Search found 12 matches

by Armaroyk
Sun Jan 24, 2021 7:43 pm
Forum: Feature Requests
Topic: [Kenshi 2] Personalize gear
Replies: 0
Views: 1477

[Kenshi 2] Personalize gear

The character growth system is very impressive, as it is visual and make every characters journey to greatness feel unique and personal. However, the gear is static. It can be changed and switched to something else, but it never ages or change in any way. I felt when playing today that perhaps somet...
by Armaroyk
Mon Jul 27, 2020 5:19 am
Forum: Feature Requests
Topic: [Kenshi 2] Material Variety Crafting Minigame
Replies: 0
Views: 671

[Kenshi 2] Material Variety Crafting Minigame

Something I often think about when playing Kenshi is how to add to the longevity of the exploring experience. I might have come up with some Ideas, this is going to cover the item crafting mechanics: 1. Item attributes 2. Crafting materials and uncover hidden recipes 3. Fighting styles and how weapo...
by Armaroyk
Sun Mar 22, 2020 5:50 am
Forum: Feature Requests
Topic: destructible forts?
Replies: 4
Views: 1616

Re: destructible forts?

Maybe a more opportunist AI that will settle in the settlement and slowly "transform" it to their own faction. A more faction specific building system and a "growth" system of settlement spots would be amazing. Imagine your settlement being raided by some kind of ninjas, forcing ...
by Armaroyk
Sun Mar 22, 2020 5:30 am
Forum: Feature Requests
Topic: Limb Based System on crack
Replies: 4
Views: 1657

Re: Limb Based System on crack

I like the idea, making the mechanics more realistic and in depth also pushes the behavior of the player character. The inexperienced fighter might chicken out from engaging another fighter, making him jumping out of reach of the enemy, but be unable to hit himself. Most humans prefer self preservat...
by Armaroyk
Sat Feb 15, 2020 12:58 am
Forum: Feature Requests
Topic: [Kenshi 2] Designate worker to dead animal carcasses
Replies: 0
Views: 544

[Kenshi 2] Designate worker to dead animal carcasses

My idea is to make large animal carcasses, like Leviathans and Beak things, appear as a limited land resource that workers can be assigned to. If that sort of animals will exist in the new game, I know the setting of the game will be earlier than the current game and have no idea what sort of fauna ...
by Armaroyk
Sun Jan 26, 2020 7:56 am
Forum: Feature Requests
Topic: Kenshi 2 some ideas and features suggestion
Replies: 3
Views: 2518

Re: Kenshi 2 some ideas and features suggestion

I can personally not get enough micro management, maybe some features could be turned on or off for those finding it tiresome. Then thirst, sleep deprivation and food poisoning could be added without impending the casual player. More survival elements could also be balanced a bit by lowering the tim...
by Armaroyk
Sun Jan 26, 2020 2:24 am
Forum: Feature Requests
Topic: Kenshi 2 Strongholds utilizing Recast AI system
Replies: 1
Views: 2306

Kenshi 2 Strongholds utilizing Recast AI system

My suggestion is to make buildings have internal doors, some sort of barrier that a storming intruder have to work their way trough. When constructing outposts out in the wild a single building is often preferred, but it should be defendable. Perhaps inside the hallway is a stairway blocked of by a ...
by Armaroyk
Sun Jan 26, 2020 1:56 am
Forum: Feature Requests
Topic: Kenshi 2 new building idea
Replies: 2
Views: 2168

Re: Kenshi 2 new building idea

Regarding city housing there is much I wish to add. First is to make the AI adopting some sort of "growth" behavior, meaning that wandering squads can "merge" with city population, solving the population tear down currently present in Kenshi 1. Then how to conquer a city? I would...
by Armaroyk
Sat Jan 18, 2020 10:41 pm
Forum: Feature Requests
Topic: Kenshi 2 Item management and survival elements
Replies: 0
Views: 2067

Kenshi 2 Item management and survival elements

1. One thing I personally think about, regarding item handling in the unreal engine is how much clutter can be "saved" lying around without despawning? The current engine seems to handle large inventories quite well, you can place a lot of things in stores or at ruins just lying at the gro...
by Armaroyk
Thu Aug 11, 2016 10:10 pm
Forum: Feature Requests
Topic: Movable furniture/tradable commodities
Replies: 7
Views: 1277

Re: Movable furniture/tradable commodities

I see what you mean, someone needs to be assigned to dismantle a structure, or something that has been build, instead of just having the thing disappearing once you press the button as it is now. There would be a timer, bigger buildings would take longer to dismantle, and maybe it would periodically...
by Armaroyk
Wed Aug 10, 2016 10:50 pm
Forum: Feature Requests
Topic: Movable furniture/tradable commodities
Replies: 7
Views: 1277

Re: Movable furniture/tradable commodities

I would really like the idea of some sort of strength threshold, dividing the level of strength from different species. For example a bull with level 3 strength is stronger than a level 20 dog and so on, making them belong to different tiers of strength. Maybe 4 different tiers, and to carry certain...
by Armaroyk
Wed Aug 10, 2016 3:34 am
Forum: Feature Requests
Topic: Movable furniture/tradable commodities
Replies: 7
Views: 1277

Movable furniture/tradable commodities

My suggestion concern basic furniture like chairs and bedrolls, smaller chests and maybe medium seized stuff like cabinets and tables, dividers. It would simply work the same way that you carry squad members, with some sort of anchoring on or off mechanism once placed at the right spot. That way you...