Your Cheapest Ideas

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

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b0rsuk

Blind Research
When chosen at the start of the game, you no longer choose research projects. Instead, you research and make random discoveries. This would make playing Lost Tribe more interesting. They're not re-learning technology they heard about. They're starting almost from scratch.
(The idea is inspired by Sid Meier's Alpha Centauri).

giannikampa

probably already suggested:
milk+chocolate as recipe in campfires/cooking stove should be a thing (little more gluttonous satisfaction, little more nutrition, rots in days if not refrigerated)
And as always.. sorry for my bad english

Kirby23590

#4907
Using Ranged Weapons as Melee Weapons

I think some people like me like to see pawns to attack with their weapons or guns no not bayonets or something like that.
I will give my look to some of the vanilla weapons and how i will make them if they do melee attack ( all of them do mostly blunt damage )

Comparing them to the good old colonist fisticuffs and the headbutt attack
QuoteHuman fists ( 7 damage / blunt )
Headbutt attack ( 5 damage / blunt )

But When a raider with a shiv or a manhunting hare jumps to one of my colonists with an ranged weapon they will decide to hit them with the stock of the gun!
QuotePistol (7 damage / blunt ) Good old pistol whippin'
Shotgun (10 damage / blunt )
Bolt-action rifle (10 damage / blunt ) same as Shotgun.
Assault rifle (9 damage / blunt )
Charge rifle (6 damage / blunt )
Shortbow and Great bow ( They will use their fists instead)
Pila (11 / sharp ) usually a weaker spear but better than a wooden spear
Incendiary Launcher (14 damage / blunt ) Very slow to swing!
Grenades ( They will use their bare hands instead )
Optional:
When an pawn decides to use an Bolt-action rifle as melee attack and strikes. Have the Bolt-action rifle that he or she's wielding flip 180 degrees to show that he or she strike the enemy with the stock of the gun.
or in the case of the pistol or machine pistol. 45 degrees instead to show that she or hes striking with the grip instead!  ;D


One "happy family" in the rims...
Custom font made by Marnador.



Romi

actually colonists already do more damage than bare fists when they have ranged weapons equip, also it's a lot more lethal (more permanent injury)

Kirby23590

Quote from: Kirby23590 on September 06, 2017, 09:26:38 AM
Ummm i don't know if you read what i posted or not but i just booted the game and started yes my two colonists beaten up a poor lone mercenary raider up and killing him with their bare hands. ( And no he didn't go down he died while in a berserk mental state In Dev Mode )

i don't know but this one cheap idea i added puts a bit more flavor into the combat :)

One "happy family" in the rims...
Custom font made by Marnador.



Phyrwurx

Though it may seem counterproductive, there are times when I would like to have an "Allow Sowing" button for hydroponics basins so I can disallow sowing when I don't want them to be replanted immediately, just like regular growing zones. Sometimes I miss the harvest/replant or both happen simultaneously and my pawns do all that sowing when I don't want the product. This is my first post on these forums. Absolutely love the game. Thanks for all you do, Tynan!

giannikampa

in the comms console when you request friendly caravan instead of becoming gray and no more requestable for 4 days make it pay anyway but the next caravan will arrive 4 days later and so on.
if they become hostile prepayed deals are freezed until friendly again
And as always.. sorry for my bad english

zztong

If a pyromaniac breaks, and is equipped with an incendiary launcher, they use the launcher to start fires.

Okay, maybe this isn't a good suggestion. ;)

Apposl

Quote from: zztong on September 07, 2017, 12:49:56 PM
If a pyromaniac breaks, and is equipped with an incendiary launcher, they use the launcher to start fires.

Okay, maybe this isn't a good suggestion. ;)

Bite your tongue, that's brilliant.  ;D

Vlad0mi3r

Speaking of pyromaniacs, how about they have the task option of "set fire". So just like raiders who can set fire to anything your pyro can set fire to anything. It would be a good balance for the negative aspects of the pyro trait.

If you can't see how this could be helpful you have probably not played tribal start with bodies piling up everywhere.

Maybe a mood buff for the pyro as well "burn baby burn, Disco inferno"
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

tcjaime

#4915
Apple trees or orange trees.  Can be treated similar strawberries so no new recipes needed. 

And yes, I know about the wonderful Vegetable Garden mod.  But it is waaaaay too complicated.  I want to eat some fruit, not set up a 5 star restaurant. 

NeonOverIon

Bean bags! Chairs out of textiles!

Wanderer_joins

Make flagstone floor washable by rain, like rough floor

WR104

When telling a colonist to use a weapon, I hate having to draft them BEFORE using the weapon. It also angers me how there's even a 'use weapon' button if it should only be visible if the colonist IS drafted.

It should instead draft them anyway and THEN allow the use of their weapon rather than throwing an annoying-sounded message saying "{0} is not drafted".

Sure keybindings will work but if I accidentally clicked on 'use weapon', it further wastes my time and stresses me out having to hear the reject sound.

CookieWizard

Some cheap ideas;
More intelligent factions. It's sort of silly that currently (at least from what it seems) factions will only interact with you and no one else. There are no events going on elsewhere in the world! Not a band of refugees from a destroyed town making a new one or a band of rogue villagers making their new, own, better town. No wars between factions. And with the current interactions with you are usually completely random and based on no real logic.

While making other factions feel like they have their own ambitions and objectives and actually go about doing their own things is no doubt not a simple request it is a fairly cheap, obvious, and easily explained one!

More world events;
The world feels empty. Along with other towns only existing so you can interact with them and they can interact with you the world has really nothing in it. No doubt this will be solved in due time, but it would be nice that aside from just being told to go destroy outposts and that there's an opportunity to shoot some baddies for loot that there are more thematic additions. Ancient ruins; deserted towns; laboratories headed by insane megalomaniac geniuses; prints of some giant beast that following (and killing) could be worth your while; and so on. I feel that either manually exploring the world (sending your colonists out to just roam and passing by one of these) or just being told through visitors (as that one mod has it) would be neat.

I mean, two of my tribal colonists just reached the age of 18. How am I to test if they have truly become men if I don't send them out to track down and kill some giant beast?