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Author Topic: Your Cheapest Ideas  (Read 1266919 times)

king komodo

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Re: Your Cheapest Ideas
« Reply #1080 on: August 29, 2014, 01:33:26 PM »

I know this has been suggested before but it does seem more feasible now.

Pets, you nurse an incapacitated animal back to full health which then becomes attached (percentage based) to that person but there are limitations also as I can see 2 people with an army of boomrats being OP.

First off a limit on how many per colonist based on the animals size so small animals like boom rats and squirrels can have 2 per colonist (maybe 3 in the case of squirrels) and larger animals such as deer and Muffalo's can only be 1 to a colonist.

Second "pain" thresholds that work like the mental break thresholds. Again larger animals have higher, smaller have lower and in order of highest to lowest of animals I've seen; Muffalo, deer, squirrel, boomrat. With booomrats and squirrels once they reach that threshold they run away to never return. The larger animals will attempt to return to their owner.

And finally larger animals such as muffalo's and deer can carry items (such as food) but only if it's been packed onto them by their "owners" and are only able to carry so much (muffalos around 100 units of food with deer only carrying about 25)
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ComradeCrimson

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Re: Your Cheapest Ideas
« Reply #1081 on: August 30, 2014, 01:44:36 AM »

Red Berets.

Communist esque officer caps.

Trench coats.

Constructable flags coming in a variety of colours for decoration purposes (red, blue, orange, etc.)

More colours of carpet. (Like Yellow.)
And for added measure, guns with bayonets! Especially stuff like Lee Enfields or AK's.
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StatikMilk30

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Re: Your Cheapest Ideas
« Reply #1082 on: August 30, 2014, 07:29:04 PM »

How about instead of raiders and other factions attacking your base you could go to the other factions bases and fuckum up.
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FreedomFighters

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Re: Your Cheapest Ideas
« Reply #1083 on: August 30, 2014, 10:54:43 PM »

Since you hinted Cybernetic Implants, why don't you add Cybernetic Implanted weapons, like Scyther lances and Centipede Inferno Cannons
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mickel

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Re: Your Cheapest Ideas
« Reply #1084 on: August 31, 2014, 10:06:10 AM »

Have ceiling lights been suggested yet? I want those things out of the way, they're using up floorspace I need.
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boothby

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Re: Your Cheapest Ideas
« Reply #1085 on: August 31, 2014, 10:18:17 AM »

End game addition;

Needing supplies
*fuel from crashed space craft
*survival kit invade ship crashes (same as food/materials as you get when your crashed at start of the game)
*weaponry - in case crash land on hostile planet
*tradable commodities
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Wudchuck

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Re: Your Cheapest Ideas
« Reply #1086 on: September 01, 2014, 09:43:02 AM »

1.Pants, they would have pockets and such. Would possibly require belts. Both could be useful later if it gets to where colonists can carry more stuff on them.
ex: a gear belt that carries a medkit, a field ration, a canteen(when/if water becomes needed for survival, ammo(if that becomes a feature), maybe a side arm.

2. More melee damage if the colonist is holding a weapon. Say using their gun as a club, hitting an enemy with the stock, pistol whipping, etc. Those should hurt the enemy more than just being punched.


[attachment deleted by admin: too old]
« Last Edit: September 03, 2014, 02:35:33 PM by Wudchuck »
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SubZeroBricks

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Re: Your Cheapest Ideas
« Reply #1087 on: September 01, 2014, 04:04:45 PM »

OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)

I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.

Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).
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king komodo

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Re: Your Cheapest Ideas
« Reply #1088 on: September 01, 2014, 05:05:10 PM »

OK, this is probably been suggested but I don't have the time to read through 73 pages! (sorry)

I would love to see more mechanoids in the game and to give them a major buff, as I think they are very weak. But buff stats (health, dps etc.) and not sheer number.

Also a mech I'd love to see added would be a 4 leg spider mech thing (double minigun weapon :D).

You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.
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SubZeroBricks

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Re: Your Cheapest Ideas
« Reply #1089 on: September 01, 2014, 06:34:32 PM »


You my friend are a little bit insane. At least when it comes to the caterpillar ones the small fast ones could use a slight boost to health but they would also need a slight debuff to shooting skill.

I find that only a 1 sniper  and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.
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"The only time you have too much fuel on board is when you are on fire."

kidlonewolf

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Re: Your Cheapest Ideas
« Reply #1090 on: September 01, 2014, 06:56:29 PM »

More consumable items : Like maybe items like cigarettes that stop colonist from having a break down, but can cause some negative effects such as slower walking speed or decreased social skills (due to smell). If used enough could cause permanent effects such addiction which will be double the normal negative effects when not using the item.

More items like that.

Also items or furniture that require two or more colonist to use, such as games.
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king komodo

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Re: Your Cheapest Ideas
« Reply #1091 on: September 02, 2014, 12:52:33 PM »

I find that only a 1 sniper  and a decent amount of distraction (sandbags, turrets etc.) will take down 2-4 caterpillars easy and the sythers are a joke they are as weak as bandits.

Yeah I don't like to sacrifice things like that but those scythers charge lances can really wreck your day if you don't have a sniper rifle to use maybe even then because of their range seeming incredibly off to me been awhile since I've actually played, having to leave someone behind because they lost 2 limbs kind of left a bitter taste in my mouth.

On a slightly different note could we be able to research a range increase on turrets only able to be done after you've researched the cooling of course and the range would only go up by 1 or 2.
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SubZeroBricks

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Re: Your Cheapest Ideas
« Reply #1092 on: September 02, 2014, 01:27:30 PM »

On a slightly different note could we be able to research a range increase on turrets only able to be done after you've researched the cooling of course and the range would only go up by 1 or 2.

I like this idea :)
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"The only time you have too much fuel on board is when you are on fire."

ns9559

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Re: Your Cheapest Ideas
« Reply #1093 on: September 03, 2014, 03:23:12 PM »

Crutches, walking sticks, wheel chairs, and the like. I just watched a LP where a colonist lost a leg and realized that there is no way of dealing with it. Its one of those problems humans have been solving for millions of years, and is really painful when it isn't an option. Maybe a generic prosthetic item that can be crafted, perhaps in different levels. A crafting bench can make wood prosthetics, a research table might be able to make metal prosthetics, which could partially restore limbs. A prosthetic leg combined with a walking stick or cane might restore 75-80% mobility. You could buy hi-tech prosthetics from traders, or fashion them from dead mechanoids that could restore a damaged body part to full function, such as a lost eye being replaced by a cybernetic one. The generic prosthetic could be used similarly to med-kit, which can only be applied to destroyed body parts.
« Last Edit: September 03, 2014, 03:30:10 PM by ns9559 »
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Wudchuck

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Re: Your Cheapest Ideas
« Reply #1094 on: September 03, 2014, 05:26:43 PM »

A weather station, would have to be used by a scientist or someone with high research ability, could predict weather/solar flares.
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