What do you want in alpha 9/10?

Started by Quasarrgames, December 19, 2014, 04:35:42 PM

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Mechanoid Hivemind

So when is A9 coming out? or is that still unknown?
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

Haplo

There are no definite infos yet, but it's most unlikely to come out for at least the next two weeks.
My guess would be early february, but that guess is as good as everyone elses :)

It will be done, when it's done (tm)  8)

Mechanoid Hivemind

Quote from: Haplo on January 09, 2015, 04:11:11 AM
There are no definite infos yet, but it's most unlikely to come out for at least the next two weeks.
My guess would be early february, but that guess is as good as everyone elses :)

It will be done, when it's done (tm)  8)
Thxs m8 i wasnt sure if there was a set date so i had to ask
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

Foul

I'd like to see the option to force prisoners into a cryo-sleep chamber. It would give me an incentive to heal them up, improve them with cyber-upgrades, then sell them off for a high price without having to feed them or worry about their door destroying moods etc.

Also, more cyber-upgrades would be fantastic. Its an excellent system I'd love to see expanded sooner rather than later.

Kelian

I'm sure it's been mentioned but besides general AI improvements I'd like to have a vistor area and the ability to rescue,heal and release them and allies without arresting them.

Eleazar

Quote from: Kelian on January 13, 2015, 10:55:12 PM
...and the ability to rescue,heal and release them and allies without arresting them.
Tynan has already added that to the development version.

I agree with the other, I'd like some way to interact with visitors-- perhaps sell them stuff, or impress/bribe their faction with accomadations and free food.

Darth Fool

The ability of visitors to buy/sell items near your orbital beacon as an alternative to uber-powerful spaceship transporter technology.

Minaraho`

The medical system is Amazing!! but I would like to see just a few additions made in the shape of items. As far as items go, I think that you should expand on the items used to provide aid to the casualty. Adding dressings, tourniquets, IV’s, splints, chest tubes, decompression needles for sucking chest wounds, some drugs to help numb the pain, and other things of that nature would greatly add to the level of realism in casualty care. I understand that many people might be turned off by the complexity of these fancy medical items and procedures but it would expand the level of realism with caring for a casualty. It would also add to the crafting area of the game. In addition to that I think that it would be good idea to implement a more expansive inventory system. So if i was building a setup for a soldier character it would look something like this: helmet, shirt, assault vest, jacket, pants, backpack and a weapon. All of which you have in game already. Now if you are familiar with modern armor systems and combat equipment you know that you can mount pouches on them and put things in these pouches. So lets say that my soldier is wearing a plate carrier, within that carrier he can place magazines for his gun, a combat medical kit (with medical stuff as mentioned above, which the player can pack), water, food and other items that he might need. Similarly he can pack his backpack in much the same way.
Thanks
Minaraho

akiceabear


  • Fog of war - this really increase the tension in the game. I think it is reasonable to know the entire map layout on start, given you just fell from space. But active knowledge of every creature and enemy incoming is too much, I think, without investment. Line of sight should limit views, as should traits/skill levels. Thus, in some cases a character that is a great shot may still have terrible range.
  • Fog of war tools - a first step might be a viewing tower, which gives you a view in all directions for a few dozen (?) tiles, granted there is no mountain in the way. A radio signal interceptor could give you early insight it where pirates or ships are landing, but not exact locations, just general areas (e.g. NE of the base). The pinnacle could be a varying types of radar - thermal for organics, radar for all (incl mecs), etc. You wouldn't know exactly what was there, just see the signature red heatmap when switched on.
  • Fog of war traits - psychics have short range ESP, allowing them to see heatmaps around corners in the near vicinity - think of the value of a psychic helping you target around a blind corner. Hunting as trait would help track animals more quickly, rather than just random walks until bumping into one (as even a skilled marksman may do without wilderness training).
  • Trading screening improvement
  • More interaction with visitors. Perhaps make the trade beacon a harder tech to achieve, making reliance on regional trade much more important at first.
  • Revamp the tech tree and what is immediately available to build on landing. Increase the challenge/duration of tech research.
  • Increase variety of events, especially non-human ones - more local nature and flora/fauna events, colony growing-pain events, etc.
  • Make raiders/pirates more robust - at least at higher levels - able to use ladders to jump walls, may pop up from underneath via a tunnel into your fortress, etc.
  • Similar to the above two, events to nerf turtling - rains sharply increase the chance of severe mountain flooding, destroying all goods and injuring/killing people in subterranean rooms without installed drainage systems. Underground beasts that may consume your miners and run into the shadows (Fog of War!) before you even see them.
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Hayhorse

For A9 Maybe the ability to have a mechanoid colonoy, since Mechanoids have genders you shuld be able to have a scenario with the goal of making the first full mechanoid planet. Or like someone said earlier convert mechanoids to do dumb labour such as building, mining, hauling etc. Maybe a modify centipede that has little to no armour and can carry a crap ton of stuff? Cause less Armour means they would move faster do to less weight.

Extholiouss

ability to blueprint buildings and then just place down the plans for that building anywhere (colonists would have to build it). also being able to save the blueprint and access them on other colonies.

Pyrite

The number of amount of Weapons and Animals are fine, i just want more diversity in Power/Food/Crafting. In crafting, i would like to see like [This_Person is specialized in This_Crafting] But ya know. That makes the game hard.

Wolfen Waffle

Quote from: fluffy_543 on January 05, 2015, 02:47:41 PM
I think that the biggest thing this game lacks right now is a good diplomacy system.

Early combat is indeed entertaining but later in the game having to periodically massacre a bunch of strangers gets tedious. I also think that a game which claims to be about "story generation" should allow for more nuanced relationships that just neutrality and total war.

Ideally I would like for factions to have their own agendas and personalities and react to the way you play the game. For example:
- Pirates might be less offended if you sell people into slavery
- Some tribes might be prostophobic and dislike you if you use lots of prosthetics.
- If nuclear reactors ever get added you could have some factions be offended by that.
- Clearing lots of trees might upset others.

Alpha beavers must be the most hated faction in game then.
;)

Bullfrog1

Generally more domestic issues (even if it's just an inconvenient)  but specifically some ambiguity in strangers character and personality traits.

It seems like in Alpha 8 the only domestic issues you come across is when your colonist start to lose their sanity, and this seems to only happen when they starve and try to stay awake to long and the majority of the time it's just near misses. I'd like there to be more issues I would have to deal with internally.

IMO has to do with the recruitment process where you can recruit people with only desirable traits. I'm not sure why I should know a strangers personality and skill set so easily. I doubt a group of bandits would take the time to wright a resume to join your colony before they attack you.

Simply having strangers personality/skills be unknown until X, Y and Z is met to reveal them individually would add a lot to the game IMO.

Ideally, prisoners threw socializing with the warden... Colonist threw socializing and threw a set time limit.

I'd love there to be some unkowns in the recruitment process so you can't just min/max your colony traits.

Bastionel

I must wiem the multiplayer in this game .