Suggestions/balances/ miscellaneous

Started by mooguy, April 12, 2018, 01:57:38 AM

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mooguy

Hi there, - Aaamaazing game! just some small suggestions, sorry if they've already been said.

Suggestions

1) Rich explorer should start out with 1 or 2 units of penoxycycline, maybe depending on difficulty. Watching your pawn just lay in bed for a day or two and nothing else going on within the first 10 days or so is just a bit anti climatic.

2) Rich explorer/in general starting animals should be a bit more special. Some bionic parts? Some higher intelligence to train melee? It would just be super cool to have the animal you started out with have some more significance, rather than molly the cat dying to a cougar on day 2 or being a burden to feed. perhaps with training that first animal can be a killing machine, but just need a lot of investment so it cant be OP. I think that that is a simple way to get people invested into their stories.

3)Infestations should be an 'invade' event. Too awesome to leave inside mountains/caves. Would be great to see 'bosses/higher level threats from the different species of life as well.

4) Aside from the 'request for help' featuring colonists needing rescue, why not caravans that if saved reward you with awesome goods?

5) Making insects/mechanoids/ tameable would go a long way in having alternatives to kill boxes, more diverse stories/replayability,  ect, although i get the resistance to it.

6) Animals should have their combat/health stats trainable to some degree to add some more uses. Nothing op.

7) Careful shooting trait should increase the range of all range weapons rather than just the accuracy (depending on the weapon) to make up for the trait making hard for shooting to train overall because of less reload time and being a handicap at higher shooting levels as the accuracy gains become less notable.

8) Each time a character has the brawler trait, they should automatically get another random melee trait (like nimble) to make training melee more worthwhile. Alternatively, the more melee is trained, the more 'dodge' is as well.

9) Another way to perhaps make melee more useful is having characters equipped with range weapons able to pull out small melee weapons (knives) once in melee combat.

10) Possible for animals guarding a pawn that is in combat mode to not move infront of him? would make animals more useful.

Balances

1) Either cold snaps in summer shouldn't exist, or if they do , just 'freeze' crops for an extended amount of time. Wiping out all the crops in summer is devastating, not just because they now need time to be planted again and regrow, but their growing time can then be delayed into the next season, just really devastating you. They are just 10x worse than heat waves.

2) This is so hard to say this, but Muffalo are just too good all round - fighting, reproduction, easy to feed, ect.

3) aside from muafflos, when i learned about all the different animals, i was very excited to train different groups, but personally found it insanely difficult for the right circumstances to appear to be worthwhile to invest in them - wargs/wolves/lynx/elephants/rhinos, due to only one gender, not enough on the map, not mating, not easy to sustain certain food, changing temperature/events that kill them off - Just my experience so far though. 

'Dream list/DLC' suggestion: Nothing that hasn't been suggested before, but would love to see more activity on the world map with being able to see other caravans, more dynamic relationships with factions, and all that.

miscellaneous...

...If you need more funding for other projects you are now working on, i'd buy 10x any DLC for rim in the future  ;) :-X