this is to implement, but sounds simple enough.

Robots:
-Robots please. Hauling bots, mining bots, repair bots, cleaning bots. Bots to do incomplex tasks. Could require some research and a scientist to manufacture them. Requires recharging.
Logged
Pages: 1 ... 35 36 [37] 38 39 ... 400