Your Cheapest Ideas

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

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Evelyn

A per-item switch would be rather silly since you can already turn off individual electronics by selecting them and hitting "Toggle power".

Kaelent

#1561
Quote from: Evelyn on January 16, 2015, 12:15:32 AM
A per-item switch would be rather silly since you can already turn off individual electronics by selecting them and hitting "Toggle power".

Change notes state that to toggle power a colonist would need to walk out to the object in question and manually turn it on or off. I'm guessing switches will allow you to do that from a remote location instead. Like a bunker with switches for all your turrets.

"TO THE KILL ROOM!"

If we're making bunkers or security rooms then what about walls with gun ports/windows? Current high cover gives a firing arc from the side they peak from, but you can be flanked easily behind the single wall piece unless you forfeit the other side with another wall or use sandbags which is silly and gives low cover. Gun port/windowed walls would allow full frontal degree firing arc  and allow better side cover as you could position colonists directly behind 3 full walls instead of a single wall. Trade off would be you can't fire too far to the side from obviously facing straight forward.

What about flash bang explosives that stun/disorientate humanoid enemies?
Traq dart/stun guns that leave bruises and drop consciousness of the target?
Fire extinguisher weapons that speed up putting out fire and instead of beating the fire shoot foam/water/retardant at the fire.
Single use foam grenades that do the same thing putting out fires in an area they are thrown. (Starting to HATE fires)
The ability to manually order colonists to put out fires without having to set the area on fire as a home zone. (stupid STUPID boomrats).
Alphabeaver style event but with carnivores hunting the other animals in the zone and eventually going after your colonists?

rbos

This might be pretty easy to implement; I'm not sure.

Any real life organization has "managers", people telling other people what to do. Highly skilled managers make other people more productive, lower-skilled managers make people less so.

Perhaps some colonists with nothing better to do but talk to people could give them a work bonus when they talk, based on their social skill. It could be a use for Nobles; they're accustomed to telling people what to do.

MrWiggles

Batteries generate heat, and heat increases battery efficiency. Or not. Depends on what the batter is composed out of. But they should get hot.

Power Lines should produce heat too.

An option to force doors open.

Allow clothing to be gather in stacks.

Kaelent

Quote from: MrWiggles on January 18, 2015, 03:30:35 AMAllow clothing to be gather in stacks.

Not only clothing, but it would be nice for equipment in general to save space. Equipment racks could be used for this actually if they change it to have some sort of 'storage' ability to it. Each slot in the rack allows a stack of that good to be stored there.

Not something that fits under the 'cheap changes' though since I think it would require a bit more programming to get the ability to select an equipment to use from a stack. Especially since they are going for individual quality and durability values for each article of clothing and weapon so they are less persistent.

Hayhorse

New Trait: Nutrient Paste Lover

This Pearson grew up on Nutrient paste and therefore have a very odd taste palate. They gain a happiness bonus from Nutrient paste meals and will prioritize them over all other meals and get a negative happiness effect from cooked/packaged meals.

Can only be on a Pearson who grew up on a Urbworld, Glitterworld, Hive world or pretty much any of the industrial worlds that would make sense to have nutrient paste dispensers.

Hater of Nutrient Paste: This Pearson grew up on fine and lavish meals and gets a negative bonus from any thing other than Fine meals or Lavish meals, can only be given to a character that grew up to a rich family, Nutrient paste makes them vomit.

RemingtonRyder

Germophobe trait:

This place is filthy. It's a breeding ground for germs. This makes me unhappy.

So many sick colonists. I hope what they've got isn't contagious.

Is that blood? Whose blood is it? Does it harbour infectious bacteria? Could we get a cleaner in here?

:)

Specialist290

Don't know if this one's been mentioned before or not, but:  Facial hair for male's sprites, randomly assigned just like head hair is generally (with a special focus on gloriously-groomed moustaches).

kremil1

How about lightning does brain damage. For example numbness, depression. Etc

skullywag

Big head mode.

Do it. You know you wanna (and i may have already..)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Haplo

Something that I just remembered from a while ago:

If you call for help or help arrives by themself, make the appearing pawns go to the same location as the raiders do, so that they actually do some fighting.

I had it that a group appeared with the message that they wanted to help me and then they went to the other side of the colony, as far away from the actual fighting as they possibly could.. :)

Shinzy

Quote from: Haplo on January 20, 2015, 06:36:51 AM
Something that I just remembered from a while ago:

If you call for help or help arrives by themself, make the appearing pawns go to the same location as the raiders do, so that they actually do some fighting.

I had it that a group appeared with the message that they wanted to help me and then they went to the other side of the colony, as far away from the actual fighting as they possibly could.. :)

"We got your back!!"
Yeah this needs some fixing =P

the worst is when you pay all your reserves to them for sending aid
not only they send two monkeys equipped with like banana and a sledgehammer
And then they still have the nerve to not even go where the combat is.. or even camp around the highest value target for the raiders or anything
and if you're extremely lucky they mite spawn on the same side of the map as the enemies ;D

CrazyTalk

Quote from: Mihsan on January 10, 2015, 05:54:49 PM
Quote from: Mystic on January 10, 2015, 12:30:44 PM
I'd like to see a "ventilation grate" type of construction added - made of steel and providing some level of resistance against the entry of an attacker (not as much as a steel wall, but at least some), while allowing outside air through mostly or entirely unimpeded.  The main usefulness of this would be to be able to construct ventilation ducts/shafts/passages within one's base that are ventilated with outside air (in order to run air conditioners deep inside the base, for example), without also requiring such shafts to be a completely open entry point to the base for any attacker.

That would be the cheap version.  Going just a wee a little further, one could differentiate between cheap, unpowered grates which only allow a percentage of outside air in, and more expensive, powered grates (i.e., with fans installed) that require a connection to electricity but provide more complete ventilation with the outside air.

Why making this, when you can make shaft and just make one tile w/o roof on the end of it?

Sometimes the goal isn't to get rid of the heat, but to just move it. The hole in the roof only allows you to equalize an area with the outside. Vents would allow you much cleaner HVAC layouts, and would allow you to possibly weaponize heat. (Ducts would be better though)

The door propped open with a rock is just so hackey.

Sartain

Nerf research!  ::)

Seriously though, seems like research skill shoots through the roof compared to, well, everything else and amazingly quick as well. With the amount of research skill gained just by a x1 guy, I can only imagine it being even more crazy with someone with a higher passion for it. Seems like the skill gain from researching could easily be reduced significantly, or the target numbers set higher.

datanoppa

#1574
nominate colony leader, +2 (maybe 3) global mood boost. If he/she dies (and she/he will to that finger infection) -5 mood penalty for 10-20 days or something similar.

infiltrators, so those pesky friendly visitors could sabotage  power lines and production equipment (with some sense that not 50 guys running around your colony starting fires and making mess, maybe limit to 1 npc)