Kenshi 2 some ideas and features suggestion

The place to request or suggest new ideas and features.
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modekrc
Posts: 2
Joined: Thu Jan 16, 2020 5:08 pm

Thu Jan 16, 2020 5:40 pm

Ok, first of all let me say, that I fell in love with Kenshi, good job on that one guys. Now to the Ideas, or maybe what i missed in Kenshi, so:

1 - If there will be thievery in Kenshi 2, please make it much more harder it is way to easy to level up thievery and make milions of cats in few ingame days.

2 - ok, this bothered me for a while now, but why only crossbows and harpoons have ff ( Friendly fire) and melee doesnt? I know it would be harder at first with a bunch of unexpierenced guys to fight, they will cut or even kill allies, but it's kenshi isnt it? Everyone dies here.

3 - i thought global weather system would be nice, with its own perks, like crops can grow only in summer, but people would need lighter clothing because of the heat, just cassual winter stuff, you know, snow, cold, blizards and running slower in the snow etc. Which requires warmer clothing type, this gives some more variaty to the clothing armor you need to craft to survive. This could also be implemented to NPCs too to liven up the world.

4 - now one think i kinda disliked in combat is global dex and perception stats, in my oppinion if u master one weapon, that doesnt mean you masstered them all. I would suggest making that weapon related, for example if you waant to swing fast but to considerably less damage, then go with katana, your dex would increase much faster, but only for katanas. If you swith to other type of weapon you start from 0 for that type of weapon and etc. same goes for crossbows.

5 - Please, please please more world state changes, more polished ones, make that players could really impact the world, rule it or choose who's worth of ruling. More interactions with NPCs, more dialogues, more everything :)

6 - Assassination and stealth mechanics should be reworked, they are way too OP atm.

7 - Better crafting system, more personalized armors and weapons, dyes for it, maybe even crests to make your Faction really stand out of others?

8 - More diverse fauna and flora, maybe even terrain edditing tools?

Guess thats it for a while, the list could be replenished.

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Shidan
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Posts: 1234
Joined: Mon Oct 22, 2012 1:41 pm

Fri Jan 17, 2020 10:28 pm

1 - This was mentioned in the AMA last year. Here was the response.
"Stealing in games unbalance the gameplay by nature, that's what makes it so fun. It's fun because you feel like you are cheating and playing the game the wrong way, it's fun because you sometimes get caught, and sometimes strike it rich.

Artificial restrictions won't work, it would have to be balanced more by difficulty and repercussions. But then that can be bypassed by save-scumming. One technique I used to balance this was permanent item tagging, like the STOLEN (so you can't sell so easily) and UNIFORM (so factions can attack you) statuses. Not sure what else I could do here, other than adding Ironman mode to prevent save-scumming."

2 - I'd wager that it's simply because of how annoying it would be. You'd have to essentially micro melee combat, in a system designed for melee combat to be almost entirely automatic. I think FF in melee would feel wrong to many players. So many games do FF in ranged combat, it feels natural. But in an RTS style game, microing your melee units to avoid hitting each other? That's wonky, and wouldn't be very fun.

3 - Personally I'd like more survival elements (whether in the form of weather, temperature, thirst, etc.). Though I do understand the reasoning behind limiting it to avoid too much micro. When you have lots of characters to worry about, it can be a pain. But as someone who only plays with smaller teams primarily, the survival elements in this game feel trivial real quick. It's a tough balance though, in a game where you have such a varied number of characters. Perhaps it needs something less survival focused when you get larger? Something that early on isn't much of an issue due to the smaller and low skilled team, but as you get up there in numbers and stats it starts being more of a threat gradually. Money is something that comes to mind easily, though it wouldn't have to be that. Game feels like it needs something though.

4 - I don't think the stats work like you think. The individual weapons skills are a huge part of the quality of the combatant. Without those you'll be worse in essentially every way. The global shared stats will impact your ability, and put you a step ahead of pure newbie, but you will not be god tier off just those global stats unless they are very high already. I think slight crossover between combat styles makes sense, and feels very good. A veteran warrior would perform better with an unfamiliar weapon than a newbie with said weapon, but would easily be surpassed by a master of it.

5 - This is something they want too. I think world states were added a little too late in the game to have the real impact they needed. They were a great addition, but they only had a few months to really be fleshes out. Being considered from the beginning should help with that I hope. I'd also love for them to be a bit more dynamic too, rather than their current form, where basically everything needs to be set up in advance. It makes the game far less interesting when you know exactly how every event will progress.

6 - I'd say this falls heavily into the stuff covered by 1. But, I'd personally love an assassination overhaul. Allowing an actual stealth attack system would be wonderful imo. Using the assassination skill as a major determiner of damage, along with the damage stats of the weapon, and perhaps a multiplier based on weapon type (major penalties on heavy weapons, bonuses on katanas, etc.). I'd also like AI to actually try and take advantage of stealth, could literally turn them invisible to the player camera while they are in stealth mod, unless detected by a player character. Including the wall climbing like was mentioned before, you'd have to actually have guards and lights posted to watch for sneaky foes trying to get into your base.

7 - I concur on more customization. An entire colouration system exists in the game, give us more access to it. A simple rgb editor in game, and a machine that applies the colour scheme to a compatible armour. Players would eat that up. A crest or symbol would be nice, hang up banners and the like, but i could live without it.

8 - Given the switch to Unreal, a map editor may very well be possible. Impossible to say for certain this far off though. Fingers crossed though.

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Armaroyk
Posts: 12
Joined: Tue Aug 09, 2016 11:54 pm

Sun Jan 26, 2020 7:56 am

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 time scale, one aspect I find now is that my army eat so often that they doesn't seem to have time to do much else. A slower time scale would also make widespread sickness more manageable. Immersive weather and cold seems a good direction, making certain areas of the map more difficult to reach, prolonging the gaming experience.

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

Fri Mar 06, 2020 9:04 pm

1. It's impossible to make stealing "tougher" because someone will always find a way to get around what you are doing. I would like to see more serious repercussions. Like once you are caught you are thrown in prison to rot, enslaved, or maybe lose your hands.

2. NO this would really make a mess of things. I still think that those shooting crossbows and turrets should have enough common sense not to shoot with friendlies in the line of fire. It's just common sense.

3. I like the quest to survive. I think water, rest and food are enough to deal with. But adding poisons and Illness to effect those things would be really cool. Weather, rain and sand storms could effect your health. It wouldn't be over powering as long as the status of characters was shown on their mini portrait. So you can do a quick scan and see how everyone is doing. Where it becomes hard is when you have to select everyone one at a time to see if they are injured, hungry, need water, are tired. Then it would be a hassle. Even with a small squad. But I would definitely have each one of those as check box options in the setup.

4. I think the current system of skills with individual weapons works fairly well. I would just like to be able to train those skills individually as well. So if I'm training with a saber, both my melee skill and saber skills improve. If I train with a Katana then that skill improves. I would also like to see some advanced techniques added when you get high level with a weapon. Just like with unarmed combat certain weapon have a special skill or trick that you can learn at higher levels.

5. I may be thinking of world states differently, but I was thinking more along the lines of factions controlling areas. If towns had flag poles that showed who owned the town, and factions could take control of towns in different ways. Then they would control the area around. Like Shidan says, currently things are to preset. If taking one town would change the dynamics around it, and if rival factions would build up armies to take towns organically, the world could change around you and you would have to adapt. Or perhaps you could interfere and change it to your liking.

6. Concur with Shidan again. Climbing walls and stealth for NPCs would be a HUGE thing for the game. Totally change where you place lights and guard posts in city building. And imagine never getting a good nights sleep again because the sand ninja have a bounty on you and you never see them till they strike.

7. You would love that.

8. If even just so that we level out areas that we want to build in, or that cause wayfinding to go wonky.

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