I saw in the AMA that suggestions for improvements for Kenshi 2 were welcome, so I put some thoughts together as I was in another play through. Maybe some of these things can even be fixed in Kenshi 1, who knows. Hopefully there's something helpful here:
* need a "sleep" button near the "rescue" "medic" and "prospect" buttons that instructs all selected chars to find nearest bed
it's annoying micromanaging getting everyone rested
* skeletons are way less annoying to play. 9/10 I only play skeletons because:
** food mgmt is annoying, perhaps having to recharge the skels would mitigate that, but maybe have to recharge less often?
** skels heal *much* faster in skel bed vs fleshies in cloth bed. maybe this could be balanced a bit better?
** fleshies with robo limbs need both normal bed and skel bed, skels don't
** with everything mentioned above, fleshies take a lot more micromanagement. perhaps skels need some additional
limitations or make fleshies require less micro management?
* switching characters can put camera in a blocked view which can be disconcerting, camera should zoom and/or swing to an unobstructed view
* path finding is terrible and too good at the same time. it's deficiencies are well known and documented, but I want to
address how it's "too good". the game should start off with "known" trade routes between major areas which are safe
but inconvenient. as the player explores, they could unlock shortcuts like for example the passes through the
Arm of Okran. if they player hasn't discovered them, then path finding would take them all the way around
the mountains for example.
* farm patches are really hard to see until they're quite grown out.
* NPC traveling groups like nomads swing very unnaturally when they change directions.
it's funny at first but visually jarring.
* belt slot is underutilized
* distinction between Hold and Passive is confusing, can this be made more dummy-proof?
* formalize a hard core mode which prevents/eliminates save-scumming
* combination of 1-9 for selecting characters and 1-? for dialog choices has caused quite a bit of grief.
character passing Squin gate guard right as I'm trying to switch characters and instead I accidentally
choose a hostile action that was unintended.
* all the players actions seem to lead to worse state of decay in the world. would be nice if there was a way
for the player to actually help make the world better, but understandable if this is intentionally not desired
* skels shouldn't complain "I don't have a medkit" when they don't need one ( no fleshies in party and no fleshy allies needing healing nearby )
* ability to build security spiders for base defense or maybe the mini security spiders like the bar in black desert city.
* ability to setup patrols so units can walk back and forth across my base kinda like you see some NPCs do
* there is the potential for this to be abused as an Athletics cheese but I think a "patrol"
shouldn't generate XP for athletics ( maybe perception makes more sense )
* characters shouldn't assume that because I clicked inside a building that I must want to break down the door right in front of the city guard. I have gotten in trouble so many times because I didn't pay attention to the fact that it's night or that the shop keeper is a few minutes late opening their door. Now, if I click on the locked door I deserve the consequences obviously. There are so many other areas of the game that protect from accidental mischief that this seems an oversight.
kenshi 2 recommendations
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
I have a lot of suggestions for kenshi 2
Crafting: there needs to be a search function in workbenches and the crafting menu. When you add weapon types to the game, it becomes very, very hard to sort through them all with the current system.
Research: The research is a little primitive and needs some work. What is the point of the books? What makes one book different from the other, why are ai cores used up each time? Research needs some work. Instead of a bench it should be a lab, and instead of one book, it should be several volumes of books that go on a shelf and are read by people on a research topic.
More faction interactions: the mods speak for themselves on this. reactive world, project gensis, enter the ashlands, all name a few where they have faction wars and events. the game gets compared to mount and blade, but this is something we all wanted and it was never official, it had to be modded in.
better trade: this is something that mods fix, but we have wanted. mods fix this, but not completely. the economy needs a lot of work, not just with base building but running trade. There are entire games now where people just trade. trade and money should be expanded on. the fact that every starter guide says "get copper" is fucking shameful. the trade system now will not cut it in the next game.
Resource gathering: you should have to buy tools for gathering resources, and the tools should help with the amount gathered. Tools should also be used for construction too.
Smithing: the only way to level up weapon smith was making weapons, but what if they made other things too? like tools? this could tie into both trade and base building. Tools could break or wear down, and making new ones and supplying factions would add to the game.
Better combat animation: the mods speak for this, there are so many combat animation mods, that add new animations and attacks based on skills. once you see it you cant unsee it and they are mandatory to the game.
More character diversity: Characters should have feats, both earned and unique to them. Currently everyone is about the same, so if one person dies then meh you replace them. it's kinda boring. Yet you have entire games and mods built around beep. So adding personalities to characters that influence how they act and talk would go a long way.
Kenshi is a good game. However it had it's flaws. It started a genera and all it takes is a few more industry disruptions before all those duffus suit monkeys in the AAA companies start ripping off this game. I want it to be a challenge for them if they ever decide to try. I got my monies worth out of kenshi, so of course i will buy kenshi 2, but there are some things that should be addressed in the next game.
Crafting: there needs to be a search function in workbenches and the crafting menu. When you add weapon types to the game, it becomes very, very hard to sort through them all with the current system.
Research: The research is a little primitive and needs some work. What is the point of the books? What makes one book different from the other, why are ai cores used up each time? Research needs some work. Instead of a bench it should be a lab, and instead of one book, it should be several volumes of books that go on a shelf and are read by people on a research topic.
More faction interactions: the mods speak for themselves on this. reactive world, project gensis, enter the ashlands, all name a few where they have faction wars and events. the game gets compared to mount and blade, but this is something we all wanted and it was never official, it had to be modded in.
better trade: this is something that mods fix, but we have wanted. mods fix this, but not completely. the economy needs a lot of work, not just with base building but running trade. There are entire games now where people just trade. trade and money should be expanded on. the fact that every starter guide says "get copper" is fucking shameful. the trade system now will not cut it in the next game.
Resource gathering: you should have to buy tools for gathering resources, and the tools should help with the amount gathered. Tools should also be used for construction too.
Smithing: the only way to level up weapon smith was making weapons, but what if they made other things too? like tools? this could tie into both trade and base building. Tools could break or wear down, and making new ones and supplying factions would add to the game.
Better combat animation: the mods speak for this, there are so many combat animation mods, that add new animations and attacks based on skills. once you see it you cant unsee it and they are mandatory to the game.
More character diversity: Characters should have feats, both earned and unique to them. Currently everyone is about the same, so if one person dies then meh you replace them. it's kinda boring. Yet you have entire games and mods built around beep. So adding personalities to characters that influence how they act and talk would go a long way.
Kenshi is a good game. However it had it's flaws. It started a genera and all it takes is a few more industry disruptions before all those duffus suit monkeys in the AAA companies start ripping off this game. I want it to be a challenge for them if they ever decide to try. I got my monies worth out of kenshi, so of course i will buy kenshi 2, but there are some things that should be addressed in the next game.
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Another thing is guards in the towns. they should be suspicious of you at night, and they should want to search your bags after you leave. Simeo had this really cool video where he put a bunch of stolen items in a bag, and threw it over a wall to avoid guards. The thing is, all those steps were completely unnecessary in kenshi, but would have been in other games. So improved guard mechanics would be greatly appreciated.
Furthermore, if your faction shows up in town, and things get stolen, that should place suspicion on your group. A huge loss of such items should pose a risk for running the trader out of business. That would remove repeat robberies and also make an interesting mechanic.
The corpse and item furnace needs work. Your base can be infested with limbs and shoes, and there is no job to pick them up and dispose of them, also, if i toss a body in the corpse furnace, all the fixings are gone. There really needs to be a body piling and sorting job for the base, where they loot the dead, melt the useless items, and keep the useful ones. The corpse furnace is a very Kenshi thing. Not many games have or require a corpse furnace. Seriously, if kenshi 2 had box art it would have to have a big star on it that would say "NEW AND IMPROVED CORPSE FURNACE!!!11" That would sell the game for a lot of people. Also the bodies did not attract enough wild animals to make the furnace that necessary. Corpses should attract more animals, spiders, and maybe even some dangerous flying animals. They should also chase away merchants, positive npcs, and affect reputation with some factions.
Furthermore, if your faction shows up in town, and things get stolen, that should place suspicion on your group. A huge loss of such items should pose a risk for running the trader out of business. That would remove repeat robberies and also make an interesting mechanic.
The corpse and item furnace needs work. Your base can be infested with limbs and shoes, and there is no job to pick them up and dispose of them, also, if i toss a body in the corpse furnace, all the fixings are gone. There really needs to be a body piling and sorting job for the base, where they loot the dead, melt the useless items, and keep the useful ones. The corpse furnace is a very Kenshi thing. Not many games have or require a corpse furnace. Seriously, if kenshi 2 had box art it would have to have a big star on it that would say "NEW AND IMPROVED CORPSE FURNACE!!!11" That would sell the game for a lot of people. Also the bodies did not attract enough wild animals to make the furnace that necessary. Corpses should attract more animals, spiders, and maybe even some dangerous flying animals. They should also chase away merchants, positive npcs, and affect reputation with some factions.
There are a number of ideas in this thread that I shared and strongly agreed with before even reading them here. I want to point them out, because it's helpful to developers to understand which ideas have the most support.
I can't say I have a perfect solution in mind for this because I think the model is really appropriate for ungrown crops as-is, but I think SOMETHING needs to be done. Here's a few starter-ideas:
1) When any farm is selected, it and all other farms should have highlighting borders around them.
2) When a farm is empty (ie. a character would say "it's empty" when told to work) and unselected, the default action should be a move order; to do anything else you should hold-click to bring up the context menu.
Yes. This has caused problems for me many times in terms of clicking on the farms AND not clicking on the farms. When I had several farms close together and wanted to check the watering status of each, I found it nearly impossible to see where one ended and the other started, it was very tedious clicking each of them. And I can't tell you how many times I've accidentally clicked an invisible farm when trying to give my dude a move order (this has been costly for me when trying to retreat from a fight).
I can't say I have a perfect solution in mind for this because I think the model is really appropriate for ungrown crops as-is, but I think SOMETHING needs to be done. Here's a few starter-ideas:
1) When any farm is selected, it and all other farms should have highlighting borders around them.
2) When a farm is empty (ie. a character would say "it's empty" when told to work) and unselected, the default action should be a move order; to do anything else you should hold-click to bring up the context menu.
Yes the caravan formation is weird. I think the behaviour should be thus: imagine a string on a table. You hold one tip with your finger (your finger is the leader), and drag it around the table. In implementation, it means roughly that each follower has an assigned maximum distance from the leader, and will only move while their actual distance is greater or equal.
Definitely one of my top concerns with this game, and in my experience it follows even from inaction. Shop keepers will die or go missing without the player doing anything at all, and presumably no one will ever come to fill the void left.
I want it. I'm not worried about cheese either. Give it to me.
Yes. Or have the items ordered/categorized in a sensible and obvious way at the very least.philthymcnasty wrote: ↑Mon Jun 28, 2021 4:49 pmCrafting: there needs to be a search function in workbenches and the crafting menu.
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Pathfinding.
We need to have a long discussion on pathfinding. Why is it, that all the ai in the game can find my base, but my people can not find the nearest city? This needs to be addressed. We should be able to tell a squad to form up, and march to a location that we have visited in person. Too many times have i had people just stop in the middle of the flats lagoon drug run.
Also, we should have the ability to send a trade caravan into a town. That would be great. this overlaps with economy. Selling ore is what everyone does in vanilla, and it does not make sense. No one smelts ore in the towns, and slaves do a ton of mining. yet every guide has people mining copper for money, and that is the most useless ore for the npcs. So a proper working economy is needed.
We need to have a long discussion on pathfinding. Why is it, that all the ai in the game can find my base, but my people can not find the nearest city? This needs to be addressed. We should be able to tell a squad to form up, and march to a location that we have visited in person. Too many times have i had people just stop in the middle of the flats lagoon drug run.
Also, we should have the ability to send a trade caravan into a town. That would be great. this overlaps with economy. Selling ore is what everyone does in vanilla, and it does not make sense. No one smelts ore in the towns, and slaves do a ton of mining. yet every guide has people mining copper for money, and that is the most useless ore for the npcs. So a proper working economy is needed.
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Bounties.
Have you ever killed a bounty on accident, then have it despawn as you were trying to hobble back to the police? Remember how angry that made you? Bounties need to either not despawn or we should cut their heads off to turn them in. Some bounties should be for dead, others should be alive only. Bounties should not appear by default. They should be detected by a party member with a set of skills, so if the wall has a high perception + either thievery or a new skill set, then the bounty should appear. If his stealth is too low he should also blurt it out and alert everyone and may cause a fight. The wanted poster should add a bonus to this.
Base AI
When a bandit raid shows up, or raptors are near by, or when a threat is near there should be a panic button that sets everyone to either a pre programmed job or makes them aggressive. If it's possible then also allow each pc squad member to have a separate job order for emergencies. Like "if bandits show up grab all food you can carry and run to x settlement"
Base events:
I want a hard mode where there is no warning to base raids. A lot of opportunity was lost with this. Could you imagine if a watch guard screams "slaves close the gates" and just anarchy ensues.
Gates and walls: They need to be tougher. the enemy AI needs to either pick that lock, or show up with tools. I do not understand how they can bash half those gates down. Also nested gates should be a thing. They should work, yet half the time they drive AI insane. Then there are ninjas, the game has ninjas yet never once do you see them climbing over walls. That is yet another missed opportunity.
Sleep
It's weird how pc characters do not sleep. You can run across an entire continent no problem, with no sleep. NPCs sleep, but player squad does not. This should either be a setting or in a hard mode. This could be how toughness is leveled up outside of combat.
More skill buffs and debuffs
Wearing heavy armor all the time should tire out characters. Wearing heavy armor should prevent laboring and farming. Also putting on armor, butchering animals, and equipping weapons should take time and have an animation. Too many times have i put my pants in my inventory via ninjutsu magic and run away. That is also a missed opportunity as it would be funny as hell watching an armored opponent drop their armored pants to run off.
More inventory slots.
For a game about blacksmithing and crafting, there are way too few inventory slots. It seems that the belt has turned into a random accessory slot.
Have you ever killed a bounty on accident, then have it despawn as you were trying to hobble back to the police? Remember how angry that made you? Bounties need to either not despawn or we should cut their heads off to turn them in. Some bounties should be for dead, others should be alive only. Bounties should not appear by default. They should be detected by a party member with a set of skills, so if the wall has a high perception + either thievery or a new skill set, then the bounty should appear. If his stealth is too low he should also blurt it out and alert everyone and may cause a fight. The wanted poster should add a bonus to this.
Base AI
When a bandit raid shows up, or raptors are near by, or when a threat is near there should be a panic button that sets everyone to either a pre programmed job or makes them aggressive. If it's possible then also allow each pc squad member to have a separate job order for emergencies. Like "if bandits show up grab all food you can carry and run to x settlement"
Base events:
I want a hard mode where there is no warning to base raids. A lot of opportunity was lost with this. Could you imagine if a watch guard screams "slaves close the gates" and just anarchy ensues.
Gates and walls: They need to be tougher. the enemy AI needs to either pick that lock, or show up with tools. I do not understand how they can bash half those gates down. Also nested gates should be a thing. They should work, yet half the time they drive AI insane. Then there are ninjas, the game has ninjas yet never once do you see them climbing over walls. That is yet another missed opportunity.
Sleep
It's weird how pc characters do not sleep. You can run across an entire continent no problem, with no sleep. NPCs sleep, but player squad does not. This should either be a setting or in a hard mode. This could be how toughness is leveled up outside of combat.
More skill buffs and debuffs
Wearing heavy armor all the time should tire out characters. Wearing heavy armor should prevent laboring and farming. Also putting on armor, butchering animals, and equipping weapons should take time and have an animation. Too many times have i put my pants in my inventory via ninjutsu magic and run away. That is also a missed opportunity as it would be funny as hell watching an armored opponent drop their armored pants to run off.
More inventory slots.
For a game about blacksmithing and crafting, there are way too few inventory slots. It seems that the belt has turned into a random accessory slot.
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Now i rant on research
What the hell is the research bench? why is it only iron parts? Why does it not have an animation mesh? why no bells why no whistles?
Research should not be a bench, but a category of tools and other things. Could you imagine how fun it would be watching a research squad do research jobs in lab you built? Books and artifacts should not be consumed, but should be safeguarded. Collect too many AI cores? Well now EVERY bandit, tech hunter, and empire wants your base. Instead of stealing your food some bandits should look for bookshelves and your lab to steal things from it.
Your tech level, needs to be kept in a hard drive. If that gets stolen, you are set back. Better go find it. Better pay the ransom.
Ancient tech labs, skeletons, robots: all should have a corrupted hard drive that gets taken to a data reclamation bench. Those skills are hard to learn, take forever to develop, and you may have to pay for services of people to visit your base and decrypt hard drives.
blueprints should be kept on a network drive, and every bench on your base should have a screen that displays what is being made for the characters. Benches should also have light upgrades.
artifacts should have either uses or could be reverse engineered with the right equipment and skilled people.
There should be both scientific research, and there should be business and tactics research. those are done differently. Tactics is improved by sending out a squad to do things like: create maps, fight, and general kenshi not dying. They should bring back captured prisoners' for interrogation and look over dead prisoners to reveal faction information. This can unlock better disguises and other things
Business research should be done via trading. This would tie into an improved economy where you can figure out the need in an area and profit off of that. HOWEVER, if you become a strategic supplier then this should make enemies with other factions.
Research needs an overhaul. It's just grab the thing from the ruins, wait and POOF edge 2 swords. Instead it should be dependent not only on research artifacts but also on what the player is doing and how they are playing the game. Research topics should not appear unless a need has been discovered by the player faction.
What the hell is the research bench? why is it only iron parts? Why does it not have an animation mesh? why no bells why no whistles?
Research should not be a bench, but a category of tools and other things. Could you imagine how fun it would be watching a research squad do research jobs in lab you built? Books and artifacts should not be consumed, but should be safeguarded. Collect too many AI cores? Well now EVERY bandit, tech hunter, and empire wants your base. Instead of stealing your food some bandits should look for bookshelves and your lab to steal things from it.
Your tech level, needs to be kept in a hard drive. If that gets stolen, you are set back. Better go find it. Better pay the ransom.
Ancient tech labs, skeletons, robots: all should have a corrupted hard drive that gets taken to a data reclamation bench. Those skills are hard to learn, take forever to develop, and you may have to pay for services of people to visit your base and decrypt hard drives.
blueprints should be kept on a network drive, and every bench on your base should have a screen that displays what is being made for the characters. Benches should also have light upgrades.
artifacts should have either uses or could be reverse engineered with the right equipment and skilled people.
There should be both scientific research, and there should be business and tactics research. those are done differently. Tactics is improved by sending out a squad to do things like: create maps, fight, and general kenshi not dying. They should bring back captured prisoners' for interrogation and look over dead prisoners to reveal faction information. This can unlock better disguises and other things
Business research should be done via trading. This would tie into an improved economy where you can figure out the need in an area and profit off of that. HOWEVER, if you become a strategic supplier then this should make enemies with other factions.
Research needs an overhaul. It's just grab the thing from the ruins, wait and POOF edge 2 swords. Instead it should be dependent not only on research artifacts but also on what the player is doing and how they are playing the game. Research topics should not appear unless a need has been discovered by the player faction.
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Base power and water
How do you power your base? just put a generator down somewhere. no worries. The electricity will get there. At least with water people bring it in their backpacks....
This should be fixed in kenshi 2. There should be infrastructure. Not just power cables but also water pipes. Cables should be affected by the wind, animals, weather, and sabotage. Building a base should be difficult, should be hard, and it should be fun. Infrastructure research and upgrades should be a sought after thing. Kitchens should have the option for running water, and showers should be a necessary thing to wash off acid rain and dangerous ash from returning from the wastes.
Now, why water pipes? if water pipes are not researched , there should at least be buckets on a stick. That way we can assign a water carrier and they can bring the water to the places that need it, until pipes are built.
Currently, the game crashes when you have too many people in your faction. This sucks. Sure i understand that is a risk with mods, but at the same time the default number is too low. Perhaps a workaround would be to build housing on an outpost, and either renting slaves, enslaving people, or paying people to do work. City building is already a fun part of kenshi, but it could have been better.
More building styles and options.
Currently, you have by default vanilla only a certain set of buildings and they all need building materials. However with mods you can build all ingame styles, and other styles, and depending on the mod these may need different materials. I found these mods to improve my game experience. Swamp low on stone? build iron buildings. Some of these even added wood farms. Allowing different styles of buildings that are dependent on different resources would help with building multiple bases. giving buildings strengths and weaknesses based on what they are built out of would be immersive and fun.
Moving things
High skill engineers should be able to move things. Need to move a windmill? have a high skill engineer move it. The bigger and more complicated the item, the higher the skill needed to move it.
How do you power your base? just put a generator down somewhere. no worries. The electricity will get there. At least with water people bring it in their backpacks....
This should be fixed in kenshi 2. There should be infrastructure. Not just power cables but also water pipes. Cables should be affected by the wind, animals, weather, and sabotage. Building a base should be difficult, should be hard, and it should be fun. Infrastructure research and upgrades should be a sought after thing. Kitchens should have the option for running water, and showers should be a necessary thing to wash off acid rain and dangerous ash from returning from the wastes.
Now, why water pipes? if water pipes are not researched , there should at least be buckets on a stick. That way we can assign a water carrier and they can bring the water to the places that need it, until pipes are built.
Currently, the game crashes when you have too many people in your faction. This sucks. Sure i understand that is a risk with mods, but at the same time the default number is too low. Perhaps a workaround would be to build housing on an outpost, and either renting slaves, enslaving people, or paying people to do work. City building is already a fun part of kenshi, but it could have been better.
More building styles and options.
Currently, you have by default vanilla only a certain set of buildings and they all need building materials. However with mods you can build all ingame styles, and other styles, and depending on the mod these may need different materials. I found these mods to improve my game experience. Swamp low on stone? build iron buildings. Some of these even added wood farms. Allowing different styles of buildings that are dependent on different resources would help with building multiple bases. giving buildings strengths and weaknesses based on what they are built out of would be immersive and fun.
Moving things
High skill engineers should be able to move things. Need to move a windmill? have a high skill engineer move it. The bigger and more complicated the item, the higher the skill needed to move it.
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Mods:
Mods so far are very well done. Fixing load order in kenshi is not nearly as painful as it is with other games. People had to make tools because skyrim's load order would get out of hand. The only recommendation i can think of with mods, is if load order is going to be part of kenshi 2 modding, then have the mod authors have to tag the mod with what a key word to help sort it's position. So armor mods would get the armor key word, and get placed in that section of the load order.
It's far from a necessary improvement, but i believe it would help and might start a trend in other games.
Mods so far are very well done. Fixing load order in kenshi is not nearly as painful as it is with other games. People had to make tools because skyrim's load order would get out of hand. The only recommendation i can think of with mods, is if load order is going to be part of kenshi 2 modding, then have the mod authors have to tag the mod with what a key word to help sort it's position. So armor mods would get the armor key word, and get placed in that section of the load order.
It's far from a necessary improvement, but i believe it would help and might start a trend in other games.
My 2 cents
To power up modding, I recommend a few features similar to Second Life:
1) Pose balls. A pose ball is a node that determines the characters sitting location on a furniture. In K1 the character sits at the object origo. If you want multiple characters to sit on the same object they would sit in on top of each other. A pose ball could offset that. It would make it really easy for the mod maker too.
2) Scripts. Allow us to change the use/sit text and symbol, allow us to enable an effect in regards of the character using the furniture or on off. I want to make a hot tub with steam and water when in use and no water when not in use
3) Sounds. Allow modders to upload a mp3 or any sound file and link that to a weapon or furniture
4) Allow modders to change the portrait photobooth camera for every new race they make. So we can make imaginative creatures that do not have to be humanoid.
To power up modding, I recommend a few features similar to Second Life:
1) Pose balls. A pose ball is a node that determines the characters sitting location on a furniture. In K1 the character sits at the object origo. If you want multiple characters to sit on the same object they would sit in on top of each other. A pose ball could offset that. It would make it really easy for the mod maker too.
2) Scripts. Allow us to change the use/sit text and symbol, allow us to enable an effect in regards of the character using the furniture or on off. I want to make a hot tub with steam and water when in use and no water when not in use
3) Sounds. Allow modders to upload a mp3 or any sound file and link that to a weapon or furniture
4) Allow modders to change the portrait photobooth camera for every new race they make. So we can make imaginative creatures that do not have to be humanoid.
"Never make fun of someone mispronouncing a word, that means they learned it by reading"
-
Borgio_slc
- Posts: 1
- Joined: Sun Jan 09, 2022 7:57 am
Squad size affecting gameplay
In Kenshi, other than the food mechanics, the game incentivises either single character squads (for sneaking) or as big as possible squads (to outnumber enemies as often as possible) but not much in between.
The game mechanics could be adjusted to balance out the benefits and costs of different squad sizes (mainly adding disincentives to bigger groups), that would add more possible variations and flavours to the way the game can be played IMO.
Some ideas
- Squads of over X members trigger aggro from patrols from local factions
logic: If I am a paladin patrolling the HN territory I will not really bat an eye at a group of 3 greenlander adventurers walking around, but if I spot a group of 15+ heavily armed drifters I will assume they're up to something. Same goes for UC Samurai or any other faction. Unless allied with said faction. Could be watered down to only triggering agro on some cases or having the patrols confiscating your weapons or asking you to be escorted to the nearest settlement to clarify your situation (or else).
- Any member than joins after X members are already in your party costs daily/weekly cats.
logic: The current "pay me 3k cats for me to join you forever" system feels a bit artificial. Drifters would join you instead for a share of the loot or for cats in a semi-permanent basis. Similar to how historically pirates, bandits and even the entourage of early medieval lords operated. Which leads me to my next suggestion
- Squads of over X members have a weekly random chance of losing a party member to "left to adventure on their own"
logic: Well, it just makes sense that if drifters are in for their share of loot/money they will be more likely to leave a group if they have to divi up said loot between too many people. If properly balanced it would make the current 30 limit unnecessary.
- Squads of over X members have a melee attack and defense penalty proportional to the squad size
logic: It isn't easy waving a huge fragment axe around, having 4 of your squad mates getting in your way makes it even harder. Alternatively melee weapons friendly fire could be implemented, with increasing probability the bigger the squad.
- Squads of over X members can have fights breaking out within the party
logic: Well, people in groups tend to form cliques and get pissed at other people, the bigger the group the more likely. It could even serve as a cue for the player to decide which party member (from the ones involved in a fight) they want to let go... and if they want to let them go with their gear and life or not...
In Kenshi, other than the food mechanics, the game incentivises either single character squads (for sneaking) or as big as possible squads (to outnumber enemies as often as possible) but not much in between.
The game mechanics could be adjusted to balance out the benefits and costs of different squad sizes (mainly adding disincentives to bigger groups), that would add more possible variations and flavours to the way the game can be played IMO.
Some ideas
- Squads of over X members trigger aggro from patrols from local factions
logic: If I am a paladin patrolling the HN territory I will not really bat an eye at a group of 3 greenlander adventurers walking around, but if I spot a group of 15+ heavily armed drifters I will assume they're up to something. Same goes for UC Samurai or any other faction. Unless allied with said faction. Could be watered down to only triggering agro on some cases or having the patrols confiscating your weapons or asking you to be escorted to the nearest settlement to clarify your situation (or else).
- Any member than joins after X members are already in your party costs daily/weekly cats.
logic: The current "pay me 3k cats for me to join you forever" system feels a bit artificial. Drifters would join you instead for a share of the loot or for cats in a semi-permanent basis. Similar to how historically pirates, bandits and even the entourage of early medieval lords operated. Which leads me to my next suggestion
- Squads of over X members have a weekly random chance of losing a party member to "left to adventure on their own"
logic: Well, it just makes sense that if drifters are in for their share of loot/money they will be more likely to leave a group if they have to divi up said loot between too many people. If properly balanced it would make the current 30 limit unnecessary.
- Squads of over X members have a melee attack and defense penalty proportional to the squad size
logic: It isn't easy waving a huge fragment axe around, having 4 of your squad mates getting in your way makes it even harder. Alternatively melee weapons friendly fire could be implemented, with increasing probability the bigger the squad.
- Squads of over X members can have fights breaking out within the party
logic: Well, people in groups tend to form cliques and get pissed at other people, the bigger the group the more likely. It could even serve as a cue for the player to decide which party member (from the ones involved in a fight) they want to let go... and if they want to let them go with their gear and life or not...
Loving most of the suggestions here. Especially "Now featuring new and improved corpse furnace!". How I have longed for an ability to auto-loot the dozens of scrawny cannibal corpses littering my base after a raid!
Oddly, my main want/need now (having established a lovely base on the Northern Coast) is a proper fishing mechanic in vanilla. As it is low/zero risk compared to hunting wildlife, it should have a similar overall food production rate to farming. Prospecting should show prevalence of good fishing spots, similar to either zones like stone/water/wind, etc or nodes like iron/copper.
Oddly, my main want/need now (having established a lovely base on the Northern Coast) is a proper fishing mechanic in vanilla. As it is low/zero risk compared to hunting wildlife, it should have a similar overall food production rate to farming. Prospecting should show prevalence of good fishing spots, similar to either zones like stone/water/wind, etc or nodes like iron/copper.
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