Robots/drones. A jungle of research seeds leading to lots of research trees. Low tech (tribal?) raiders with excellent melee, thrown/melee weapons like spears, tomahawk that can be used close or at range or boomerang. Mind control aliens/chameleon aliens, hydrochloric acid for blood aliens, bosses, maybe a boss leader of tribes with mind control turning one of the colonists into a raider instantly, could be captured if incapacitated but could cause havoc from the prison if (chance?) when fully healed or possibly eventually help the colony. raiders or rampant native animals with an accompanying boss, tribes that can set up camp overnight. Space marine pods containing research seeds (valuable) with raiders that can set up (build) defensive zones around the pod and defend them. the reason for so many raiders is they took control of a cloning facility in orbit, eventually (after much research, lots of metal, building many rocket parts and some putting food in storage on rocket for the journey, a bit like Starship Architect.) being able to build a crude rocket that can dock with the facility in orbit or accidently dock with space marine pod (random chance stuff) and raid it, being careful not to damage walls in orbit or decompression and sucked out into space etc., taking valuable new items/item types/clones and/or resources (space suit/combat armour?) back to surface if successful. intact ship rooms that crash land, radioactive/toxic areas that cause damage to colonists over time if not treated. Multiplayer with multiple randomly generated maps interconnected, you start a multiplayer game and your comp randomly generates a map (as usual) but places you in a grid of online maps, with the ability to move off the edge of your map onto someone else's, maybe try to trade with them or take stuff by force or whatever. Limited range (especially in fog) line of sight, closed circuit television, television screens, a flamethrower! Ammo! not suggesting you implement ALL of these ideas, thought I'd put them all in one post, I'll have more ideas tomorrow. LOL Integrate this game's, EVERYTHING with Activision's "Battlezone" graphics and interface and it would be a top seller IMO. Ageing, I think a colonist should not survive longer than 365,000 days under any circumstances and should be too weak to do anything for when they get too old, some colonists that like to share a room with one person of the opposite sex, could result in having to build a nursery and eventually get a new colonist. The ability to haul light furniture, maybe heavier stuff with help.
Quote from: harpo99999 on November 26, 2013, 04:53:34 AM
a couple of small suggestions( but probably not so easy to program) for the trade window
(1) to allow typing in of trade quantities as well as the drag to alter quantities,
(2) speed of adjustment of quantity relates to mouse movement distance ie move a small distance outside the trade window get slow increase rate, move to the edge of the game window, get fast (perhaps x10) increase rate
reason for suggestions when trading hundreds/thousands of resources it gets very boring to keep holding the mouse button down off screen and still only go up by one unit per tick
I manage to get large quantities quickly by grabbing and dragging, grabbing at the middle again drag to the edge again again, going up at about 150-250 in a second or two.