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take equipment to the next level


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Currently we can craft two types of equipment: clothes and exo suits.  The former has its uses, but it's a hassle to micromanage.  The latter is something every player's going to want to build.  I propose adding additional types of equipment and giving dupes a tab for easier equipment management.  After researching appropriate techs and building suitable crafting stations we could build:

  • new tools for faster digging, building, deconstruction, etc
  • better weapons, body armor (assuming combat will eventually play a role in our colony's survival; automated turrets could be fun too)
  • explosives for clearing out large chunks of terrain in one blast
  • headlamps, lanterns (assuming light and dark is ever expanded upon)
  • scanners for tracking down geysers, ruins, creatures, etc
  • med packs (again, assuming threats are ever given teeth, so to speak)
  • lunchboxes so our dupes don't have to run back to the base from a distant project every time they get the munchies

I'm sure there are other things that could be implemented rather seamlessly.  In researching and upgrading equipment the Research skill could remain relevant a bit longer into the game and we'd be able to prioritize how and when we want to make our dupes more efficient.

3 hours ago, Imendil said:

Automated harvesting drones! That would dig stuff and take that to container instead of our precious dupes

I don't think I'd lump automated robots in with personal equipment, but this is something I absolutely want to see added to the game at some point.

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