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A few miscellaneous little things
Posted: Mon Oct 24, 2016 1:56 am
by Revage
For the purpose of quickly identifying squad persons, I'd like the ability to add a symbol to their portrait in the main HUD listing (a wrench to signal who I am using as my engineer, maybe a cloak and dagger to mark stealthers, a hand in a pocket to mark my most skilled thief, that sort of stuff). I'd like that to be at player control, in case an NPC is being trained and needs to do more stealing than more skilled members of your party.
I'd also like the ability to set patrol routes, make a character walk from point A. to point B. Also would probably use that to train strength.. saves effort toggling between bases just to tell people to walk around with weights.
Third, I'd like to see an eventual set trade route or caravaning system. There are a number of areas in the map that currently trip up the AI's walk pattern, but if a few hard courses could be set from city to city and then they could be set on the track, I believe this would alleviate some of that coordinating difficulty.
Thanks again! Loving the game. Been playing since before the time of sound.
Re: A few miscellaneous little things
Posted: Mon Oct 24, 2016 9:44 am
by Sol Lignum
I don't personally think that first suggestion with icons is a good idea. It'll only litter hud, and add little to no good. In developer's sight, Kenshi is best played with a small squad, on a small, well organized base. It's not very hard in this scenario to remember who's who, and if nothing else, you could rename your guys as "Thief", "Assassin", etc

You gonna need a surgeon for tha though...
Patrolling has been requested several times already. Good thing, imo, would liven up the base and save some effort in certain training indeed. Along with a static guard, oh that'd be awesome.
Trade routes has also been suggested before, i believe. But you gave me an idea. With solid, "main", trading routes the rest could've been even left untouched in terms of pathfinding. Like dominant region faction says: "Here, these roads are 100% passable, being maintained regulary and relatively safe. For the rest we have no responsibility. Coulde be roadblocks, landslides, cannibals, whatever, we don't care!" Could've save some effort to devs and be logically backed by lore

Re: A few miscellaneous little things
Posted: Thu Oct 27, 2016 2:34 am
by Revage
I can see Sol's point on the hud at the bottom being a little small, but the symbols I am requesting would be placed by the player as desired, not automatically assigned by the game. Whereas some might have a problem with the size of the portraits, to me, the portraits are useless in their own right. I use the number keys to toggle, and seeing a symbol that indicates the role of my party members would be more useful to me than seeing a streak of rag-concealed faces.
Pertaining to the intended size of parties in the game, I do not believe a small party is the sole intention. Whether it is the original intent or not is up for grabs, but the capacity is in the game presently, easily, for a 50-person team divided in to 10-person squads. Titles in front of the names could help, but I'd rather have some easy-to-assign symbols, like a rank device on the collar of a uniform.
Re: A few miscellaneous little things
Posted: Thu Oct 27, 2016 3:11 pm
by swillo
I like the idea of more personalize able uniforms, with icons on them, but I would be happy with the ability to change a name without the use of the Plastic surgeon. With nicknames, we could label them theif, cook, ect... without much effort.
And I have seen traders in the game, some came walking past my base the other day and low and behold they actually traded with we. I ran out to great them and they had Inventory and money and everything. So they are there you just have to find them.
That being said, I have always been in favor of having some kind of flag that would signal you have a trading post open and would link you to the trade routes.
Re: A few miscellaneous little things
Posted: Fri Oct 28, 2016 4:44 am
by Revage
swillo wrote:And I have seen traders in the game, some came walking past my base the other day and low and behold they actually traded with we. I ran out to great them and they had Inventory and money and everything. So they are there you just have to find them.
I wasn't clear I think; the merchants patrolling is good to know, however. What I was seeking is set trade routes that a player can key their NPC's in to that have well-established pathfinding so that I don't have to micro-manage my units traversing the map, especially the zone between the first block of the map that was added and the newer northern zone. I have to re-set the pathfinding every few paces unless I am right on top of them many times. This could also relate to overloading the pathfinding, possibly, as I have two bases in operation and sometimes am trying to get a third band to travel between the two posts.