Things i think would be cool in a DLC

The place to request or suggest new ideas and features.
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Fisticles
Posts: 1
Joined: Mon Mar 25, 2019 2:58 pm

Tue Mar 26, 2019 2:43 pm

Hey just think it would be cool for a DLC and to add to the gameplay a bit by doing an expansion that brought in kinda 3 new major factions along with some new gameplay mechanics.

FIrst Faction - Basically Techno Vikings
You could create a small island off to the NE of Bark maybe similar too or bigger than the Fish Isle that they inhabit but no bridge connecting the two and some new gameplay mechanics specific to the race would be fishing, boats ( that you can use to traverse over the water either to move quickly around the whole island or to go and fight the vikings on theirs), and dual wielding. Dual wielding being with axes, daggers and short swords could also add in an execution element with the daggers like the player has to have a dagger equiped in his secondary weapon to be able to execute unconscious NPC's. You could also create different classes of boats transports, fighters, fishing and so on. Techno Vikings can have periodic raids along the coast of the United Cities and slaver cities and outposts near the water. The faction could have new faction specific armors and weapons short axes, long axes, halberds, and throwing axes. This could also add some new building types that you could learn from them or bring into the research queue

Second Faction - Narko's Will
The skeletons are back at it again a large contingent of the forces that used to wander the ashlands have reformed under a leader and started a new nation in the iron valley, northern skinners roam, and deadlands. The most important thing I think would be cool with this faction is they're trying to reactivate the other satellite laser like the one in Venge and use it against the holy nation. You could also introducing crafting small security spiders like either working with this faction to help them destroy the holy nation and then you can purchase the plans from them or by killing one of their security spiders you find it on them (small drop percentage). This faction could also introduce shields which work on a hp/regenarative system but also hinder attack capabilities and the more skilled the shield crafter the faster the regeneration rate (i feel like increasing the HP would maybe make it a little overpowered) or the HP of the shield could be based on size the larger the shield the more HP but greater decrease to attack capabilities. And if you wanted to introduce a new armor set too that'd be neat maybe make helmets that fit skeletons heads. Maybe make craftable thralls as well i think would be neat but that are only useful for menial labor such as mining, farming, and basic labor but each thrall can only be programmed for one task and are unable to wield a weapon or use crossbows.

Third Faction - The Separatists
The towns of Clown Steady and Drifters Last have defied the cabal and have stopped the slave practice and have taken over the local slave farms in the region such as slave farm south, manhunter base, and slave markets. They have also started moving northwards by taking Old Frontlines from the Shek Kingdom and stone rat village and swamp village from the Swamp Gangs and are starting to assault Shark. The faction has also started using firearms and using line tactics along with bayonets which allow for melee after the attackers have reached the line. Officers of the units have pistols and sabers and those not using firearms are heavy armored and have good defensive weapons and are meant to hold the enemy in place while the others fire at them from range.

Some extra things i think would be neat would be adding control points what that would be is you create a control point at the middle of the bases and they have a radius which can be increased by upgrading and adding more building material and if you want to capture the town you must destroy and then rebuild yours in its place. Certian factions offering compensation for clearing out different animal nests or for hunting certian animals that infest their area. Also bringing in some new bounties to hunt down bandits or other smaller hostile factions that have occupied different labs,armories, or libraries. Growing and development of the already existing factions like with the shek their capital Admag has expanded down into the valley below theyve completely rebuilt the great fortress and the shek ruins and claimed New Kralia. The United Cities have gained the upper hand against the holy nation pushing them back into their territories and built a mighty fortress in the center of the three ruined towns Endin, Drin, and Bast giving them a more strategic place to launch attacks on the holy nation from. The cities of the holy nation could be expanded and more fortified showing them preparing for the coming onslaught of Narko's Will.

Endgunner
Posts: 12
Joined: Fri Mar 15, 2019 2:10 am

Sun Mar 31, 2019 9:29 am

This is dumb, I mean guns? What game are you even playing? Also dual welding is just not something this game needs. But GUNS!?!?!? This is just offensive...

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Sun Mar 31, 2019 6:58 pm

Dual-wielding was shot down long ago in development because it would involve new animations and all the trouble that goes with that in a game where timing comes down to animated sequences in a lot of cases.

As to guns, I don't see why you couldn't do a mod, but I find it equally difficult to see why this should be an official change to the Kenshi world. Why would I even both with a katana or a crossbow? Would you take a katana or crossbow against an opponent armed with a gun?

Essentially, I think your ideas could be explored as mods. I'd also like to add that I really appreciate Kenshi not being a typical DLC money-farming piece of crap game like so many others on offer. Note that I barely play other games and Kenshi has outpaced the replayability of all other games I've played in recent years. The closest comparison to Kenshi for my playing time is Mount and Blade: Warband, which also does not do the DLC thing -- Viking Conquest is a mod made by another group of developers who decided to sell their mod, and instead of their product being sold separately it's sold through the DLC framework in Steam.

Perhaps if one of your mods achieves similar popularity to Viking Conquest you'll be able to sell it as DLC in the future, if developers are interested in that. I imagine someone would just create a free mod equivalent of yours, though, if you did charge.

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