Nomad temporary settlements

The place to request or suggest new ideas and features.
Post Reply
ezekhiel2517
Posts: 40
Joined: Mon May 30, 2016 3:29 pm

Thu Jun 02, 2016 2:37 pm

How great would it be to have the option to build big tents, like desert nomads, exploit the area resources, and then lift camp and move to another location? Could be a commercial oriented caravan that move from town to town.

This buildings would be cheaper and faster to build, but have weaker defense ratio, so a heavy guard would be a must, also to face bands on the road and hostile beasts.

There would be no farming for this travelers so gathering-hunting would be their main food income and science would be slower, since all research must be obtained only by wise men reading books with no aid from tech labs. However, occasionally found ancient artifacts or ruins could boost scientific discoveries, or unlock special features.

A big advantage to caravans could be the chance to get exotic goods, to sell for good money to distant towns or to trade for weapons, armor and such...
anyway, just thinking out loud

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Fri Jun 03, 2016 9:02 am

While tents would be appreciated, since camping! why do you suggesting such restrictions? Like, no farming - why the hell no, i brought crops with me and i know how to use them? Or no science - again, why the hell no, i've been using that awesome research bench at our previous camp, let's build another one here, etcetera.

All in all, you're requesting what partially is\will fully be in the 1.0 game :) No tents, probably, but that's not a point. You want a caravan? Fine, here's your domesticated bull, go get some trading. You wanna camp? Ok, here's your camping beds and a campfire. You wan't to find some ruins with ancient goodies? Np, go find them!

But again, tents is a must! Also i'd like to see camping rolls and those tents pack-able, so they could be crafted once, and packed away\deployed later. Or at least dismantling should give all mats back, so traveling party coud live, say, on 15 fabrics with no need for extra, if only occasionaly.

ezekhiel2517
Posts: 40
Joined: Mon May 30, 2016 3:29 pm

Fri Jun 03, 2016 3:48 pm

Sol Lignum wrote:While tents would be appreciated, since camping! why do you suggesting such restrictions? Like, no farming - why the hell no, i brought crops with me and i know how to use them? Or no science - again, why the hell no, i've been using that awesome research bench at our previous camp, let's build another one here, etcetera.

All in all, you're requesting what partially is\will fully be in the 1.0 game :) No tents, probably, but that's not a point. You want a caravan? Fine, here's your domesticated bull, go get some trading. You wanna camp? Ok, here's your camping beds and a campfire. You wan't to find some ruins with ancient goodies? Np, go find them!

But again, tents is a must! Also i'd like to see camping rolls and those tents pack-able, so they could be crafted once, and packed away\deployed later. Or at least dismantling should give all mats back, so traveling party coud live, say, on 15 fabrics with no need for extra, if only occasionaly.
Maybe I just didnt explain myself. Its not restrictions rather than convenience. For a player thats constantly on the move maybe it would be easier to hunt some game and keep moving, rather than spending time and resources on farms. I was just talking about an optional gameplay style triggered by choosing certain buildings.

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Fri Jun 03, 2016 6:26 pm

ezekhiel2517 wrote:(...) Its not restrictions rather than convenience. (...)
Oh, ofc, that's a diffirent story, if you meant some "soft" triggers rather then scripted scenarios :) I still think that river raptors should have some meat though, to make hunting more viable.

ezekhiel2517
Posts: 40
Joined: Mon May 30, 2016 3:29 pm

Fri Jun 03, 2016 9:33 pm

Sol Lignum wrote:
ezekhiel2517 wrote:(...) Its not restrictions rather than convenience. (...)
Oh, ofc, that's a diffirent story, if you meant some "soft" triggers rather then scripted scenarios :) I still think that river raptors should have some meat though, to make hunting more viable.
And talking about meat, is it possible to get meat from your cattle?

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Sat Jun 04, 2016 8:56 am

ezekhiel2517 wrote:And talking about meat, is it possible to get meat from your cattle?
No idea, go ahead, quicksave and slaughter your bull to find out :)

ezekhiel2517
Posts: 40
Joined: Mon May 30, 2016 3:29 pm

Sat Jun 04, 2016 10:49 pm

Sol Lignum wrote:
ezekhiel2517 wrote:And talking about meat, is it possible to get meat from your cattle?
No idea, go ahead, quicksave and slaughter your bull to find out :)
I´m sure they´ll drop tasty juicy steaks, but I´d rather have them breed, for more meat and milk!. Could it be a feature for future releases?

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Sun Jun 05, 2016 3:11 am

Yes cattle give meat.mine was killed by beak things and I was able to get the same meat as wild bulls.

Oselotti
Posts: 25
Joined: Tue May 31, 2016 8:15 am
Location: Finland

Mon Jun 06, 2016 2:33 pm

I like the idea. It would also help when looking for good place for settlement. Getting enough food would be a problem sometimes. Perhaps there could be some really low nutrition food in wilderness like bugs or nuts in some bushes to gather before you starve to death. In later game food is not any problem.

edit. ah you already said gathering-hunting in opening post :)

ezekhiel2517
Posts: 40
Joined: Mon May 30, 2016 3:29 pm

Tue Jun 07, 2016 5:42 am

Oselotti wrote:I like the idea. It would also help when looking for good place for settlement. Getting enough food would be a problem sometimes. Perhaps there could be some really low nutrition food in wilderness like bugs or nuts in some bushes to gather before you starve to death. In later game food is not any problem.

edit. ah you already said gathering-hunting in opening post :)
Yes, then I also thought about breeding cattle for meat and milk as well

Roger the Architect
Posts: 10
Joined: Thu Jan 26, 2017 9:42 pm

Thu Jan 26, 2017 11:18 pm

Hello all,

I'm a big fan of playing this game as a nomad merchant and even when I play with a base I always finish doing a caravan in some way; For trading, searching a spot to mine copper for a while with a bull full of foods and medics or just for hunting after that damned "raptors" eats all my crops!!

Here I attach a list of features (some one have been already said before) that as a player I would love to see at some point if the devs have budged and energies after doing this masterpiece!

Most important though is that you will see a lot of question marks, this is because I'm not sure if they could fit the game mechanic correctly, or could "broke" the game/lore in some way... or I'm just over complicating it so please feel free to comment or improve the ideas below.

Thanks!


  • Tents
    Tents could like a building with the following characteristics;

    1.- Cheaper than regular buildings... Perhaps a bunch of fabrics? or an item called tent? different sizes different cost?
    2.- full refundable
    3.- Able to build inside some but not all the inner constructions?
    4.- Despite having the ability to build some items inside it would not give any protection against intruders?
  • Solar Kitchen
    A portable solar kitchen, basically a huge bowl done from some ancient broken mirrors and other scrapped metals that could work as the following:

    1.- Only works during daylight
    2.- The efficient compared to a regular kitchen is lower, even less effective in some biomes or if the day is a raining one.
  • Specialized bull/Garru backpacks

    A specialized backpack that could work like an iron ore depot where a worker could drop there automatically the ores once the mine is full

    (there's another topic where it request the option to "link" a bull to a worker so perhaps is another way, even an optimal one to do so? Not sure which one would be harder to code...

    ...Or the ability to right click a bull and press "Use as a depot" ??

    Also, a specialized backpack could only carry one type of good but with a depot capacity? if the animal could handle it of course :O
  • Bulls and/or Garru's able to carry fallen partners

    Pretty much what the tittle says, being a nomad is basically a question of moving when the place is less attractive to another one, and being attacked by a bunch of hungry bandits or a wolf pack is a good reason to move, isn't it? :)

    Perhaps this ability could require the bull not having a backpack equipped? And give them another purpose... a Mobile less effective Bed!
  • Cattle

    Another nice idea already mentioned that could have the following characteristics;

    1.- Breed capacity
    2.- Produce milk (only goats?) I don't think I would have the gnuts to taste the Garru's milk :S
    I think it should be a so far less productive than a farm so when in times of need you could always...
    3.- ... Right click and press "Sacrifice" for meat and such
    4.- Right now they do not eat so if they never need to do so my 2 cents would be to have a "free roam mod" where depending on the biome an animal it could gradually gain a certain level of food and perhaps here appears another way to think twice when it comes to choose Garru, bulls, or other animals to from your caravan :D

    ... And when you need to cross non natural biomes for that animal then it could work like a normal character?
  • Nomad "furniture"

    To make it short since I'm writing a long post, basically a "MK 0,5" version of some regular static constructions (Perhaps the version build-able inside a tent of regular items like a research bench) with a lower tier cap, refundable to be able to carry it again and with less efficiency.

    As an example the caravan/nomad version of a research bench could be a carpet, with some pillows and books spread all over the place, upgradable to tier 2 only and with a 50% efficiency compared to the regular version


Again feel free to extend/comment/improve the list and... forgive me my low English skills :oops:

Thanks :)

rhazik
Posts: 22
Joined: Sun Mar 24, 2013 7:15 pm

Wed Feb 01, 2017 2:41 am

I think I wouldn't mind tents and other primitive forms of shelter being Tech Level I. Simply bump the shack up to Tech level II on so on. It makes since that you can probably make a tent from Animal hide or something very crude. This would be more realistic to the actual tech level and fit very nicely in camping and in lore.

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 10 guests