Gameplay Idea Bundle

Started by Davelantor, November 10, 2013, 02:51:52 PM

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Davelantor

1- Chemicals (new resource)
Generation: Using A Chemistry Lab (4x1)
Converts 6 food, 1 metal into 10 chemicals
Uses:
A- Combat Boosters for soldiers that increase speed, aim
B- Fire extinguishers, For dedicated firefighters to carry as weapon.
C- Flash/Smoke/Incinirate bombs, To disorient, stun, aim debuff AoE

Side Effect :
Chemistry Lab can blowup, resulting in death of scientist
Large fires

Possible Uses:
Narcotics ?



2-Visitors (Like Drifter but a group)
Info: Depending on your policy a group of visitors would like to stopby and stay for 2, 3 days.

Events :
A- The group comes and stay with your colonists for a while, eats and drinks, stays in rooms, leaves money when they are leaving.
B- Attempting to Arrest(capture) them can make them all fight back at same time.
C- They may come with a story, with a shaky story they have a chance to try to place timed explosives near objects (turrets, lights, etc.), followed by a raider strike.



3- Animal Farm
Need : Nutrients (Like food, but like Quality of food)
Get an animal, put it inside the room/Area, designated for animal living area.
Resource : Meat, like food, but can be added from the dispenser to colonists diet in a given interval.
A- Low Nutrients mean, the colonist has decreased efficiency
B- High Nutrients is a huge happiness boost, BUT
C- Farms can only exist outdoors / Or in caves with penalties like, a person must feed the cattle.



4- Ion Storm
Event : A timer comes indicating a hurricane is coming.
Difficulties : While outside, you get damage over time, Chance of getting stunt.
Electronics turn on and off like crazy, large number of damages, rare fires.



5- Armor
Can be drooped from raiders, like weapons, on combat suppliers.
Armor slows the person.
When shot the armor HP goes down before the persons HP, repairs in time.
Only way to get from raiders is by explosives, burning, or buying from combat suppliers.

(possible solution to large number of enemies, replace with those with armor)



6- BRING BACK OXYGEN :D
The fact that the planet wasnt habitable for humans and colonists required additional equipment was awesome.
It could be a temporary situation also, like once in a while a toxic storm will come, where colonists in open areas will need to wear masks that consume oxygens, or like deep caves require oxygen production. Ventilation ? :D

Low ventilation, sickness ? ... fungus growth, ... anyhow .. maybe enough for one post :)

Awesome game so far :D