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i run in to more troble constructing stuff around turbine , and other same size structures.

new skill system is definetely better than previous stuff , but it makes no sense in terms of stats that are added and overall stress increase that makes even less sense.

adding  +2~+6 stat to building makes pretty much no diffence , u notice real difference in skill once its between base +20 and base +200, but game is limited to max +20... 

same goes for skills that increase certain speed of actions .

my suggestion is to replace some stats that increase action speed that barely change anything with different effects and also remove stress req. for them , overall stress from knowledge is hard to imagine for me.

 

builder skill all 3 

1)increase building range by 2 and allow build of restricted structures

2)max levels :3

 

sub builder skill unlocked by learning builder skill lvl 1

-increase mining speed by +25% per skill level , could be unlimited skill.

 

mining skill all 3

1)increase mining range by 2 tiles and allow mining for harder materials

2) max levels : 3

sub mining skill , unlocked by learning mining skill lvl 1

-increase mining speed by +25% per skill level , unlimited

 

farming increase skill by 2

sub farming skill : increase work speed of farming by +100% per skill level (thats only speed)

sub seed collecting : increase max amount of seeds that can be dropped by +1 (similar to minecraft luck that increase maximum possible amount of drops by one , with that skill it has 1dice6 on rolls , normaly it would be 0~1 , with that skill level 1 it would turn in to 0~1+1

max levels 10 ~ unlimited.

 

husbandry (this need to be renamed to animal care , because husbandry has different meaning and its actualy female job more or less)

i run in to the issue that my dups cant gloom slicksters , because grooming takes way to long and they simply run out of oxygen. 

i could not figure out yet any solution beside maybe adding sort of gas pipe to it and everytime dup comes to groom slickster he would equip mask , but thats too much hassle for so low efford.

critter ranching was buffed , so nothing special about it.

as for sub skill : max level 5

increase max possible eggs lying up to +5 , so 1 mob could drop up to 5 extra eggs dice : 1~6 , this occurs only if egg lying was under status of groomed and it was used by certain dupe with that skill , its could be sort of mini buff.

(this would reduce amount of creeps in the base , increase value of skilled dups and overall reduce lag)

 

decoration , can we either have no cap on positive value,   or have a cap at negative value , this negative_unfinity ~ +120 range of decor is more annoynce tbh.

it removes reason to max out all possible decor in the base.

creativity stat could add +1 decor rating * stat level , this definetely would be worth to get , because decoration_speed is pretty much useless stat , because sooner or later work is done and you forget about it for-ever.

decoration skill by its own could have unlimited amount of upgrades as long as player can provide skill points to invest in this skill.

this also would develop less hybrid classes , for example developing dupe only for decoration , which would get maximum out of his skill to improve base rating.

i would like if he could add his skill at negative values as well to reducing it by same formula above.

that could apply sort of constructor-architect class , rather "do the job ASAP it wont change anything , anyways..."

 

improved STR

increase +2 attack range instead of STR , ye we already have 2 agressive creeper , and who knows how many there is on klei list.

subskill endurance :

add +50 HP MAX to the dupe per skill level , skill max unlimited or at least value before it becomes negative , something with 2.xxx.xxx.xxx or 2^31

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the effect pipe_emptying , i would move to construction skill, also change it to semi passive ability , rather that you always click on empty pipe and deconstruct , it would work same way but with less clicking , so as long dupe has this "sub effect" when ever he deconstruct a pipe with content , rather than releasing in the surrounding , it gets stored in the bottles / gas containers, but pls fix poluted water-bottles -poluted oxygen "dripping" , it sure fun way to cheat in p-oxygen but, in the late game its real annoyance.

 

carry cap skill , need to be split of the branch and extended for more skills

keeping same increasement

+2 STR +400

+2STR+800

+2STR+1200

 

and so on , max level pretty much unlimited . this would make a decent dupe that CAN carry alot of stuff , im running big issue with carry cap of 3k its not enough when you try to clean up space biome .

 

this skill could additionaly add +1 atletics , there is never enough speed.

 

medicine , it still pretty much overall plain , useless and boring system that gets screwed up with every update.

so can we stick so something decent pls.

either we go from perspective that germs are part of dupe and instead of harming them , rather they help.

or

they are virus , enemy and you dont care about anything , u just need an enemy otherwise you get bored all alone.

or

turn off germs completely , and i do not mean grant unfinite resistance but rather all that useless calculations and updates , if i had choice to get +30 extra FPS or germs,

i would take 100% sure  +30 extra FPS , because currently playing at 14 FPS on 512x512 map is no fun. watching pretty much every frame germs "updated" makes me only wanna click ALT-F4.

 

bunch of pills that have no-sense-effects.

can we stick to :

medi kit : adds +100 hp regen over 1 cycle , buff 

anti-virus-pill : cure germs related sickness

vitamines : gives +25% global speed bonus to all actions (global bonus is applied last , sort of multiplier in the formula) last 1 cycle

balm lily tea: cures diarrhea , diarrhea is de-buff , caused by food poisoning , when ever dupe ate something rotten and his immunity system was not able to figh it off. diarrhea cause dupe to drop 1kg of poluted water per second , until sickness is cured. i know it makes no sense but at least it would be fun. 

because whole "germ" system is not just facepalm, but a facetable.

 

exo suit traning could branch off , carry cap and str training 1 , combining in to suit training ,further to rocket piloting , then later split off to the sub skill that keeps increasing rocket navigation efficiency until dupe run out of skill points.

 

cooking +2 is pretty much useless , even with max base stat of 20 its turtle slow and just easier to either add new dupe , set off oxygerian mode or use different way of doing things.

this skill instead of bare few percents of speed , it could add +1*skill lvl to qulity of the food , max skill level 5~10 , because skilled cook know how "out of nothing make something".

 

at least this change would be worth to get , in case you plan to use "cook" in your base

 

 

also can u change bladder to be bound to kcal consumption . if kcal <= zero , then bladder change global -100% , so he wont go to the toilet until he finds something to leave behind.

 

if dupe is hungry 

hungry = kcal zero

he lose HP by rate of 100 HP per cycle , i dunno how much its per second but at least he has 1 cycle to find something to eat , instead of insta death

this would solve problem with "calorie burning" and more nutrisious food that keeps being wasted. also consume button , could have bar , to set % when ever dupe should go eat , wait till he runs out of kcal or just consume food for no reason if its set to 100%

 

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graffix

 

can we pls instead of pictures for output and input have "input or in" and "output or out"

arrows do not do a thing,i keep messing up everytime , even after having over 1k play hours.

 

-

button for "no animation" for building , what ever will increase FPS is good .

 

-----

 

ingame lightning

 

i found an pre alpha picture and it was pretty much pinch dark , this feeling ONI has no longer , its way too bright , darkness is missing , i miss th feeling that you are actualy somewhere deep underground. current brightness and amount of light in the game , makes you feel like you are 24/7 under the sun.

changing contrast at night hurt eyes as hell , rather than making "night time" , having option [set off nighttime effect [x]] would be great.

somewhere inside "video" button in options.

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can we have less annoying wort planting pls , just planting a plant in the flower pot would turn it in to "wild" one .

and in the farm plot in to the domenistic .

if u dont wanna wild u have option to use farmplot.

i could accept the nerf that i personaly never asked for , but annoynce of not being able to plant it where u realy need is beyond.

 

can u pls also change the description of wheezlewort , because it no longer makes any sense.

previous pre-nerf-wort

plant sustain its life by absorbing energy from its surrounding , nothing special , every normal plant that works off photosyntesis , wheezle wort is simple underground plant or to be called "thermal plant" .

 

after-release-wort

it start with nonsense like , with "feeding it" now produce more work. cmon this is just stupid. plant that feeds itself of pure energy , why would it now feed itself of materials that first need to be dismantled to pure energy before it can be consumed.

this plant description is either need to be changed , whole plant re-made or returned to its old one. self replanting - heat-absorbing.

 

currently feeding wort with anything would waste its own energy to break down elements in to the pure energy, current description that is being kept for wort is contradiction of what its doing. doministicated = 250g per sec , wild 1000g per sec. this would make sense then.

 

or

 

 rework of the plant to something different , by default plant cools off its own , for example it could be placed inside / underwater without drowning

feeding it with nutrients accelerate the process. so if it was 1000g per sec , doministicated now cause 1250g per sec.

the process is : implosion. it could create simply cold "matter" or act as some sort tempshift plate that rather than spliting heat to the sides , would absorb heat

by

: [1000g(+250g if doministicated)]*2,400(SHC of hydrogen)= 2400 DTU ~ 3000DTU per second from 1 tile

if this plant is 1 tile big effect could be 3x3 and the value of above could be devided by 9 

formula above becomes quite large but the positive thing about it , its far easier to balance in case you want "balance" it anyways

also another positive thing about "coldness" dissipation is that we wont have annoying air movement back and forth , that thing rather cause more lag than it needed , if u have over 100 wheezle worts in the base. performance wise it would also improve.

plant could be placed underwater and used as some sort of mini refrigerator , for example this plant could be submerged in new ethanol substance as sort of "water cooling system"(pc hardware)

 

because currently u need only small rooms to be cooled off to reach pleasere-able temperatures . anything else is better near molted~scorching-plasma.

 

best part off it is that u can now have better enviromental controll and this coldness could be turned off with doors .

subspace would work good as well , to cool off areas with no gas-access. 

 

 

 

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