Your Cheapest Ideas

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

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DropbearNinja

Quote from: mumblemumble on May 20, 2017, 04:34:25 PM
This isn't a BAD idea, but its not cheap : it would take a lot of recoding.

If they did 1 or 2 points at a time, I thought would be cheap? All at once, agreed, probably not cheap.

mumblemumble

make healing bruises use no medicine : seriously, why would you waste medicine on a black eye? It doesn't even help anything does it? And everyone I know micros to not waste precious medicine on them. Can we just make it so only open wounds use them?
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.

AndrewArt

How about a simple yet funny concept of giving the ability to hungry wild animals (omnivorous/ carnivorous) like bears to dig a filled grave (not a sarcophagus) and eat parts of the body? That way if you have a colonist you care about you won't just build a random grave in the middle of the forest and leave him to rot there. I'd say it would definitely give a little more life to rimworld, and it's really a simple concept, nothing really complicated. I think it sounds quite realistic and can also be quite annoying and funny for bodies to keep getting to the surface and the grave to disappear if you choose to bury them randomly :)

mumblemumble

Instead of hauling being 100% disabled, put a low carry limit on it : essentially making them extremely lazy,refusing to lift above a certain weight. Would make more sense than refusing to lift anything, if one refused to put their backs into it.
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.

AngleWyrm


Quote from: mumblemumble on May 22, 2017, 02:40:55 PM
Instead of hauling being 100% disabled, put a low carry limit on it; essentially making them extremely lazy, refusing to lift above a certain weight. Would make more sense than refusing to lift anything, if one refused to put their backs into it.

It would be sort of like a skill assigned by a back-story teller.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Aerial

Quote from: DropbearNinja on May 20, 2017, 05:36:11 AM
At the moment rain doesn't mean anything. There's a rainy thunderstorm going on right now, and my guys just casually walk half way across the map without a care in the world.

Perhaps rain could:

  • Slow walk speed
  • Maybe they would be less inclined to go outside in the rain? wimp's might no go outside in a thunderstorm at all
  • Crops grow a bit faster after a rainfall - too much rain and crops die
  • Thunderstorm might make animals flee scared (wild animals run off map - tamed animals run around home area scared, or run inside)
  • getting wet might add a mood debuff - preventable by wearing a parker or duster - or new item "raincoat"?
  • marsh areas get BIGGER during a thunderstorm

Would love to see rain impact pawns.  Maybe simplify it to pawns out in the rain get a condition, "wet", that when combined with cool/cold temperatures makes them far more likely to get the flu.  A parka or duster and cowboy hat would mitigate the risk.

Also like the slower walk speed to simulate slogging through the mud.  It would make paving areas around the base even more important in some biomes.

Chinookdog

Add maple syrup to the game so every couple of days some type of threes may be harvested for maple syrup

Belial03

Pioneer hat that would be created with only raccoon leather and it would give additional isolation from cold

DariusWolfe

Another one I've meant to suggest for a while, but keep forgetting about: Please make it possible to flee caravan ambushes. Maybe not immediately; Give it a couple hour delay or something, if you think that would balance it out, But too often, getting ambushed with a small caravan, which is common early in the game, is basically a death sentence; This is doubly true if it's a manhunter animal/pack that ambushes you.

For me at least, it seriously disincentivizes early caravaning, because it's a big risk; I still do it for distances of a day or less, but it always makes me nervous unless I've got my very best hunter on the caravan; Too often I don't, though, since I kind of need them around to protect the colony and provide food.

mumblemumble

Make grass and trees have beauty to them... seriously finding the great outdoors ugly in a17 public test is weird. And I've met nobody who says a field of grass is ugly. At very least let grass be a neutral beauty.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

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.

Daniel_USA

harvest snow and make snow balls.

throw snow balls for joy.

can cause a colonists to fight.

troll pawns by equipping snow balls and hitting them. makes them go berserk. random chance to knock them out cold "get debuff called: knocked out cold"

trolling pawn receives buff "knocked out Pawn cold"

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have a trash hole.

door slams on pawn event

door breaks pawns toe, fractures skull, breaks ribs

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pawn believes it's an animal event
pawn eats kibble, raw meat, sleeps outside.

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hay pile spontaneously combusts

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pawn will drown in water tile

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if a builder fails he hurts his fingers

PaulG

Dangerous creatures!

- something like Aliens, but without fog of war It would not be so interesting :)
- something what comes out of the water
- something lurking in the sand
- parasites

Daniel_USA

pawns drop their beer and pisses them off/go berserk/go wandering

pawns drop their smokeleaf joint causing them to catch on fire, floor catches on fire.

pawn becomes addicted to television/ binges on television

pawns tell jokes which boost mood

wild animals will break your stuff

corpse piles will create "fly event" where crazed flies suck out colonist blood.


donttouchmyhohos

Add assignment priorities where we can put them in brackets. I.E. Firefighting, patient, and doctoring I put in a bracket with a priority of one, all the growing and construction in bracket 2, then crafting etc. in bracket 3 or however I want to bracket them. Then allow us to assign priority for these brackets. That way I can assign my doctor to do all the work first with a priority of 1 and a bracket of 1, but then I can assign my non-doctors a priority of 2 with a bracket priority of 1. Thus doctors will still be the first to help, but my non-doctors wont prioritize other things ahead of healing and still healing, but only if my doctor can't.

deshara218

if you build a barn, run out of wood partway through and have to chop trees as you build (not unreasonable), then change your mind on where you want the barn put & order the old one torn down and a new one put up, your pawns will go to the old barn, pull down a single tile, then carry that single tile's worth of material to the new barn, then walk back. There appears to be no way to stop them from doing this, no way to order them to focus on deconstructing before they focus on constructing. Very easily fixable problem