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Here is a big lists of raw ideas .Of course i know that some of these are way too complicated to be added to the game but who knows maybe in a few years i would buy more dlc's to have access to some of theses... One or two of the asteroid should be HUGE like the 3rd or 4th ones.to be able to make immense bases after you got the firsts littles maps covered and tamed. ALL POI's DESCTRUCTIBLE <<== that Light and Darkness in base modifiable. that we have to use lights but while still clear enough to see what we are doing Time dilatation effect. being able to switch time speed on the one you currently dig while the others remains at normal speed. or the reverse while you dig the second asteroid the other one goes super speed...maybe depending on which planet you are... that would be a nice difficulty addition.(pause time on the asteroid you dont look at).OR next point below Cryogenics Freeze some dupes then go work somewhere else. throw them in the fridge for hundreds of cycles waking up with a timer or with a geyser/vent that heats a biome. Gravity uses (liquid catching wheel) density of the liquid could play a role in how much the wheel turns Thermal effects on decompression and compression of gazes or liquids Teleportation Buildable and destroyable stations to teleport on another world or on the same planet to have a higher tech than the transport tubes. ALL from the 2 games crammed in one. such thing as balance can be work on later. i would like to have access to all of the new stuff AND the old like space missions and such why not being able to transport dupes or robots to some asteroid (like in the dlc) AND being able to send unmanned rare materials missions at the same time. Sickness and Medicine adjustment even at the worse difficulty germs and medicine are far too easy to be care about. Playable asteroids with Gaz atmosphere and life on surface wouldn't it be cool to be able to plant a big farm under the sun with different gazs atmospheres. Wild Critters and plants on surface. Cool on some planet (why not with rain sometimes)....some ideal for life, some Volcanic with or without magma/metal meteors some very cold with or without ice/metal meteors Dupes reproduction and ''childcare mechanic's . Well we have males and females duplicants but there is no use for it. We have to pick from the pods already adults dupes.I imagine we could ''teach'' the children's then with their interests and time they become a new generation and the parents dies. We could also receive some dupes in rockets by batch and one by one with the pod. These ideas open the doors wide for modding and techs. Imagine specials techs that would take multiples generations to be able to apply. This is right here the kind of late-end game stuff that would be awesome i think. Everything breed in this game except our colonists. Tribes of Non human dupes they could breath something else than oxygen, live underwater or in differents temperatures...ect. while the food system is quite complete they could add some food toxic for the human dupes and vice-versa. when you defrost a dupe on another asteroid it could be grey,or green skin....hostile to our dupes but still being able to build a colony of them. feed them dupes or vice-versa. Tinkering robots automated being that can do simple tasks like stocking, toggling, mopping, digging, maybe cooking or building small items like pumps pies and wires in very hostile environments. While we are at it they could recharge from the sun or by a dock like the sweepy. .In fact a grey dumb dupe who dont have to sleep or pee. why not overheating with stress lol. Space vessels landings with hostiles or not dupes or else onboard Why not a robot miner who can move on a rail. More automation in general there is not a huge possibility of uses of the 4 signals wire at the moment Plants hybrids Harders combats and combats suits adding some critters that should be left alone in the firsts cycles. Because that would take more than 2 second with one gun to down it and they defend themselves I dont think we will see a good parts of this list coming with the finish game but modders could help a lot. I see myself enjoying this game even more in a few years if some of these mechanics are introduced Good game people ! Food source assignement Oh yeah i forgot i wanted to put down the difficulty of keeping a dupe quarantined. Food source assignement might be one of the answers.
we can kill rabbits with impunity once again. It seems like the game is just moving in circles, with the player being punished for surviving. Krampus was made to limit rabbit trapping. Krampus was then nerfed to a non-issue. Now there's a way to farm rabbits with no bad karma at all with the tooth traps. What was the point of Krampus to begin with? Pigs were being abused for meat. Pig spawns were then lowered and house recipe requirements were raised. Now the pigs just plain die off, leaving only a 25% drop chance for one of the 4 items needed to renew them. Extinction will occur, and is inevitable, when pig abuse had already dropped due to the spawn changes. To make this a viable change, I suggest making it only apply to player made houses, and perhaps nerfing pig spawn a bit further. Farming, the only "proper and nice" way of surviving has now been nerfed to pointlessness. It's pretty much impossible for new players to start up with the lowered seed rate. Not to mention that the lengthened growth times and reduced nutritive payoff make it not really worth it, considering rabbits can again be farmed with impunity, which is why farming was buffed and Krampus was introduced in the first place... We're chasing our tails trying to find a proper solution here. I'm no gaming or coding savant, but here's a couple suggestions. Feel free to add your own. 1.) Pigs should only go extinct from player built houses. -To compensate for this, lower pig respawn times from 3 days to 5. That way even with an absurd pig village the player won't be able to sustain himself on their meat alone. -An increase in pig strength and village size, to present a higher threat to those farming bacon could also be welcome changes. 2.) Farms should have a bump up in speed, closer to what they were pre-Queen. -However, perhaps introduce a spoilage or infestation mechanic. If you're not there in reasonable time to harvest within a given window, your crop simply dies and you lose it. There could be a percentage chance for dropping seeds, but of course there's the threat of birds picking them up. -A slight drop in manure farm fertilization efficiency could also work. Say that each poop is worth 6 crops, meaning you'll need 5 poop for one plot. -Perhaps Beefalo, Pigs, Birds, and Bunnies develop a taste for the easy life off your farms and could eat the crops as well. In other words, you'll have to work a lot harder if you want to see reward from your turtling, but it's not impossible, nor is it all-reliable. The current nerfing just means people will be making a lot more farms and can live off them once started up. Sure, winter might change that, but winter is only one season. 3.) Lower Krampus's summoning requirements. (I haven't tested this patch out for him yet though). On the last patch I killed 3 full backpacks of bunnies in a row on the same day without even one coming for me. I also killed an entire pig village without his company. If you're going to include a deterrent in the game, it should be possible to summon the deterrent before I get a handy supply of food to last out his forgiveness period. This would keep the pig hunters in check, make people think twice before abusing tall-bird respawning, and give the people who jumped ship from the farming nerf back to rabbits something to think about. Which leads me to my next point. 4.) The tooth trap shouldn't be guilt free. I haven't tested it yet, but from how it was made to sound it seems like you don't get "naughty points" from using the tooth trap. Why wouldn't we? We're actively hunting and killing defenseless, clueless bunnies with tools of our own design. Yes, making them die instantly is a good thing, but we should still be considered naughty if the deterring effect of solely farming them is to work. 5.) Increase in spider hat durability? For people who stockpiled eggs beforehand, the hat isn't that big of a deal, but for people who earned their eggs fighting the monstrosities that are the new spiders and the queen, shouldn't they have more to show for it, at least a bit? -Which also leads into a question and another point. I haven't seen it myself yet, but are spiders spreading on their own? If not, why are level 3 nests only dropping one egg? If we can use them to make hats to control the spiders and they aren't repopulating they could potentially go extinct. Again, I haven't checked for their re-population, so this could be a moot point. 6.) Fireflies shouldn't just die out in lanterns and hats unless they can respawn. Think about it: You've captured the firefly alive. Why does he die if he's given shelter in my lantern but will live forever if I simply let him go to light my sidewalk base path? Unless they actually do respawn, then it's a moot point. 7.) Goes without saying, but Beefalo have no repercussions for murder atm. They yield 6 meat, so 2 beefalo are enough for 3 meat effigies, making you nigh immortal. They's also an absolute ton of them. My current map has 3 or 4 herds of about 10-12 each. I could kill half of them and still have enough to farm poop with. -Needless to say they should respawn, or breed. -Their drops should be nerfed from 6 to 4 meat. -They could become territorial, the individual beefalo you get close enough to startle attacking you once or twice. -They should most definitely hit harder. -Perhaps fewer should spawn initially. 8.) Now that the seed drops have been nerfed, perhaps the feather hat can attract more birds to increase the drop rate of seeds. This gives an incentive to braving the swamps as well. 9.) A way to harvest honey without angering bees? The beekeeper hat, at least last patch, didn't protect you from the bees, so there's no point to it. 10.) Increase Optimus Pine spawning. I enjoy his threat and I also like experimenting with him, but it seems I always have to cut down an entire forest before one spawns. This last one is more of a want than a need: -Taming hounds? they're so adorable when they're sleeping. Maybe they could need a regular supply of food like the smallbirds, but could actually be useful in combat. To combat the "Flock of doom" mentality with the hounds, perhaps when you don't feed them properly they attack the nearest source of meat: you or your other dogs. Again, these are all just suggestions. I in no way no what would work best for this game and am probably unaware of some of the repercussions my suggestions could present. Sorry for the long-winded post. Feel free to add your own.