Your Cheapest Ideas

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

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Oga88

Also if you release your slaves than the faction which they belong to should be less aggressive.

WolfsRainESP

My idea is that, for a good survival experience, we must get shelter, energy(temperature and so), food and water. All that have been included in the game but water. I think we could implement a water system. Where the colonist use it to drink, clean and farm (or more). Now that the temperature system has been included successfully in the game, the water system will fit in really easy.

- The water in cold weather will turn ice(if not heated) or evaporate
- The water will be used by the colonist to clean themselves after hard work on the mine(plus mood)
- Water will be distributed into the base via water conduits (like the power system)
- Water will be pumped from a lake, condensed on a geiser or by mining on the ground.
- Water will be consumed more often than food

Hope you like it and implement it.

TrashMan

Depending on materials, walls and doors should have a damage reduction that negates any damage less than X.

It's bloody silly for a squirrel to destroy my solid steel door.

G34R B0X

So some cheap ideas.
( bare with me i just worked 18 hours and slightly intoxicated but im going to ramble for a bit)

-New ore types. Lets call them shiny things. Diamonds or what have you.

kasimirtlw

some quick ones i thought off today

one colonist should be able to teach another colonist a skill     someone with cooking level > 10  could help raise another its level via a machine or desk(school desk)

horses  to increase speed to catch a running away enemy :)  like in a real cowboy show  heck add lassos to increase capture chance
makes me think about the old kids show where they had robotic horses in the old far away west :)

build scopes to increase aim
build shovel to increase  speed at wich to work plants
build axes to increase chop speed
build hammers to increase build speed
build picks to in crease mining speed
build pots and pans to increase cooking speed
build armors from leather to studded leather to chain mail to plate mail
capture live animals and  build storage pen
let 2 ppl sleep in double beds
add rivers or water  and fishing rods to fish
add metal detectors to find hidden  ore : put it under the carry skill
add shoes  and orr boots to the clothing  to inc rease walking speed / protection
add tumble weed :)
add sleep grenades to help capture ppl


thats it for now



G34R B0X

Bare with me here, im going to ramble on, just worked 18 hour shift and im slightly intoxicated.

-New ore Types
    Lets call these " Shiny things" basicaly a cash crop, but can be used in some crafting

-Traveling merchants
    It would be hella cool if instead of just orbital sales a man with a cart being pulled by a muffalo passes threw and you can trade with him, make it so only certin things can be traded with this man ( Bows and pillas for sure! no one with a space ship wants to buy my crappy bow when they have Artical Rail guns) it wouldnt be that hard to code, just have it so you right click on him with a Colonist and boom Drop down menu to trade! all items in all stockpiles available  so no shuffling to get the things you want to sell outside. And food is something the he is allways looking for or selling.

-Equipment slots
     Ok, i want to start off by saying i do not like haveing to build or by pickaxes to be able to mine, or any other things that would make my basic gameplay overly complicated. With that being said, i feel Equipment slots would be awesome, all items would "help" or just add a % boost to what ever it is your doing. Im seeing 4 slots, Two that could be work related :Examples, Spices for you cooks to make a little bit better food, Diamond tips for your pick axes to dig better Gloves for that little warmth boost, or a Surgeons kit for your doctor to help speed along the health of your people. Two more for personal items with diffrent boosts. Maybe jewlery that could give a small happyness boost or an item that helps win over prisoners Maybe a gasmask that would cut down on dead bodies smell and help keep people from going insane handling them. Some of these equpiment ideas should have a limited use and be used up after X amount of times. Im not a coder but i dont see this being hard to implemnt since all you would be doing is modifying the speed or Effectiveness at what ever it is your doing.

-More crafting ideas
     With the implament of Equipment slots i think its obvious to be able to craft all of these things your self. The skill at which your craft is would  determine the outcome of the boost the item gives to your colonist. Certain items would need the balance of two skills, like a surgeons kit, you would need to know something about medicine as well. or Mineing tool improvements you would need to know something about mining. All items you buy tho would be in the top 75% from traders. This also ties in with the wadering trader from before. An intergalactic trader might not care about some shoddy looking jewelry at a look or awful level, but that guy on the muffalo will gladly pay you somehting

-Gates
     This is something i have been dying to get. A three wide raise or lowerable gate, Tempature should be able to pass threw it no problem, it has to be powered. a Gate should have a LOT more health than a door dose  and the material you use should dictate how much. Solar flares would make them risky at times, but  worth it

-Barbwire
     An easy defense weapon, places down in a one square area, and slows anyone who passes threw it by 50% maybe a small damage output for attackers, and a gate option so your colonists can pass no problems. Something i feel the game needs as a defense option is the ability to slow down your attackers before they rush your turret lines.

-call to arms
     Works the same as draft, but you can dictate a predetermined location that all your people will flock to when theres an attack, this is something that i feel goes with out saying is Very important. when a group of bandits are attacking right damn MEWO, i dont want to have to second gusse where im putting everyone, i want them to be able to go there with a click of a button.

-Better turrets and turret systems
     Or better yet, different turret types. Maybe a flamethrower turret, that will burn people as they come into your defenses. Or a long range sniper turret. Something i think needs to be in tho, is how turrets work. A stage one turret is kinda high tech for a colony thats living in a one room rock house attached to a solar panel and a battery. Turrets are something you should have to work on to be automated. Maybe a few stages of them, but stage one should have to be maned like a mortar. Along side that, there should be an "assigned" button and a call to arms button options.

-Stages of tech and research
     Research is kind of something we do when theres no life pressing matters at hand, but it should be very important. More complex things in game should have higher level counterparts. Example, Solar collectors should work at a lower % and as you research into them they should getter better and better. you would not have to sell and rebuild, but once the research is done one of your people could just add on it it and make its output better. Items like the heater and cooler should be researched before building, like a tech tree.

-helping your friends
     The one thing that angers me more than anything, is when an ally is visiting and gets hurt. You should with out any doubt have the option to Rescue them, and have them thrown in a medical bed till healthy, which would give you more Ally points from your friendly factions.

-The wander
     Tho rare, a stranger with no connections to  any faction coud show up for a visit. one of your people could have the ability to offer shelter. The Wander could stay a few days and you could use that as time to try and convert him over to you side, or arrest him... which ever

thats just a few of the ideas  i have, going to bed now, Peace

VooJin3

well since i only play it on friends PC cause he bought it and changes are made all the time

-its chrismass a bit lower price since its chrismass
-scavangers/looters npc that would try and steal material or deconstruct and steal things from player
-its scifi why not weapon crafting by specs not batch made guns when characters are randomly generated, or weapon stats upgrading
-dont know if something as small missions or contracts limited by time are there but why not count that as well
-well i had a lot of stuff forgot to write it down but keep up adding

Evelyn

Quote from: TrashMan on December 22, 2014, 06:43:56 AM
Depending on materials, walls and doors should have a damage reduction that negates any damage less than X.

It's bloody silly for a squirrel to destroy my solid steel door.

THIS. THIS THIS THIS. THIS, THIS. SO MUCH THIS. Same applies with power-armor, it's absolutely absurd to have a power-armored soldier start bleeding from a squirrel bite, unless that squirrel has teeth made of Plasteel or something absurd like that.

kasimirtlw

A way to move build items like desks or  lamps without having to destroy or rebuild.
it would make evolving a colony so much more practical.

Bappy1988

Not got round to buying the game yet (will do soon though!) have watched a few letsplays and these are things that struck me as factors that currently limit the gameplay or just seem like fun ideas.

DOORS
MANUAL DOORS. Some extra controls over doors would be good... You have the option to lock a door, why not the option to lock a door in the open position? would help with temperature management. Also to allow raiders to open a door, why do they have to bash in an unlocked door?

AUTO DOORS. Possibly add an option for an auto-door to be temperature controlled - if the temperature on side a/b goes above or below x, open up. This would allow a refrigerator room to also provide warmth to the butcher's shop, if the door to the outside opens up when the temperature inside goes over a certain threshold the butchers shop will never become a sweat shop.

POWER
SWITCH. allows you to disconnect circuits. My idea is that you would be able to stick a battery near to your (powered down) turret, leave it connected to the circuit long enough to charge your battery, then disconnect your battery from the mains. That way if a conduit elsewhere blows, the battery powering your turret will not be drained down so you could still operate your turret in an emergency. you'd then have to reconnect your circuit to recharge your battery after an attack.

SURGE PROTECTOR. similar idea to the switch - protects the charge in your batteries. In order to balance this, the surge protector would have to be very expensive to build (perhaps requiring gold), needs to be manually reset by the player if it's tripped out and takes a random amount of damage - very rarely being destroyed altogether. Maybe even trips out by mistake sometimes - this would be a real pain in the butt if it disables your turrets mid fight!

POWER SURGES. similar to the current power line failures that cause fire and discharge batteries - during lightening storms, if lightening hits any electrical device, all items connected to that device's power grid suffer damage - possibly catch fire.

MISC
AWFUL MEAL. if someone with a low cooking skill makes a meal, it has a chance of tasting bad, giving poor mood or in very rare circumstances causes food poisoning sticking someone in a medical bed for a day or 2.

ASYLUM. A carpeted room with smooth walls 4x4 with nothing else in it but a bean bag (new chair type made of cotton) could be designated an asylum by setting the bean bag to an 'asylum' chair like you do medical beds. This could serve as a more believable alternative to imprisoning someone with a mental break. They get visits from a warden or doctor. Sending someone there could be achieved off a right click like the 'arrest' option but called 'Escort to looney bin' or similar.


Well that's just a few ideas that didn't seem too complex to me. I'm a programmer myself but not knowing the coding structure of this game I couldn't say how difficult or easy I think any of this might be!


stormykins

Some kind of barbed wire thing would be great. Unpassable or slowing attackers by a LOT and dealing damage to them.

Also, with this idea - traps. Not only hunting traps for animals, but also diggy-diggy holes for capturing people and other harmful things (mines? with the option to research them? and maybe, to make things more complex (if they would be op) get a new resource needed to craft them?

TrashMan

IIRC; you can already open/close doors.

I basically have the cooling unit heat up half my base with it's exhaust. During summer I just open my doors :)

wdnz

Holograms of dead colonists that can only do certain tasks (like man the comms station or be a doctor) (yes, I am a Red Dwarf fan)

Bappy1988

Quote from: wdnz on December 25, 2014, 02:26:56 PM
Holograms of dead colonists that can only do certain tasks (like man the comms station or be a doctor) (yes, I am a Red Dwarf fan)

This I like :)

You have to build a holoprojector which has a limited radius, it projects only 1 person, the last one to have died and all they can do is chat to your colonists whilst they work. Goes mental if he sees his own corpse.

silentdeth

There doesn't seem to be any clothing that makes pawns cooler, is this developer bias?

Suggest:
Clothing that increases upper limit of comfortable temperature range: Straw Hat, Sombrero, Shorts.
Make power armor increase upper limit of comfortable temperature range, no reason to have heating and not cooling.

The mood penalty for harvesting organs seems a bit extreme in terms of duration, lasting twice as long as selling a prisoner. It seems odd that removing a tiny bit is more upsetting that selling the whole person. This horrible state of affairs must cease; complaining about a little thing like organ removal, pfft. They should be grateful that we found a way to make the prisoners earn their keep; I don't see any of them volunteering to give little Timmy a new kidney. Hell, they should be thanking us, who doesn't want to loose a few pounds after all of that holiday feasting.

(Not sure if this would be cheap to implement)

Chain gangs: allow a work release program for prisoners that allows them to do simple task like cleaning and hauling. They would still be chained, thus move slow. They would also attempt to escape if they saw they had a clear path. i.e. If they went to haul a animal corpse a hunter had left behind, then they might try to make a break for it if they were outside of weapons range of all of the colonist. Would require an option for doors that let colonist pass but not prisoners (which we already have), and a door setting that lets both prisoners and colonist pass.