Your Cheapest Ideas

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

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Dr. Z

I wonder whats the thought behind the door key your colonists have, because allies can get in your rooms anyway.
Prasie the Squirrel!

Tbone9921


Flarestarchild

Quote from: Stan-K on December 12, 2014, 03:31:56 PM
...give prisoners rooms, a chance to see daylight, but also a communal area...

You can already do that when you specify an inside/outside area prisoner then put up a door.

Xminor1

The ability to name sculptures. I've had a colonist work on a sculpture throughout winter, and I wish i could have named it "Winter's Sorrow" or something like that.
Kill All Humans!

I know that I exist... do you?

I am a leaf on the wind, watch how I soar.

Evelyn

A "Therapist" job. People rotting in a prison can have 100% mood because of the social skill of a warden, something similar for colonists would make a lot of sense. Feeling down? About to break? Just go talk with the colony therapist. It shouldn't require a lot of effort to do, especially considering the warden already does the same thing except for prisoners.

keylocke

pause upon load feature.

i noticed that loading saves takes a lot longer in alpha 8, so yea.. pause game after loading so players can afk safely..

Ink.

A few extra faction logistics.

At the moment, so far you can see how many colonists your colony has lost as a total. But what would be cool is to see

- How many colonists you've lost to a particular faction
- How many colonists you've killed of a particular faction
- How many raids have occurred from a particular faction

And possibly other logistics. For either if you want to just know or if you want to use it to guage who of all your enemies is doing the most damage to you.

Dr. Z

Display fertility of certain surfaces, would save me a lot of time experimenting.
Prasie the Squirrel!

XeroJoy

Stealth mode,

Similar to colonists that have fallen on the ground incapacitated, this would allow colonists to lay on the ground behind cover to not be detected at greater ranges (i.e. less range of sight). But they are extremely slow while prone, and have to stand up in order to run.

This could allow players to create ambushes by luring enemy raiders into areas by creating traps. In addition, those colonists unlucky enough to be caught near where the raiders are charging in could be saved (instead of being mercilessly slaughtered)

Kirkules

#1374
Very cheap: Hotkeys should be a small number of keys across all menus/situations. Even better would be allowing the player to map hotkeys as he or she chooses. What I mean is that it should be easier to use hotkeys without looking down at the keyboard or moving your hand from the mouse and/or from the WASD position.

Less cheap (unless you get permission from EdB to pull code directly?) would be to basically adopt all of the interface improvements in the EdB interface mod.

Auum

I love the game, and I love what's being added to it- the only thing I've been missing is more futuristic, sci-fi elements. The more the better, for me. I love the addition of the hyper sleep pods in the new update, as well as wind turbines (also they're not strictly sci-fi, it's still advanced technology), but one thing that I think might be a nice addition iiiiiiiiiis-

More lighting options;

  • Wall-mounted lights that don't take up a block's space.
  • Similarly, bar-lighting that can run along the walls at floor height in corridors for that super futuristic look.
  • Colder lighting colours; less orange/yellow, more pale blues! Yes there are the current colour options (red, green + blue), but those colours are very dark and intense.
  • Finally, perhaps a light that takes up an entire tile, and is a tile. Like a warm panel of flooring that gives off light! Could also emit heat?

I'm sorry if suggestions similar to those have already been suggested, but I don't have the energy to read through the ~100 pages of this thread. I'm also sorry if these ideas are far from cheap, but I'm no guru in coding ;D

milon

* Doctors eat when Urgently Hungry (as a higher priority than Feeding Patient)
* Disallow melee-equipped colonists from hunting
* Hunters fire from a closer (more optimal) range

Evelyn

Quote from: milon on December 16, 2014, 03:36:36 PM
* Disallow melee-equipped colonists from hunting

Just disable it yourself in the overview.

Quote from: milon on December 16, 2014, 03:36:36 PM
* Hunters fire from a closer (more optimal) range

And get gored by an angry muffalo?

amul

A new tab in the Overview window, which shows what colonists are wearing and wielding, with the already-extant Click-to-Zoom-To option. Possibly also showing related combat skills or their actual combat statistics (from the Info screen). A more advanced version of this feature might allow you to assign weapons, clothing and armor from selected stockpiles/racks.

Since it would be problematic to send US on raids of other camps, how about a Comms option to goad a hostile faction into attacking us?

milon

Quote from: Evelyn on December 16, 2014, 03:37:36 PM
Quote from: milon on December 16, 2014, 03:36:36 PM
* Disallow melee-equipped colonists from hunting

Just disable it yourself in the overview.

Why have it enabled in the first place?  Would you take on a muffalo with club, when your buddy has an M-24?

Quote from: Evelyn on December 16, 2014, 03:37:36 PM
Quote from: milon on December 16, 2014, 03:36:36 PM
* Hunters fire from a closer (more optimal) range

And get gored by an angry muffalo?

I didn't say point blank range...  -_-