dessbabbles Posted March 13, 2017 Share Posted March 13, 2017 After 21 hours of playing 8 colonies: 1. Sectors: Being able to overlay different sectors (A-Z, #s, or some other marker) and assign duplicates to that sector. A different way to prioritize many things but have one person work in each area instead of everyone rushing to most recently prioritized. Also allows the idea of dorms for late game and many dupes. I've yet to have more than 5 but no clue what cycle 469 might look like in terms of population. 2. Starting with only 2 dupes. The two times I've hit over 50 cycles was after accidentally killing a dupe very early in the game. I'd love the option to start with less people. 3. Randomized day/night cycle. I think it'd be cool to have a day shift and a night shift. So planning for dupes with certain skills and certain sleep preferences. So far I haven't seen anything special about Night-Owls and Early Birds, but would love if you landed on an asteroid that was 30 day/70 night and had to plan accordingly. Maybe even certain jobs that could only be done day/night. Maybe a hard mode option. 4. Decor. Holy crap are the duplicates fussy lil buggers. And the plants are negative to the decor? Maybe some fancy pots. I know this is very early but just want to throw out that decor seems a bit weird. 5. Oxygen overlay. Maybe I'm reading it wrong but I'll have oxygen areas that are practically a vacuum but more oxygen than any other air and the overlay says it's breathable. It doesn't change game play, I mouseover before I throw people around, but it has affected things when I'm planning out areas and I'm forgetful. 6. Schedules. Would love to build a very basic schedule for my guys. I hate when they have interrupted sleep because they woke up to pee or eat and then are more stressed the rest of the day. Being able to schedule who has meal time when so production or building isn't completely halted because everyone is waiting for the bathroom and to eat at the same time. These are just some ideas, would love to see what others think and sorry if some things have been said before. Loving this game, haven't been so hooked on a game since... not sure when. Keep up the good work devs! Link to comment https://forums.kleientertainment.com/forums/topic/75893-ideasfeedback-after-cycle-100/ Share on other sites More sharing options...
Kruleworld Posted March 13, 2017 Share Posted March 13, 2017 1 hour ago, dessbabbles said: 4. Decor. Holy crap are the duplicates fussy lil buggers. And the plants are negative to the decor? Maybe some fancy pots. I know this is very early but just want to throw out that decor seems a bit weird. 6. Schedules. ... Being able to schedule who has meal time when so production or building isn't completely halted because everyone is waiting for the bathroom and to eat at the same time. 4. I've managed to achieve a decor tile of 111! I think the point of decor is to make it feel more homely, something people do when they live and work in confined or boring jobs detached from the world. People bring in photos and trinkets to make the day suck just a little bit less. I do think the planter box could use a coat of paint to neutralise it's decor rating. 6. I think you're the 'administrator', not god. you can't force them to do ANYTHING, let alone when to eat or take a dump. Link to comment https://forums.kleientertainment.com/forums/topic/75893-ideasfeedback-after-cycle-100/#findComment-881996 Share on other sites More sharing options...
mr_anderson Posted March 13, 2017 Share Posted March 13, 2017 3 hours ago, dessbabbles said: After 21 hours of playing 8 colonies: 1. Sectors: Being able to overlay different sectors (A-Z, #s, or some other marker) and assign duplicates to that sector. A different way to prioritize many things but have one person work in each area instead of everyone rushing to most recently prioritized. Also allows the idea of dorms for late game and many dupes. I've yet to have more than 5 but no clue what cycle 469 might look like in terms of population. 2. Starting with only 2 dupes. The two times I've hit over 50 cycles was after accidentally killing a dupe very early in the game. I'd love the option to start with less people. 3. Randomized day/night cycle. I think it'd be cool to have a day shift and a night shift. So planning for dupes with certain skills and certain sleep preferences. So far I haven't seen anything special about Night-Owls and Early Birds, but would love if you landed on an asteroid that was 30 day/70 night and had to plan accordingly. Maybe even certain jobs that could only be done day/night. Maybe a hard mode option. 4. Decor. Holy crap are the duplicates fussy lil buggers. And the plants are negative to the decor? Maybe some fancy pots. I know this is very early but just want to throw out that decor seems a bit weird. 5. Oxygen overlay. Maybe I'm reading it wrong but I'll have oxygen areas that are practically a vacuum but more oxygen than any other air and the overlay says it's breathable. It doesn't change game play, I mouseover before I throw people around, but it has affected things when I'm planning out areas and I'm forgetful. 6. Schedules. Would love to build a very basic schedule for my guys. I hate when they have interrupted sleep because they woke up to pee or eat and then are more stressed the rest of the day. Being able to schedule who has meal time when so production or building isn't completely halted because everyone is waiting for the bathroom and to eat at the same time. These are just some ideas, would love to see what others think and sorry if some things have been said before. Loving this game, haven't been so hooked on a game since... not sure when. Keep up the good work devs! 1.yes. Actually you dont want to have too many dupes, ive yet to find the perfect number. But the more dupes you have the more oxygen/food is getting used. Believe it or not the world isnt actually that big. Ive made it to ~170 cycles so far and ive run out of everything cause i had 18 dupes. 2.maybe. I havent really had any problems starting with 3 dupes but one dying early on is bad luck for me. 3.Yes i would love to see the early bird and night owl perks actually working, so far havent seen anything. Dont know about the extended day/night cycle, it would need to be balanced really well in order to work. But it could work. 4. if you make your floors with 4 free spaces in between you can fit a couple of paintings in there. You can unlock paintings via decor research just put creative dupes on them otherwise its like a child's drawing and sweep your general living area because that gives negative decor too. 5. Puffs consume contaminated oxygen and produce very little oxygen which is what you might be seeing. its not so much breathable. 6.i dont agree. Schedules would make the game a lot harder. i cant imaging trying to balance that out. But maybe prison architect has left a bad taste in my mouth cause that was a nightmare to balance. I think they just need to fix the AI so that they eat and poo right before sleep time so they dont have to wake up during night. Link to comment https://forums.kleientertainment.com/forums/topic/75893-ideasfeedback-after-cycle-100/#findComment-882025 Share on other sites More sharing options...
dessbabbles Posted March 13, 2017 Author Share Posted March 13, 2017 8 hours ago, Kruleworld said: 4. I've managed to achieve a decor tile of 111! I think the point of decor is to make it feel more homely, something people do when they live and work in confined or boring jobs detached from the world. People bring in photos and trinkets to make the day suck just a little bit less. I do think the planter box could use a coat of paint to neutralise it's decor rating. 6. I think you're the 'administrator', not god. you can't force them to do ANYTHING, let alone when to eat or take a dump. 4. I put paintings and statues everywhere and if I find enough briar seeds, plants, but they always seem so easily stressed if the decor isn't good enough for some of them. I didn't know the crap all over the floor affected it, though that makes sense. I guess I just need to figure out what is more important, the decor or the insane amount of CO2 the compactors put out. 6. In any job you have a specific meal time, and some places are very fussy about bathroom breaks. I work in childcare so I can only pee and eat at my allotted time unless I have TO GO. And even then finding someone else to watch my kiddos is hard. Link to comment https://forums.kleientertainment.com/forums/topic/75893-ideasfeedback-after-cycle-100/#findComment-882124 Share on other sites More sharing options...
dessbabbles Posted March 13, 2017 Author Share Posted March 13, 2017 6 hours ago, mr_anderson said: 1.yes. Actually you dont want to have too many dupes, ive yet to find the perfect number. But the more dupes you have the more oxygen/food is getting used. Believe it or not the world isnt actually that big. Ive made it to ~170 cycles so far and ive run out of everything cause i had 18 dupes. 2.maybe. I havent really had any problems starting with 3 dupes but one dying early on is bad luck for me. 3.Yes i would love to see the early bird and night owl perks actually working, so far havent seen anything. Dont know about the extended day/night cycle, it would need to be balanced really well in order to work. But it could work. 4. if you make your floors with 4 free spaces in between you can fit a couple of paintings in there. You can unlock paintings via decor research just put creative dupes on them otherwise its like a child's drawing and sweep your general living area because that gives negative decor too. 5. Puffs consume contaminated oxygen and produce very little oxygen which is what you might be seeing. its not so much breathable. 6.i dont agree. Schedules would make the game a lot harder. i cant imaging trying to balance that out. But maybe prison architect has left a bad taste in my mouth cause that was a nightmare to balance. I think they just need to fix the AI so that they eat and poo right before sleep time so they dont have to wake up during night. 1. My current colony after many trial and errors is 4 on cycle 100/101 and I am very fussy to who I print. Probably wont print someone new till 120 or so. 2. I think having the option would be nice. But if I'm also the only one who thinks this, by no means am I bothered by starting with 3. I've just had better luck if someone dies around cycle 4. Unless it's my only researcher, then I hate myself for not protecting them better. 3. I think having the option to change it in settings when you start a new game would be cool, the default being what it is now. I wanna say Don't Starve has those options. I only really play DS Together, and I don't host since my brother is 100 times better at the game. 4. . I didn't know the crap all over the floor affected it, though that makes sense. I guess I just need to figure out what is more important, the decor or the insane amount of CO2 the compactors put out. 5. These are areas free of puffs. For example I leeched an area of its hydrogen for my generator. The hydrogen is like 23.6mg, so a super low amount. Oxygen has slowly leaked in from my guys coming and going and is slightly more, 34mg or whatever. The overlay says that area is breathable, because there is oxygen in it and it is the "dominate" gas, but the area is basically a vacuum. 6. That'd be fine too. I just get frustrated when they wake up in the middle of the night and then are grumpy for the rest of the day and I lose a day to de-stressing them. Link to comment https://forums.kleientertainment.com/forums/topic/75893-ideasfeedback-after-cycle-100/#findComment-882134 Share on other sites More sharing options...
Luponius Posted March 13, 2017 Share Posted March 13, 2017 12 hours ago, dessbabbles said: Sectors: Being able to overlay different sectors (A-Z, #s, or some other marker) and assign duplicates to that sector. A different way to prioritize many things but have one person work in each area instead of everyone rushing to most recently prioritized. Also allows the idea of dorms for late game and many dupes. I've yet to have more than 5 but no clue what cycle 469 might look like in terms of population. I'd like to see something along these lines, it would also increase the efficiency. As always it would be more of a "suggestion" that dupes can ignore if they really want to (like trying to breathe, or getting to food or taking care of bathroom business), but otherwise always has them searching for tasks that are firstly in their sector of choice, and secondly that fit their job abilities. An option whether or not you'd like them to idle or pick up other sector's task when their sector is clear would be nice as well. Dupe management is something worth working on in general. Quote Starting with only 2 dupes. The two times I've hit over 50 cycles was after accidentally killing a dupe very early in the game. I'd love the option to start with less people. May as well have the option to start with only one then, make the other two slots default to on, and the option of cancelling the dupe selection and going with two or one. Not a bad idea, a nice little feature for one of the updates. Quote Schedules. Would love to build a very basic schedule for my guys. I hate when they have interrupted sleep because they woke up to pee or eat and then are more stressed the rest of the day. Being able to schedule who has meal time when so production or building isn't completely halted because everyone is waiting for the bathroom and to eat at the same time. Oh yeah, this, like the first one would be great. As always it would only be a suggestion, if they're not about to be told what to do, dupes should feel free to ignore the schedule as long as they replace it with showering, sleeping, eating, bio breaks and other rewarding activities to them. Would also be nice to be able to setup a schedule on when to turn ON and OFF switches, like turn on lights before sleeping, turn them back off after wake up. Link to comment https://forums.kleientertainment.com/forums/topic/75893-ideasfeedback-after-cycle-100/#findComment-882207 Share on other sites More sharing options...
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