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Author Topic: Your Cheapest Ideas  (Read 1292871 times)

AK

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Re: Your Cheapest Ideas
« Reply #570 on: January 21, 2014, 02:09:59 PM »

Cheap ideas:
- Water as mentioned earlier (lakes/rivers/ponds etc).
- Shrapnels from grenades (only damaging soft targets)
- Trenches/foxholes
- Ability to shoot flares into sky during night. Maybe when there all the powers are out and raiders are rushing in. Alternative way to light out the field.
- Ability to brew beer. That could have some boost on happiness (for some...or make them even more aggressive/depressed) for a while and decreasing shooting/melee skills.
- Trees
- Randomised cloud shadows/tumbleweeds. Gently passing by the map.
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Leon4852

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Re: Your Cheapest Ideas
« Reply #571 on: January 21, 2014, 10:54:38 PM »

  I think a cool idea for some of the colonists that are just soldiers have a "guard mode". When you have some colonists like assassins they can only "firefight" making them not really useful for everyday activity. But sometimes when raiders land and still need some time to build it would be cool for a guard mode. It could just be the colonist would stand guard somewhere looking for threats. if it fired you would just get a little alert, when he/she got hungry they would just go eat and a little message might pop up saying "guard left post" for when they went to eat, or sleep.
   
  Let me know what you think. Thanks
 
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kdfsjljklgjfg

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Re: Your Cheapest Ideas
« Reply #572 on: January 22, 2014, 12:22:40 PM »

A target or shooting range type of thing for colonists to raise their shooting skill in between fights with raiders. Right now, all that would really need to be done is to take a colonist model, make some small change to the skin (maybe put a red X across their torso), and make it unresponsive to stimuli, and immune to hunger/rest.
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Ash_Crow

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Re: Your Cheapest Ideas
« Reply #573 on: January 24, 2014, 04:36:12 AM »

A campfire : serves as a light source, cancels the "slept ouside" for nearby sleeping spots but has a small chance to set fire on them.
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CodyRex123

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Re: Your Cheapest Ideas
« Reply #574 on: January 25, 2014, 10:30:44 PM »

Am back, with one more suggestion, Which i also dont really know how cheap it is but whats in the game makes it sound doable, so i want to have a certain person in the game allways controlled, or someting like DF's adventure mode, thats all am looking for, but the adventering thing needs some other place then here
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Dragons!

lewisd

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Re: Your Cheapest Ideas
« Reply #575 on: January 27, 2014, 05:37:27 PM »

I just started a thread titled "Separate cleaning/firefighting zones".  It seems likely it would be fairly cheap, since it's a separation of two things that are already in the game.
http://ludeon.com/forums/index.php?topic=1738.0
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Untrustedlife

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Re: Your Cheapest Ideas
« Reply #576 on: January 27, 2014, 05:40:44 PM »

Am back, with one more suggestion, Which i also dont really know how cheap it is but whats in the game makes it sound doable, so i want to have a certain person in the game allways controlled, or someting like DF's adventure mode, thats all am looking for, but the adventering thing needs some other place then here
*add a adventure mode*
Yep, cheap..so very cheap
-_-
You realize how much time it takes to implement entirely new modes to a game? A very long time.
(I know this, as I am a programmer)
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

dotoli

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Re: Your Cheapest Ideas
« Reply #577 on: January 28, 2014, 12:05:12 PM »

Currently, lamps only have two modes : on & off. What if they also had:

-energy saving mode: only turn on when ambient light is below a certain amount.
-timer mode: lights are put on a time interval.

a third mode would be cool as well (but not as cheap as the other two):
-proximity mode: turns on when something moves nearby.
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Dormeur

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Re: Your Cheapest Ideas
« Reply #578 on: January 28, 2014, 06:30:57 PM »

just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement

-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens!  (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character

I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-
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Untrustedlife

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Re: Your Cheapest Ideas
« Reply #579 on: January 28, 2014, 07:00:44 PM »

just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement

-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens!  (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character

I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-

The dev has stated that aliens (non-human/non-transanimal) will NEVER exist in the game.

Right now, we need anything but new defenses, once you get to a point you are litterally invincible (obviously this isnt something that sits well with the dev and he is adding more variety of attacks before new defenses.)

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

Dormeur

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Re: Your Cheapest Ideas
« Reply #580 on: January 28, 2014, 07:44:08 PM »

by new defences, I didn't mean to make the game easier but to add some choices to make (the landmine field gets a little boring after a while), I'm fully aware that you can now get to a point when you are invicible (which is a bad thing in my opinion), I meant some defences that you need to replace after every combat or that you use just before the combat, in order to have a more dynamic way of defending yourself, because the same tactic won't work everytime, I thinck that "scorched earth tactics" can be very fun to use if implemented in a game, there are so much things you can make with fire in terms of defences with big draw backs like losing control of the fire, or not beeing able to use this tactic when it's raining. I almost thinck that the mines are too powerfull in the game, maybe they need to be more expensive, or make them explode at some random times. It could also be fun for the raiders to use dynamite to dig trough your defences and attack you from a weak spot.
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snowslugger12

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Re: Your Cheapest Ideas
« Reply #581 on: January 29, 2014, 01:34:37 AM »

1. Research to create a fire extinguisher to more easily put fires out.
2. Actually being able to use meds
3. Specific doors for jail cells
4. Different areas besides just home. Such as a Prison area
5. more research for turret upgrades
6. allow animals to be used as a food source
7. allow prisoners to be sold to slave ships
8. create more resources besides just metal. Such as wood or lumber
9. create mines/mine fields
10. allow colonists to have children
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Sorin Braveheart

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Re: Your Cheapest Ideas
« Reply #582 on: January 29, 2014, 04:03:49 AM »

I don't think we need separate types of metal such as metals and than silver or whatever. just keep it as metals and precious metals as that would make things simpler.
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Stare into my eyes and be taken to another world.

Stare into my eyes and see the world for what it is.

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Shadow123

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Re: Your Cheapest Ideas
« Reply #583 on: January 29, 2014, 09:59:59 AM »

 :)I hope this is what you mean by not extream
*Speed position:It maes you walk 3x faster
or instead of the spead postion you can do this
*Speed tile: makes you walk 3x faster but when you get off the efect last for 10 more secounts
can you please add at leaste one of these, Thankyou
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king komodo

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Re: Your Cheapest Ideas
« Reply #584 on: January 29, 2014, 10:59:25 AM »

just some random ideas I had after playing the game, I don't know if they are new, some are cheaper than other, some might be very hard to implement

-more types of defence, especially non-permanent defences like the mines, add some traps like bear-traps, the possibility to poor gasoline on the ground to make a wall of fire (with the down side of seeing your colony burn if you haven't cleared the area of plants before), maybe trenches, barricades (fast to build but easy to destroy)
-some mini quests from the trader ships with random rewards (a little like the events in Faster than light), like they need a colonist to do some medicinal tests, they need metal to repair their ship, food etc...
-Aliens!  (other types of raiders that attack in melee or not)
-the possibility to send a colonist to negociate with the raiders and "buy them off" in order to keep the colony safe
-hunting and animal breeding
-toilets and showers to keep the colonists clean, and malus if a colonist don't wash himself, some types of work are more dirty than other (like mining, moving corpses)
-different diseases that can come as events or if the colonists live in bad conditions (for exemple rotting corpses everywhere, or sleeping in the rain), if the disease is contageous you have to put the infected ones in quarantine
-traits that change with time, for exemple a colonist who is exposed a lot to death won't be affraid of corpses, if the colonist don't have enough to eat but survives he might develop a great resistance to hunger and would eat less. In the same way they could be some things you do with a colonist that added to the biography of a colonist, like killed 3 raiders with bare fists, mined a 1000 of metal and give them titles accordingly, for those exemples it could be "Bearfighter" and "the reincarnation of Stakanov", I don't want it to be just some numbers I see when I look at my colonist stats, but words that tells me the tale of a character

I'm sorry for my bad english, it isn't my native language.
Thanks for this game, continue the great work you do!
-

I like the idea of bear traps something that hurts (over time) and immobilizes but won't kill instantly.
The fire wall can be beaten from being dangerous by adding tiles behind it but not a horrible idea just too easy
The trench/barricade is a good idea, specifically the trench which I see as something like the sand bags with a little better cover.
I do like the mini quest idea a "free" item with a great possibility of failure therefore hurting your colony overall.
I have seen the idea of buying off raiders presented before but not certain on it's overall response although I have seen someone with a former job of combat negotiator in the alpha so it may be a viable option.
Progressive traits in terms of how a person thinks is good in my book but each one should also impact something else just as it gives a boost to that one thing.
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