Your Cheapest Ideas

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

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mumblemumble

Change birthing to do a temporary high pain to incapacitate, and lock an animal in place similar to puking.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

fulafisken

I'd like to be able to designate replacement of walls (and possibly other things) without having to wait for them to be deconstructed first. Like for when you want to upgrade your wood walls to stone.

Alenerel

Quote from: fulafisken on November 02, 2016, 05:19:56 AM
I'd like to be able to designate replacement of walls (and possibly other things) without having to wait for them to be deconstructed first. Like for when you want to upgrade your wood walls to stone.

Theres a mod for that called JTReplaceWalls. I know, I know, that would be better if it was in vanilla.

Alenerel

#3813
Be able to rename the colony without cheats/devmode. After all, most of towns and places are name after some time and cause some distinct in them. If you arrive, in 3 days, there is really nothing different than the other 10000000 colonies. Its easier to name it after you played it for a while and you grow fond of it.

bomdefa

Keeping track of tattered apparel and weapons that are on the verge of breaking is a pain.

Why not allow us to repair old apparel/weapon to restore their durability? Just have to have a 'repair' bill at crafting tables, where you can set how low the items' durability should be, and which type of item to be repaired. Also allows another way to increase crafting skill. It should use some materials of course.

Alternatively, breaking down apparel/weapons into scraps. Like how tailors can salvage cloth, buttons etc from old clothes.

Also, it will be good to be able to designate a spot for specific items. eg. if I want to have my most powerful weapons at a stockpile near my defences, but would rather find those items than fiddling with the stockpile setting. I can designate an item to 'belong' to that tile and my colonists will bring it there. It should overwrite usual stockpile criteria.

newcadence

Add frogs, it'd be cute, they lay tens of eggs at a time which have no nutritional value but with human tender love and care, will hatch into a large platter of frog legs.

gladosexe

"Time spent in map" in records.

I just wanna know how long I've been coexisting with some of the wild animals on my map

sulusdacor

#3817
some colony recored. i know there are records on each pawn. but maybe something like this for the whole colony. like:
- credits spend/earned in trading
- items produced
- meals made
- meals eaten
- animals hunted
- raid groups killed
- single enemys kills

edit: another thing, cheaper then the cheapest^^ : if you disable learning helper/tutorial: the cooking recipe preset disables all insect meat (bad meat), the drugs soical preset disables all drugs, the medical preset for all new colonists is doctors only without medicine. so an "advanced" player would not have to change these every time. for a new player it would still bring the "what's wrong here,why is this happening"-learning expierience.

mumblemumble

#3818
make social skill change chances of preventing slights / insults. In my opinion the people with best social skills avoid making enemies unless theres a large disagreement, or a bad decision made.

maybe just -15 chance, so when neutral or above, theres almost no chance to insult, but if disliked, theres a slim, but reduced chance...something like that. Or just cut whatever insult / slight chance by a multiple of the social level
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Zaxero

Driving : New skill that allows colonists to be able to use vehicles - (rare to find colonist with such skill)
Mechanic : Skill that allows construction of vehicles and can repair them. - (possibly repair other devices at reduced resource consumption)
Resource : Oil and the necessary technologies and buildings to go with it. (drilling - refinement - containment)

Tier 1 Vehicles (1-3 Driving skill Required)

Jeep 1 : Used to recover wounded people, scout and for hunting.
Transport : Used to haul and gather resources in quantity and at distance (also may be used by enemies to bring in troops quickly).
Tractor : used for gardening helps to garden (by tilling and fertilizing soil) and harvest plants in quantity.

Tier 2 Vehicles ( 4-7 Driving skill Required)

Jeep 2 : Equipped with a Machine gun (Possibly modeled after Humvee) extra health and can carry 5 men to combat
Halftrack or APC : Slower but with more armor and larger troop carrying capacity 6-8 and 1-2 light machine guns
Hover transport : Like the one used in Firefly. Fuel used is power cells or can be recharge at a "Vehicle Recharge Station"
                                    Carries 5 men which can fire weapons off it and has a slight reduction to being hit.
Mortar Halftrack : Used to assault Bases and "Fixed Gun" positions

Tier 3 Vehicles ( 8-10 Required driving skill)

Makeshift SPG : "Self Propelled Gun" long range useful against vehicles and Buildings. Bad accuracy against infantry.
Makeshift Energy Tank : Built from the shell of one of those "centipedes" - retrofitted and repurposed to serve the colonists. (uses recharge station and fuel cells for fuel.) - very expensive and is better suited for defense for resource reasons
Infantry Assault Tank : Built for long range missions. Comes with 2 x cannon and 1 machine gun. Takes crew of 2-3 to operate. Can still be driven with 1 crew. Slightly better armor than a APC. Used to assist Infantry in base assaults. Low max speed. Extremely Vulnerable to fixed guns. Infantry can use stand near it to gain partial to full cover.

Fixed Gun Position

Anti Infantry : Machine gun nest with wide arc or small Fixed gun that fires He rounds at infantry
Anti Tank 1 : Reloads faster and has a slightly wider firing arc but packs less damage than the Big Anti Tank against vehicles - Still not effective against infantry
Big Anti Tank : Slow reload Requires 2 to Operate. Narrow arc but Superior range than tanks and SPG's. Weak against Mortar fire. Position comes with armor and protection for the crew including sandbags and armor health. Crew is vulnerable to mortar fire.

Assembly Structure : Where vehicles can be manufactured and repaired.
Recharge Station : For all them advanced vehicle needs

Gunsmith Bench : To craft the shells for the Fixed guns and Tanks. (will have to make the recipes expensive and hard to come across in the planet/galaxy)

thats about all i can think of at the moment other than maybe designing a few different layouts for enemy compounds and how looting them would work and such. :)

Mkok

How about making space traders charge you money for those drop pods? Drop pods probably ain't free, and giving you a drop pod for free, whenever you buy 1 piece of wood seems like a very unprofitable deal. So why not make them charge money for every drop pod needed to deliver the items?

It could be something like this: Every drop pod has a limited amount of space, if you fill it, another one is needed. You pay a fixed amount for every drop pod needed. To balance things out, space traders could have lower prices, this way, if you buy small amounts, space traders will be very expensive, but if you are looking for a larger purchase (fill the drop pod), they will be cheaper than caravans.

mumblemumble

Quote from: Mkok on November 07, 2016, 07:43:15 AM
How about making space traders charge you money for those drop pods? Drop pods probably ain't free, and giving you a drop pod for free, whenever you buy 1 piece of wood seems like a very unprofitable deal. So why not make them charge money for every drop pod needed to deliver the items?

It could be something like this: Every drop pod has a limited amount of space, if you fill it, another one is needed. You pay a fixed amount for every drop pod needed. To balance things out, space traders could have lower prices, this way, if you buy small amounts, space traders will be very expensive, but if you are looking for a larger purchase (fill the drop pod), they will be cheaper than caravans.

Actually, this would be a great change! make ships carry MUCH more gear, but add like a 200 flat fee for all transactions or something, but cheaper items to buy and buying cheaper...I imagine the demand (except for art, possibly drugs) would be less for a supply ship than other colonies out there.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Grimreaperz

Don't know how cheap it would be but add names of friends colonists into random name pool for raiders and traders?  :)

Grimreaperz

what about a Gas grenade, knocks people out, only works inside (could also trigger if oven breaks down)

ttc

Quote from: Grimreaperz on November 07, 2016, 11:51:56 AM
Don't know how cheap it would be but add names of friends colonists into random name pool for raiders and traders?  :)

If you open up the game options there's a few boxes there where you can put in your friends names.