Here are some of mine...

Started by Hektoer, February 25, 2014, 01:49:46 AM

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Hektoer

I have a few suggestions that I'd like to propose for various aspects. BTW, the game has excellent AI and the job handling seems to be very tight. I am impressed.

1. I have seen characters that either have firefighting disabled or are unable to fight fires due to character traits literally sit down in a chair to eat their dinner that was on fire. They proceed to light themselves on fire and run about unable to do anything. I think anyone would be aware of a chair blazing before trying to sit in it. ;-) I am not sure how feasible it is to have a character that cannot fight fires. That can pretty much be a flat out suicidal behaviour in some situations.

2. For expansions to the research, I humbly suggest that energy savings could be a good research branch. Motion detected lights, lower consumption turrets (so you are not always turning them off), etc.

3. Circuit switches and breakers. I have seen people propose Minecraft Redstone type traits that IMHO I don't think are terribly in line with this genre. I do, however, think that implementing simple switches to break or reconnect a specific line could be useful. It would require selecting a colonist and telling them to go "flip the switch". Perhaps a circuit breaker that requires manual reset could also be implemented. Those two items are pretty basic.

4. Fire just spreads way too aggressively. For one, it seems that those shiny new METAL walls I just built will go up in flames as quickly as potato plants. Hmm, perhaps a variable percentage "chance to be caught on fire from adjacent tile" could be tweaked. In a recent (well developed colony) I had two colonists left alive and both could not fight fires. I killed a boomrat attacking in the potato patch. The fire consumed the plants, spread across open dirt and infiltrated my steel walls, steel floors, etc. I lost the entire colony. Fire should be severely suppressed from spreading through a metal wall or a metal floor, dirt floor, etc.

5. New item - Fire Extinguisher station. :-) Anyone can run grab a consumable from the station to put out fires. Bigger station = more extinguishers.

6. New item - Fire Sprinkler System: Pipes, pump, water reservoir, power supply to controller unit, etc. Ties in with water resource thread which I think it incredibly valuable as an expansion of features (water tank, water well, water pump, water pipes, etc., damaged pipes drain water out of tanks until repaired)

7. Batteries should explode if suddenly discharged or caught on fire for a period of time. Right now, even with 50% efficiency, batteries are OP.

8. Any sort of solar event that stops power from working should also have a % chance of popping each battery. How about research tech to improve storage ability and resistance to explosive discharge of batteries?

9. Music!!!? - We need more means with which to pick up our ever depressed colonists. Television in a break area?

10. Scheduled breaks - Provide the ability to schedule some breaks so that everyone is on a rigid time frame (unless otherwise interrupted) to all meet in the break room. They can eat, enjoy some chatting, listen to music (or a speech from the overlord of those fear-driven colonies), enjoy the lovely green carpet and potted plants, exercise their stress from the trauma of seeing Wedge die horribly to those molotovs, etc.

11. Can we mine silver? How about silver being an additional required resource for anything that has electronics in it?

12. When do we get z-levels? :-)

13. Tons of research can easily be put in. How about we nerf solar panels and thermal generators a bit and give higher energy output after research? Perhaps research provides larger versions of generators. More material efficient walls and such? A standard stationary solar panel could have a sinusoidal charge curve since it isn't following the sun. An additional research item could be solar tracking motors that would allow for max solar output all day like we currently have. That would be a nice opportunity to put some animation in as well.

14. How about implementing a fog of war? You could then gain the visibility back by things like building a drone launcher to explore in a straight line away from the colony a certain distance? Would work better when maps (hopefully) get bigger. Maybe the next tier could be a low orbit satellite to provide elimination of fog of war in a radius so that you could see activity over the whole map (or a good portion) as you currently can. Maybe instead of a sat it could be a tethered balloon (that can be destroyed). Likewise, having observation posts for soldiers to look out from would be useful. Perhaps that would negative a majority of the cover bonus of a target.

15. How about clothing slots? Miners clothing with PPE and a flashlight to reduce negative mood traits from extensive mining? This could come after some more tech research. When fighting, you could have a bit of armor, etc. Again fog of war is kinda important. I would suggest this comes with a time penalty to change clothes and a run to a wardrobe furniture piece in the colonist's bedroom.

16. I personally think that the negative mood traits for the bedrooms are a bit severe. You need a 5 x 5 interior to avoid 'cramped'  and 3x3 to avoid 'very cramped' traits. It seems, in general, that most of my space, resources and time is spent trying to avoid the colonists flipping out from negative mood modifiers.

17. Obviously missile launchers, flame throwers and nuclear powered stuff is in the works so I'll skip any of that.

18. How about a furniture piece put in the prison room that could more rapidly lift their spirits or do a bit of 'social reprogramming'? :-)

19. Firing range for training?

20. Illness that can spread such as flu. Plagued animals or invaders that you should shoot from afar to avoid infection.

21. Medical bay seems pretty important to boost healing and contain illnesses.

22. I know you take some influence from Crack Fortr... ahem I mean DF, but I think it'd be nice to have the ability to stack metals and other resources on pallets or otherwise more compactly and efficiently store your resources. Maybe pallet racking or something such as that to clean up the front yard. :-)

Well, those are my humble submissions.

OobleckTheGreen

Damn! Long list. Didn't read all of it, but something you might try (relates to your #4). I've recently been experimenting with making "firewalls" around my base. What I do is carefully build a wall around the outside of my living area, in a way that no roof will get built (intersect walls with rock walls so it doesn't connect and try to make a room). Then, so keep my wall from burning down thanks to electrical storms, etc., I build a 2 block-wide strip OUTSIDE the wall (usually out of steel plates). This is super expensive, but it SEEMS to keep the wildfires from ever touching my walls; at least, I've never seen the fire go over the metal flooring, and my base stays completely safe from fire this way.

colonistPally

I would LOVE Z-Levels!!!! :D Especially if you have guard towers, you could make a z+1 for essentially a castle, and obviously z-1 for a bunker.

Also I love your contagious disease idea and having medibays. I think it meshes really well with counselors for mental health and storkvats for babymakins. :)

TimMartland

I think Z levels wouldn't be very good in RimWorld, as massive amounts of code would need to be redone and the current one layer system works perfectly fine and is arguably much better. However, build-able guard towers would be good.
'Two possibilities exist: Either we are alone in the Universe, or we are not. Both are equally terrifying'
-Arthur C. Clarke'
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-Jebadiah Kerman

BattleFate

Hmmm, thinking about the circuit breaker you mentioned makes me think...

Electrical circuits get damages far too easily in this game. I mean my walls and power circuits will degrade like crazy, even indoors. When you mentioned breakers above, I thought why not implement a basic electrical scheme?

Have different qualities of circuits. High Capacity, Medium and Low. Each can carry a different Amperage before they degrade or cause fires. You would likely install the high capacity circuits leading from the power stations to the 'distribution station' (which would contain your breakers.

From there, you would have high, medium or low capacity breakers. These would trip if power drawn on the circuit exceeds the capacity of the breaker. If you don't use a breaker, you're fine, so long as you're not drawing too much power. If you are, without a breaker to protect you, the circuits would start to degrade. This could cause damage to circuits and walls, or even electrical fires or sudden explosions (depending on the capacity you go over).

Of course this would entail having methods of identifying multiple circuits, and allowing overlapping of circuits. I imagine colour coded power cables, and allowing them to be installed over the same locations (and manually installing circuits into walls).

But that might prove difficult when you start getting more than 2-3 circuits in a single location... who knows.

keylocke

-i agree with the extinguishers and sprinkler systems, as well as metal objects having higher resistance to flame.

-scheduled breaks : i was gonna suggest being able to assign work shifts. (like day shift and night shift) so that not everyone sleeps and leaves your base unguarded at night nearly all at the same time.

-i agree with z-levels. even gnomoria has one. i think rimworld can pull it off as well. (maybe even do better, if Tynan is up to the challenge)

-agree with the fog of war as well. (i think it's been suggested enough)

-agree with the contagious diseases as well. i'm starting to think that most people playing this game think alike. lol.