Your Cheapest Ideas

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

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NeverPire

Quote from: Zelenogradskiy on August 26, 2017, 10:59:14 AM
"Innocent prisoner died" debuff.

It would be nice if this negative debuff only applied after prisoner has been captured for certain period of time. When I try to save heavily injured downed pawns, they die almost immediately after being put in jail. I do not think it is fair to get this debuf.
Since the A16 I think it already works as you explain.
Prisoners are supposed guilty if they have injured one of your pawn or animals during the 48 h (must be verified) before.
I will never do worse than what I do now.
It's what self-improvement means.

asanbr

It should be possible to see health stats, skills, etc for pawns in cryptosleep caskets.

NeverPire

Quote from: asanbr on August 26, 2017, 02:12:33 PM
It should be possible to see health stats, skills, etc for pawns in cryptosleep caskets.
And those of hauled (rescued) pawns too if possible.
I will never do worse than what I do now.
It's what self-improvement means.

Philonious Rex

Add Bionic Ears, hearing aids, to restore hearing deafened colonists.

Mending injured Peg leg should cost wood instead of medicine.
Reduce or remove pain from peg leg injury

Repairing injured Bionic limb should cost plasteel / steel / or components.
Reduce or remove pain from being shot in bionic limb

glass zebra

Show min, medium, max range accuracy stats on weapons instead of fixed number ranges the weapon cannot even shot at.

Imo it's not that useful to know the accuracy of a 16 range weapon at 50(?) range but instead to know the more detailed accuracy at their usable range. I've talked to quite some newbies who thought certain low range weapons like the smg were useless because they thought it can't event hit at its max range.

corestandeven

#4895
Some cheap ideas:

- I second looking at the 'Innocent prisoner died' penalty. True you do not get it if you try to save an enemy who has hurt a pawn and he/she dies while in transit, but you still get a negative penalty if an enemy who hasn't hit you dies on route to being rescued, or dies because of an illness in your jail.

- Remove the noise when crops die of cold weather (or at least make it so it cannot sound so often). Annoying when you get multiple beeps around fall/winter.

- Decrease the frequency of equipment failing, or change how equipment is maintained or repaired. In just one season I had 6 objects fail (3 hydroponic bays, 2 heaters and a tailor bench I wasnt even using) and each time needs components. It is just an annoying way of dragging out the game as components are essential mid to late game, and can be rare. The event cant be prevented by the player and just is a resource sink.
 
- Hydroponic bays seem to fail more frequently. Equally if a 'zzzst' or event happens where you lose power (e.g. eclipse) you can say bye to your crops in the hydroponic bays in a matter of seconds - regardless of how long they were growing for.

Currently I see almost zero benefit to creating hydroponics bays unless you are living in an area without dirt, where the better and more economical option is to build a greenhouse. With greenhouses you typically get much more resources as you can build bigger areas, you dont have to waste as much on components, and you do not lose all your crops by some freak event. If crops grew twice as fast or something I'd get it, but it really doesnt make sense that resource heavy hydroponic bays are so useless.

- Change 'disturbed sleep'. Daft when patients are being tended by their doctors or they are knocked out. Also there should at least be an game hour where the negative buff doesnt apply. In a barracks you just cant avoid this, and you get the negative buff the moment the pawn hits their head on the pillow.

- Change amount of food needed for caravans. Currently there is not much incentive to roam the world map when it costs so much food resource to travel even short distances.

- Maybe remove (or at least halve) the 'Joy' requirement when attacking enemy bases. After all, you have travelled there to attack them, not play house shoes or build snowmen! As an aside, raiders of your base have no joy requirement, so why are your pawns different? It is a maddening gameplay mechanic that you turn up to attack an enemy faction, only to have some of your attackers break because of sadness at being in an ugly environment or joyless.

- Make attacking raider bases more worthwhile. You get a reward for attacking a weaker outpost, but no reward (e.g. silver, resources, unique weapons, etc.) or strategic benefit (e.g. less raids) by attacking for a harder base?

- If I priotise a pawn to do a task they do it. Currently certain tasks they will do until they collapse of exhaustion or hunger (e.g. cook food, cremate corpses, make art etc) but I notice some do not, mostly in the crafting and mining categories. Pawns often leave the deep drill against your will, and i see no pattern explaining why. e.g. Drill was at 4% for latest lump being drilled, set pawn to priotise that lump and he stops at around 12% to do something else. Micromanaging pawns to do what you tell them is not a fun gameplay mechanic.

Lady Wolf

How about a way to save enabled mod lists as a setting?

Being able to easily save and load different mod groupings would make life a lot easier for many of us since it would let us quickly switch back and forth between mod collections when playing different saves (such as a mod profile with the Colonial Marines pack enabled along with the dozen or so quality of life improvement mods, and then a seperate mod pack with Combat Extended enabled or something.)

This would also make life easier when sharing your game on the same computer with other family members who prefer to play with different mods than you. (Zombies, Tiberium, etc.)

giannikampa


Bionics:

- Make installing them consume components.
- Make repairing them consume components.
- Make fail surgery not loose the bionic part, just a ton of time and medicines to recover from the scars (maybe impossible to retry installation until scars are not gone).  (*)
- Make solar flare reduce efficency to 30%

(*) because as for now a fail surgery is a call for load last save..too punishing
And as always.. sorry for my bad english

MerlosTheMad

Steam geysers should have varying levels of strength, to add a bit more rng and fun to those desperate cold climate starts. ^^ Nothing says fun like slowly freezing to death.

Rafe009

Mind transfer.

This would essentially enable you to take older and valuable pawns that have bodily damage you cannot repair like badback, scars, missing ears, noses and transfer them into fresh bodies of potential captives. It would be a way to recycle or keep your best pawns and resolve some of the gaps in the inability to repair certain injuries that there are not prosthesis for.

Traits that are personality  oriented would transfer along with the mind
Psychopath   
Kind
Misogynist

While biological traits would remain fixed to the body
Beautiful
creepy breathing

Backstory bonuses would transfer with the mind

Maybe a new condition like dysphoria might be added to the health tab that lasts a some duration and there might be requisite skill loss for fighting shooting that must be built up again.

Dargaron

How about an options for "advanced power conduits," (possibly two or three levels), which decrease the chance of ZZZT, in exchange for a drastic increase in resources?

I'm thinking triple the steel for the first level of advanced conduits, while the highest level needs still more steel, but also takes either gold or components, for those sections you REALLY don't want blowing up.

I lived for twenty years in a wooden house. Not once did it burn down because wiring exploded. In Rimworld, it wouldn't have lasted one year.

asanbr

Colonist bar has icons for sleeping and idling. It should have an icon for every job type. That would give a great overview

Todo

Should sleep affect manipulation e.d? because when ur tired, personally, i notice that my body sometimes does not do what i want.

PatrykSzczescie

#4903
Remove the artificial chance of dying due to incapacitation for raiders who are family members of our colonists (and prisoners, could be). So far, family members in enemy factions have been nothing but a mood bomb that explodes upon their death and causes the colonist's mood debuff for 2 quarters. Family in raiders was supposed to be a good event.

Romi

Teetotaler colonists should have their relationship/social increased (ex: +15) for that specific colonist who is in a withdrawal from drugs.