Started by Tynan, October 09, 2013, 12:17:07 AM
Quote from: nomadseifer on October 11, 2013, 07:24:03 PMA raider that never engages the colony directly, just looms on the edges of the map killing animals and destroying plant life to bring chaos to the world. Assuming he has a sniper rifle?
Quote from: SpaceEatingTrex on October 11, 2013, 07:44:22 PMRough Terrain - Barbed Wire is an artificial structure that slows movement, should there be a natural terrain that slows movement?
Quote from: Tynan on October 11, 2013, 07:55:52 PMNonlethal weapons is one of the best ideas in this thread so far
Quote from: StarGazer on October 12, 2013, 07:20:44 AMQuote from: Tynan on October 11, 2013, 07:55:52 PMNonlethal weapons is one of the best ideas in this thread so far On that note (and it doesn't get much more western then this): something like a lasso or a net-gun to trap raiders in place, maybe increasing changes of capturing? Would be mighty useful against stark raving mad Muffalo's aswell!
Quote from: SpaceEatingTrex on October 12, 2013, 02:58:12 PMAnimals spawn food when killed - I've noticed watching LPs that player can bury Muffalo corpses, but other than that and psychotic animals there doesn't seem to be much interaction with wildlife. If animals spawned food on death it could make hunting a source of food. It also sets up for a future introduction of different types of food, like vegetables and meat.Sims-style speech bubbles - Tynan has written a number of blog entries about game design, and in this one titled "The Simulation Dream" he mentions the effect conversations in The Sims series have on players. Should we use the same kind of thing when Colonists talk to each other, with a speech bubble and some image of the conversation topic inside? That wouldn't have to change any behavior, just display extra graphics.Chemical/Persistent Fires - Fires that don't extinguish unless a colonist puts them out.