Your Cheapest Ideas

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

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BrTarolg

I love this thread - i want to hit myself for not reading it sooner and posting in here instead!

Separate item trading into a buy/sell tab. For items that you and the trader own, you could put a warning if you tried to do both, or make the price adjust depending on the direction, or just have it so the arrow points both ways like it does now. Either way could work

Would significantly speed up the clarity and intuitiveness of trading

Leor

Grouping in trade window. It's annoying to click on each item that have to be sold.

doctercorgi

Strapping people down in medical beds in case they have a mental break, because having them get up and wander when they need treatment is annoying.

Circledline

Resuscitation: Be able to revive somebody who was beaten to death with minimal health on the destroyed part. Chance depends on medicine skill and other doctoring factors.

Aiming Time: Have certain factors play into the time it takes for a pawn to line up a shot. Such factors being manipulation, sight, consciousness (obviously), Shooting skill, pain , and breathing.

Electronic Handhelds: Have pawns be able to carry handheld electronics such as primitive phones to chat with other colonists and games to entertain while idle.

More Convenient Ways to Train Skills: Joy items like VR or a treadmill and weights could be nice for some stat improvements. A tinkers table for construction and crafting.

Carbonated Drinks: I'd love to see a way to turn raspberries into a raspberry soda.

Fertilizer: Be able to pour in hydroponics basins and on dirt to greatly increase growth rate or yield for that tile.

Traps/Careful Movements: New traps such as extending spikes and saws, or have pawns that know where traps are to walk over them without triggering them instead of having to walk around.

Furniture Improvements: Have pawns be able to try and make a piece of furniture higher quality than it was originally built.

Weapon Mods: Incendiary ammo, overcharged batteries, serrated edges. Stuff like that to improve the ballistic, energy, and melee weapons of the game.

Gene Mods: Procedures that take a while to properly take effect using an amount of ticks like a disease. They could improve blood filtration, metabolism, and blood pumping.

Book Writing: Pawns with higher social skills could be able to write stories which can improve the mood of a colonist, or can be sold for a small amount of silver.

Paper Mache/Clay: For building sculptures out of.

Odor: Smells that animals can use to track pawns and animals. Say if a manhunter smelt  a pawn and started breaking down a door to follow the scent.

Event "Prisoner Transport": Have pawns transporting a prisoner who you can save at the cost of angering the faction of the guards.

Reasonable Factions: Pawns with high social skills can reason with hostile factions allowing the colony to gift them for goodwill. To balance, factions like Pirate gangs have a goodwill decay meaning if you don't pay them regularly you will continue to get raided.

I got few more ideas, but I was unsure if it's possible to implement them in 4 hours given the tools that the development team are working with so I shall refrain from posting them.

alligator76

Being able to copy/paste the whole parameters of a production bench, just like we can do with storage zones.

deshara218

Quote from: Circledline on May 07, 2017, 05:51:30 PM
Resuscitation: Be able to revive somebody who was beaten to death with minimal health on the destroyed part. Chance depends on medicine skill and other doctoring factors.

Really resuscitation would be, if somebody gets to 0% breath from lung damage their blood pressure (or whatever the visible blood stat is) would rapidly drop to 0% to represent their brain & heart dying from insufficient oxygen, and they could be resuscitated by a non-doctor-enabled hauler who comes to rescue them to artificially up their breathe percentage by, like, 10%. If the otherwise fatal damage is minor enough that their true (not being stopped at 0 for the display) breathe % is greater than -10% they can be brought back up over 0% by the resuscitation and held their by it, giving their blood-oxygen levels time to go back up to prolong death so they can get more time to get to a hospital room, or if they are too far away from the nearest medical zone to be able to be resuscitated enough to make the journey, given time for a doctor to get to them to perform minor in-field (dirty) operations (intubation/direct chest-cavity puncture) to stabilize them enough to survive the transfer to the hospital where they can actually get medicine & surgery

DariusWolfe

Been meaning to suggest this one since shortly after A16 release, but I'm only now remembering to:

Make caravan arrival a letter, rather than a notification in the top left. I often miss my caravan's arrival, and leave them sitting around for a while, wasting food; On one occasion, I only realized They'd arrived because I got a starvation notice; Luckily I'd been able to have them "Settle" and hunt immediately after leaving.

InCreator

#4567
* Pawns calming pawns on some sort of mental break. Success chance should be regulated by personal relations and/or social skill.
* I also second slavery. If you can eat em' and harvest em' for organs, you can make em' work. That moral threshold was crossed long ago...
* FENCES FOR KEEPING ANIMALS IN/OUT (that are not walls, that don't block vision, that won't trigger roof building etc but are crossable for humans)
         *** Electric fences for keeping raids out?
* Grazing and sleeping areas for animals instead of mess animal zones are right now. Sheperds (an extra tameable skill for dogs?)

giannikampa

Less preexsisting relationships

More contact with other humans: colnists use console as joy activity to interact with (social).

Allow friendship and love dynamic relationships inter-factions and add event for reconjunction of the two, either your colonist leaves and changes faction or the beloved one joins you.

Player can refuse on the thing,

mood change and silver involved.
And as always.. sorry for my bad english

Eisbar

Assign bed to prisoner so you can manage more efficiently your cells, especially when there are several factions in your prisonners.

Idk if it's "cheap" to code i have no knowledge about coding.
Also sorry if that's already been asked this topic is quite huge!

Cheers!

Mihsan

Confirmation window when you press "attack settlement". Because I just misclicked and attacked settlement when I wanted to trade with it.
Pain, agony and mechanoids.

lucas_gauer10

Put a program to play A16 since the A17 was released is that I installed the pirate game

lollash

This is a little bigger than cheap, but id love to see a wheelchair, and the ability for doctors/wardens to wheel around paraplegic colonists to a work station. As it stands clicking the euthanize button feels super bad on spinal injuries (I can understand a destroyed stomach or liver resulting in inevitable death, but spinal injuries could be deeper and more interesting and provide great stories if your cook/tailor/artist ends up wheelchair bound and requires a lot of attention but can still be a useful addition to the colony)

lollash

Oh, also a much quicker one: Make blood on rivers self decay. My recent stream game had a river choke point that ended up with an underground river that was constantly covered in blood from fights, it should wash away by itself.

Perq

Improved AI behavior for hauling/building. These are implemented with mods atm (Hand Me That Brick, for example).
A17 had one of them implemented (one that allowed to override orders to things that are already reserved), so I think we could add few others. :P Given they are already finished (cuz mods), it shouldn't be too much work to put them in.
I'm nobody from nowhere who knows nothing about anything.
But you are still wrong.