Your Cheapest Ideas

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

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salt1219

I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.

miah999

Quote from: salt1219 on October 22, 2013, 06:20:39 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.

Yeah, like they sweep you to death in your sleep. >:(

SleepyFox

Quote from: miah999 on October 22, 2013, 06:22:29 AM
Quote from: salt1219 on October 22, 2013, 06:20:39 AM
I love the cleaning/repair bot idea, they could use your power and stop working during a solar flare or when they are unable to charge up.

I can see some cool random events happening with them too.

Yeah, like they sweep you to death in your sleep. >:(

Autowash.  :o
Streaming Games 24/7 @ InsomniacGamers.net

staffy50

#168
How about, if you give someone a weapon when there shooting skills is low as a random event they could ND (Negligent discharge(firing by mistake)) and could injure themselves or others.  Could encourage people to stop the chars from carrying weapons all the time and not putting them in the armoury after an attack.

Also, change ai storyteller in game.  So i start with the easy one, build a base, get bored and want to change to a harder ai. Possible? For balance you could make it you can only change up, not down.

SteveAdamo

Quote from: staffy50 on October 22, 2013, 05:37:01 AM
Just change the name. it could be Lee Enfield Scopped.

(+20 range)
ok, that does sort of make it sound simpler once more... thanks! :D
Quote from: SleepyFox on October 22, 2013, 06:31:13 AM
Autowash.  :o

nice... Fifth Element reference? :)

DeltaV

I'm sure it's been suggested plenty of times, but what about basic robots that could (inefficiently) take care of some menial tasks? You'd have a mining robot, a farming robot, etc.
Quote from: Douglas AdamsIt is a mistake to think you can solve any major problems just with potatoes.

sleepyhead

Hello everyone! I really like RimWorld and i want to help in development. I have created several small concepts of how to make the game better in my opinion. I would be happy to read your comments and I will try to answer all the questions. And sorry for my english (google translate help)

Concept 1. Indicator of physical and spiritual health of the colonists
http://imageup.ru/s1533781
By clicking on the button in the corner of the screen displays the colonists on a small circle with indicators needs (green) and thoughts (blue). The more red the worse the colonist
http://imageup.ru/s1533794
All the indicators on the "Overview" menu
http://imageup.ru/s1533801

Concept 2. Living and working areas.
http://imageup.ru/s1533809
Added button "Zone" appears when a colonist. When selected, a new sub-menu where you can select the required actions and assign a zone to perform this work, the colonist. Zones are of several colors. For example construct the selected colonist will only be in the blue zone.
http://imageup.ru/s1533829
Also in this sub-menu you can change the priority actions for the selected colonist.
http://imageup.ru/s1533836

Thanks :)

TvoEx

Lol, I couldn't see those links because i am using my colleges internet at the moment and it got blocked because its tagged as porn.

Enjou

Guard towers have been mentioned, but I'm not sure that translates well to top-down - how about one man Starcraft style bunkers instead? Have them cost a lot of metal to build as well as more metal to repair damage.

Produno

Just a few ideas, though i havnt read the whole thread so they may have already been mentioned.


Line of sight xcom style. Not much needs to be said about this but it would add more to the tactical gameplay and bridge onto my next ideas.

Scanners. These can detect lifeforms and/or viruses, atmosphere, bacteria ect.

Crashed ships. A 20x20 ship consisting of a cargo bay and bridge. Can be a random event. Is it friendly? Alien? Is anyone alive or even on board? Does it harbour a virus? Etc :).

The ability to have interplanet missions would also be cool but i think thats beyond the scope of the game design..

Blitz

#175
Alright guys, I went through the effort and combined all 15 pages of ideas into one spreadsheet. I will try to post it here but the formatting may get borked. There are somewhere around 350  ideas with many being either duplicates, or to vague to really classify as an idea (more food...). The last 3 pages were almost all repeats. Here we go:

Weapons:
baton, battle suit, bean bag gun, c4, catapult, chainsaw, dart/tranq gun x5, EMP Grenade, fire bomb, flame thrower x4, flares, flashbang, fork, hammer, knife, landmines x2, lasso, mechs, melee, molotov coctails, mortar/artillery x2, net gun, neurotoxin, pencil, riot shield, rock, rubber bullets, screwdriver, silenced weps, smoke grenade x2, spikes, stun grenades, tanks, tazer, Traps x2, trip wires, weapon mods

Functional buildings:
3d printer, better battery, Better Solar panels, bigger rack, cemetary, cloning vats, corpse sandbags, crematorium, defense tower/bunker x4, distillery, Early Warning System, Emergency power x3, equipment fabricator, Fire supression, Floodlight, Fridge, garbage pit, hanging light, hardened wire, hotel for travelers x2, incinerator x2, Irrigation, Larger/smaller solar pannel, lightning rod (power source) x2, mass driver, mass grave x3, med bay/bed x4, metal extracter from planet, new generators x2, noise maker, power conduit, power switches x2, recycler, restrooms/showers x2, RF shielding, sewer, smaller paste dispensor, Smelter/grinder/recycler x3, Stasis Pd, Street Lamp, surgery table, Trading Beacon, underground wiring, vapor farms, wash basin, wind turbine x3, ireless power, workbench

Social/Happiness buildings:
1x2 table, AC, Bookshelf, chem lights (no power), colored furniture, colored lights, couch x2, flag pole, gravestones, locker, matrix style learning chairs, more colored carpet, paintings, pictures, planters (more plants) x2, statues, training dummy, TV, wall lamps, weight bench, windows x3

Doors and Walls:
bigger doors x2, reinforced door, blast  doors x2, forcefield door, cover (can shoot through), ditch, fancy, fence x3, fire ditch, gate, indoor/powerless x3, outdoor, privacy screen, reinfoced x4, rock, smoothe mined walls

Flaura/Fauna:
carnivor plant x2, catlike animal, chickenlike animal, cultivate existing, dense vegetation, edible x2, feral animal (attacks passives), husbandry, hybrid crops, inquisitive, mechaboom rat, milk bags, more vermin, mounts, mutant (giant) squirrels, pack mentality, piglike animal, rattlesnakes, space fungus x2, The Creep, trees, tribbles

New Traits:
<3 crushes, allergic to animals, cannibal, comedian, dark minded, glutton, Heart condition, high metabolism, infighting, loves animals, low metabolism, night owl x2, potatoeater, pyro, pyrophobic, racism, sadism, short tempered, squemish, workaholic

New Jobs:
assassin, bounty hunter, counsiler, EMT, firefighter

Events/environment:
better colonist chat (sims) x2, boomrats like dead bodies, cave exploration, contract trader, crashed ships x3, Darkness x2, dead decay, dust storm, easter eggs, extreme weather, forgotten rover, giant skeletons on map, interplanet missions, kidnapping, meteor shower x2, more building material, multi day events, pause on event x2, persistant fire, power siphon, raider kills animals, raiders surrendering x2, random ore x2, rough terrain, scavengers, shipping error (random goods), spontanious combustion, teleporting raiders, termites, trader buys all weapons, undiggable rock, weapon breaks, underground chambers

Items:
alcohol, body armor, CB radios, cloaker, derelict spacecraft parts, fire extinguisher x2, First aid kit, Flashlights x5, hover cart (hauling), jetpack, life form scanner, magnetics, mechanical limbs, More Food x2, pointless items, slave chains, sunglasses, robots (one for each task), Unique 'legandary' items, vat grown meat

Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning



British

Regarding "small" ideas, I only have one so far: add a (toggable) in-game clock.
Starting a game at 20:00 and just a bit later wondering what the time is, only to find out it's 02:00... Well, please help not making it too much of a habit ::)

Tynan

Blitz... I love you, I really do. Please post the spreadsheet!

I also really hope it includes a bit more info about the ideas... just those titles don't explain much in a lot of cases.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

SteveAdamo

Quote from: Tynan on October 24, 2013, 07:26:49 PM
Blitz... I love you, I really do.

wow, i second the love... in an almost totally platonic way... :p

excellent compilation work! you sir, have earned 2 internet points... use them wisely... ;)

MarchingHome

Quote from: Blitzkriegsler on October 24, 2013, 05:02:07 PM
...

Misc:
abandonded buildings, ability to change AI mid game, alien tech, auto combat orders, bribe raiders, children, combat log, custom world gen sliders, difficulty slide bar, dismantle objects x2, draft all armed, dumping zone (selectable), fire produces light (solar pannels), force finish building, furniture hauling x2, hair styles, if unarmed and drafted - repair, increased fire fighting distance, increased repair distance, message log, more zones x2, nickname, no stockpile/beds at beginning x3, no travel/work zone, patrol routes x2, Quickdraw start (randomize AI and crew), raider demands, recall to home x2, Research Tree, research/tech based trader x2, ruins on map, schools, teachers, togglable grid for planning

I'm sorry, Blitz, but I think you forgot about my little suggestion?  :-[

Quote from: MarchingHome on October 17, 2013, 01:15:15 AM
A cheap UI help could be easily implemented in the Overview menu (where you can use checkboxes to decide who does what). Right now, you need to uncheck every box in a certain column if you want everybody to stop certain work. A great help would be if a column (for example Hauling) could be switched off by one click on the top of the column. If you would switch it on again later, it remembers which colonists actually had the checkbox checked and reinstates that.

An example where it could be useful is in the situation that GC13 encountered in his Combat Preview video:
http://www.youtube.com/watch?v=c4ukQZPfbO4&hd=1&t=14m11s

He initially switched them all off because he didn't want the colonists to walk all around the map while there where raiders waiting to attack.

Sorry if this was already posted (or if this thread isn't meant for UI feedback).

Or did I read over it in your post?  :o