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Author Topic: Your Cheapest Ideas  (Read 625199 times)

Krausladen

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Re: Your Cheapest Ideas
« Reply #5730 on: November 27, 2018, 11:58:15 PM »

New function:
Assign weapon to colonist
Purpose:
When a colonist is downed, their weapon drops.  90% of the time, maybe more, the player will want to retrieve that back to a stock pile.  100% of the time it drops because a colonist is injured or killed.  I want my colonist to pick the weapon back up AUTOMATICALLY when they're done at the infirmary. 

Also: Please let us add colonists to groups in a new tab somewhere. 
Purpose: I want all my gunners in Home east to be selected to tend to the east flank.  I want all my gunners in home west to tend to the west flank.  I will leave my incapable of violent people out of these lists in event of a raid. 

Also - if they're picking their guns back up automatically, I wont have to worry about my several of my soldiers forgetting their gear in the stock pile when machines hit. 

It's not my job to remember their stuff, they remember to dress, they remember to eat, they could at least remember to pick their gun back up in an apocalypse that is threatening them with killer robots and monsters. 
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5731 on: November 28, 2018, 12:01:02 AM »

Bio engineered crops & super foods:
Quinoa, Spinach, Pine apples, Water melons.

Add foods that lead to fine meals without meat, or lead to less sickness when eaten raw.  These food items should all be harder and slower to grow or require higher grow skills to get going. 
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5732 on: November 28, 2018, 12:04:39 AM »

Weapon attributes
Masterwork and legendary weapons should have 1 & 2 additional random bonuses respectively.  Whether its an additional shot fired each burst, incapable of friendly fire, bonus damage, explosive rounds (damage on near miss), even higher accuracy, or higher fire rate, I think higher quality weapons, - especially masterwork and legendary should have these kinds of features unique to each weapon. 
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5733 on: November 28, 2018, 12:18:08 AM »

New character statistic: Sleep number.  HOW MANY HOURS OF SLEEP DO THEY NEED, base 8 hours, +- 1 hour by total randomness then + trait effects. 
Traits:
Insomniac (-2 hours sleep needed)
Hypothyroid disorder (+2 hours sleep needed)

Legendary beds -2 hours required.
Masterwork beds -1 hour required
awful beds & bedrolls +1 hour required
no bed +2 hours required

Under restrict section:  Automatically wake up colonists earlier or later based on when they start sleeping, their sleep number, and the bed they're sleeping in. 

Insomniacs (-2 hours needed) assigned to a legendary bed (-2 hours needed) with a sleep number of 7 only need 3 hours of sleep every night.
Hypo-thyroid disorders (+2 hours needed) with a sleep number of 8 sleeping in a normal or good bed would need 10 hours of sleep every night.

So on so forth.
« Last Edit: November 28, 2018, 11:18:09 PM by Krausladen »
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5thHorseman

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Re: Your Cheapest Ideas
« Reply #5734 on: November 28, 2018, 12:22:22 AM »

Every time anything walks over a grass square, it has a tiny chance (1:100 or 1:1000 maybe?) of turning into dirt. Same for dirt to a new tile "packed dirt" which would be less dirty than dirt. Also slowly (via the same mechanic that makes grass and trees sprout) packed dirt would occasionally turn back into regular dirt.

Thus, areas that colonists walk on a lot should slowly get trails in them, and those that stop being walked on would return to grassland eventually.
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Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

Krausladen

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Re: Your Cheapest Ideas
« Reply #5735 on: November 28, 2018, 12:24:46 AM »

Restrooms and sinks placed throughout the base, cut down on disease(maybe) and increase beauty and mood.(this is the main point, cutting disease is asking for a lot imo)
(having these results in less pollution.  It appears to me there are feces and urine all over the floor all the time)
(sick colonists better have a bathroom in their infirmary or they're going to puke all over the floor)(incapable of walking its inevitable)
+mood boost for having a place to do the duty
+inevitable mood boost due to less shit being smeared on the floor.  (those -15 beauty splotches appear less often!)
(the full idea is to make puke more contagious to clean, therefore having bathrooms to puke into lead to less disease)
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5736 on: November 28, 2018, 11:57:31 PM »

Keep hammering away at building new random events.  Random events are already great, but more and more is always better.  I'm suggesting that we get more global wide events that have long lasting effects such as:

Fights in space between two factions
-crashed ships, pods, and debris in rapid succession creating dangerous situations where pirates or aliens crashing or escaping to your area is more common.
-animals start acting up due to unfamiliar sight of raining fire from the sky

Singular world altering events:
-giant meteor impacts or super volcano explosions leading to cooler global temperatures, falling ash for a year, lung sickness (and a need to innovate ways to beat it like wearing masks)
-immense increase in geyser activity or solar flares

-Wars between other tribes leading to more refugee scenarios and alliance vs enemy encounters

-Global famine and global sickness leading to food and medicinal shortages across the globe over the course of a year, leading to new tribe diplomacy dynamics. Giving meds becomes more rewarding for instance. 

-New colonist/visitor type: Ambassadors or other tribes. 

-Non-colonist, long term visitors that will inevitably leave or decide to stay.  They don't take orders and they may or may not contribute. 

Global events I think are the most important next step to creating some new challenges that could make the play through way more interesting in the long game. Id really like the volcanic or meteor or nuclear winter idea.  I also think long term droughts or long term monsoon like rains could be interesting.
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5737 on: November 29, 2018, 12:07:49 AM »

Create a list of 100+ insects and 100+ plants in a database.

Program the game (in the background) to give each colony between 15-30 insects at a time.  Each insect has a specific plant species that it pollinates.  Once a month, there is a chance one insect disappears, or a new one appears thus adding or removing a plant that can appear in your area. 

From the start of your game to the end, you will have a completely different (maybe similar looking) environment based on the wild plants that show up. 

Invasive species events could be incorporated to shake things up.  Certain insects (ticks and mosquitos present) lead to more disease like malaria.  Certain insects (like butterflies) lead to more rare flowers and mood increases.  The stink bug might always be on a certain plant that tanks mood when within a few tiles.  Maybe, just maybe we'll get one that causes rare medicinal plants to grow.

The point is that this would constantly change year over year to keep a fresh view on the games plants. 

At the end of implement, biologist trait colonists or new technology should be able to tell you what plants and insects are in your area utilizing the info you have running in the background to make this idea work.
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5738 on: November 29, 2018, 12:12:47 AM »

Passive research items:
Social engineering, increasing social skill of all colonists by fire indicator in social skill (+1 or +2)
Marksmanship training, increasing shooting skills of all colonists by fire indicator in shooting skill
Etcetera so on so forth.

Simply put add items to research at the bench that focus on passive skills for your colonists.  I could really use an anger management course. 
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5739 on: November 29, 2018, 12:17:09 AM »

First:  Give colonists pockets.
Second: Give colonists pocket items: i.e. wedding rings, entertainment trinkets, notes to send to other colonists, writing utensils, cell phones, game boys, pocket knives, pocket watches (the bullet proof kind), granola bars, hiding, a spot to carry a joint while hauling a boulder, a place to carry a lighter, etcetera. 
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5740 on: November 29, 2018, 12:22:46 AM »

Furniture tab should look more like a catalog with wider variety.  Furnature should be more interactive.  Tables and dressers should be able to store things on top of them (like small plant pots/vases, tvs, etc.)  We also need a recliner to be added for the movie theater room.  TVs seem like that could get more interactive as well.  Are they being used to teach, or to entertain?
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Krausladen

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Re: Your Cheapest Ideas
« Reply #5741 on: November 29, 2018, 12:24:10 AM »

Add ability to intentionally collapse mountains, and add raw materials obtained from collapsed mountains.
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AnActualDuck

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Re: Your Cheapest Ideas
« Reply #5742 on: December 03, 2018, 04:49:36 PM »

Thrumbo Lure

One use item that immediately causes a Thrumbo event. Can't be made, only received via quests.
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Alphy13

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Re: Your Cheapest Ideas
« Reply #5743 on: December 06, 2018, 03:34:48 PM »

I like that bionic spines do not perform any better than a real spine. However, a super strong arm would be limited by the squishy body and nervous system its attached to. I suggest bionic spines add a small boost to other bionic parts like a vitals monitor does for a medical bed.
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bondvt04

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Re: Your Cheapest Ideas
« Reply #5744 on: December 08, 2018, 03:37:32 AM »

Yop! Cheapest idea: fix that very very very very very annoying bug which lasts for few years already. You send your guys into fields for some tasks, say, kill siege guys. Your guys succeed this and now your command to disarm and after that you want your guys to haul trophies to home base, but... your guys get out of pockets their meals. What next? Command to consume it here in fields? Please fix it at last! :'( This is also true for other cases, not only just after disarming, but also just after vomiting etc. So maby more robust fix is not get out meals until colonist actually starting eating or (if you want to save nice animation of colonists carrying their meals) add ability to PICKUP items, or at least pickup meals (in case if pickuping of ANY items ruins some of your balance plans). This will really really really help. Really. Thanks in advance! :)

UPD. This is not so important, so you guys can just skip next reading. So, allowing pickup any items can save lots of nerves with few other bugs/features, even that ones which I can't remember or imagine atm ;) As example, colonist becomes unconscious (say because of heat wave) and drops his favorite +1 rifle. Why can't other guys pickup it while just passing through to other tasks (or even while rescuing this colonist if it weights not too much). Or say, we just succeed with killing siege guys, stripped some of them and want to haul lots of light items. Why can't colonist just pickup several joints and that smg? :) Etc
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