Small - but big impact balance/qol suggestions

Started by mooguy, September 03, 2020, 11:03:00 PM

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mooguy

1.Bionic equipment health issues: Not sure if this has been resolved, but there is/was a long-term issue of bionics not being overall better replacements for limbs because of how dmg taken works. (with limbs, there is a chance you only take damage on a single finger/toes but with a bionic arm, the whole arm takes the full damage).

2: Barn equipment: so far the only feasible way to store enough food for a cattle/farm animals using hay is making dozens of shelves. perhaps a more specialist shelf that can store more hay - but only hay - would make raising animals more viable?

3: Charge lance needs a very slight buff: bolt rifles/assault rifles can challenge the role of the charge rifle at medium-long engagements due to the charge rifles very low fire rate while having a significantly higher market value.

4: Double bed blue prints: sometimes its very hard to see the direction the blueprint of beds(especially double beds) are facing, and if placed wrongly has to be moved twice since it cant have a blueprint over itself.

4: Scar torso penalty: its very hard to remove a scar from the torso, so when a colonists receives one its almost a permanent -5 mood and easier to be downed due to the pain debuff. furthermore its easier for them to be killed due to the lower torso health. the only way is a healer mech serum. perhaps remove torso scars or add some way to address this without mech serums.

4. Map leaving issue: when colonists are in another map with enemies, players might be confused why they cant reform the caravan the same way they do when they leave the base - perhaps a message/toggle indicating they can simply move them to the map border would be great.

5. Starting weapons: there be more to distinguish between the revolver, auto pistol and machine pistol? cool guns, and the revolver is a classic, but i have a feeling most players rush through their use within 1-2 years of the game.

7. Cocoa tree: cocoa tree growing is very frustrating to do due cocoa trees dying over winter, yet being unable to be easily grown together without an unruly indoor heater-barn and a lot of cell management - this could be made easier!

8 Insectoid expansion: As mechanoids have being massively expanded upon, im guessing insectoids might receive some future treatment - yet if now, perhaps expanding that part of the game could be looked into, as its something very different from mechs/humans.

9. Equipment health decay - recon helmets have a tiny 120 health points, yet due to their limited movement penalties its seems the game suggests they can be equipped for regular use - yet a normal recon helmet that doesnt even take any damage would become tattered appeal within two seasons (30 days -2 a day) of wear.

8. Deaths animations: wehn animals/pawns die, they seem to almost transform into an item-like drop on the ground instantly haha. perhaps their could be a tiny animation change to make the 'death' change more impactful?

9. Biomes: Different biomes can offer repeatability, yet its very hard to choose playing a desert map - with the major change being a very hot empty map - over the colorful and seasonal plant/animal heavy forest/temperature/ maps. Of course a desert is boring, but could their be features that make it an alternative competitive experience? (mechanics, features specific to that biome?)

Thanks!



AileTheAlien

#1
Bionics: the mod Elite Bionics Framework allows bionics to have higher HP. Not sure what mods actually increase the max HP of the default bionics, though...

Hay: it lasts for a year unrefrigerated, so that should be plenty of time between harvests. (Especially since it grows so fast.)

Cocoa: this only grows in warm regions, and is meant to be a luxury item. So, either play your colonies in warmer regions, or trade for your chocolate!

mooguy

Hi The Alien, thanks for your reply.

You make a good point with the cocoa tree. Now you point it out, it does give the desert biomes a more unique advantage, although its very niche.

I agree that how mechanics for hay work as a crop is well balanced,, however having hay-specific shelves would mean a barn isnt just a huge floor of hay haha. It would also give more color and diversity to a 'barn' room, as almost all rooms (bedroom, workshop, rec room) have room-specific items, except a barn.