Colonist interaction

Started by divious, February 02, 2014, 07:54:47 PM

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divious

At this stage if you want to alter a colonist's actions you can either:
>>Enlist the colonist for a second to change their actions (example: A colonist walking to a damaged wall to repair it which is where 5 raiders just destroyed the sentries, you enlist for a second to alter the colonist to returning to home base to collect food.)
>>Chose another action by prioritizing it over the previous action.

Could it be a feature to forbid certain objects from being repaired? This idea can be expanded into being able to forbid all objects from being interacted upon.

Another suggestion is being able to set party ID's to colonists. An example is that with larger colonist populations it can get difficult following which colonist has which weapon (Happened when I was losing a colonist every attack which led to weapons changing hands with a high turnover)

The usual Ctrl-1 to 0?

Trensicourt

Quote from: divious on February 02, 2014, 07:54:47 PM
At this stage if you want to alter a colonist's actions you can either:
>>Enlist the colonist for a second to change their actions (example: A colonist walking to a damaged wall to repair it which is where 5 raiders just destroyed the sentries, you enlist for a second to alter the colonist to returning to home base to collect food.)
>>Chose another action by prioritizing it over the previous action.

Could it be a feature to forbid certain objects from being repaired? This idea can be expanded into being able to forbid all objects from being interacted upon.

Another suggestion is being able to set party ID's to colonists. An example is that with larger colonist populations it can get difficult following which colonist has which weapon (Happened when I was losing a colonist every attack which led to weapons changing hands with a high turnover)

The usual Ctrl-1 to 0?

Like starcraft hotkeys your saying?
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

divious

Yes. I wonder if this is a direction Ludeon might consider.

thestalkinghead

i think there should be a drop down box with all stockpiled weapons available next to each colonist in the overview for easy weapon selection/changes, but also you could have a squad designation box aswell

Zblugg

There should probably be some kind of Coloy-alert mechanism, siren/bell type of thing, that you ring when the attack starts, and upon hearing, fighting colonists get their designated weapon ready, and non-fighters simply run for a designated shelter spot. Anyone in a "colony-on-a-foreign-planet-full-of-raiders-and-rats-that-go-boom" situation would have an emergency plan anyway...

divious

#5
Quote from: Zblugg on February 03, 2014, 07:29:47 AM
There should probably be some kind of Coloy-alert mechanism, siren/bell type of thing, that you ring when the attack starts, and upon hearing, fighting colonists get their designated weapon ready, and non-fighters simply run for a designated shelter spot. Anyone in a "colony-on-a-foreign-planet-full-of-raiders-and-rats-that-go-boom" situation would have an emergency plan anyway...

As I think about it, I might just scrap my idea. Why are we trying to simplify and automate this game? We are already given a mail message that tells us were about to get attacked. On top of that we also get an alarm when the attack begins. I think this works currently as it warns you but its up to the player to manage what occurs.

On a side note, I still believe a system very familiar with micromanaging games is the ability to tab a person to a number: Example being Ctrl - 1 binding the number 1 to that person.

Also, your panic button has already been suggested. Check the master suggestion list, its under:
>Informative overviews for the colony

Zblugg

Thanks for the Master thing. I'm fairly new to the forums, and still have to catch up on a lot of things.