Search found 12 matches
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...