I pretty much brainstormed these ideas as I was in transit from city to city; I found myself mostly pressing the fast forward button in order to get from place to place, either getting myself to a state of boredom, or getting in a few run-ins with banditos and sand ninjas. I realized during this time that much of the transit must be improved.
To begin; the future implementation of biomes, while it is certain, would probably play a key role in some of this idea. If this idea is to be considered, it would be a good fit, and add some things to the game that could improve actual game play for the better, rather than just trinkets to oogle a bit.
TO begin, I highlight the most important factor:
Natural Resources.
Natural resources should be put into the game because it not only opens up a whole new way of profiting of the land which we have sought to do for a while now, but it gives the opportunity of a new AI mechanic and could potentially allow additional reputation mechanisms. Take resources from land around a city owns, -1 or more rep points with that faction. Additionally, factions will be vying to harvest the resources, and as the market inflates (I will assume an economic meta-system will be implemented at some point) so do the needs of the AI. The player could be smart, maybe the AI too, and stock up on certain items until the timing is right.
This would vastly expand the options of what to do in transit, and what you are capable of as a player.
Secondly; food and sleep. While much of the game is centered around trade and fight, I found it too easy to amass a fortune as of .44b. My first day of playing has led me to learn all mechanics of gameplay as well as the best ways to make money. I am, essentially, a human leach. I travel from town to town, follow caravans, pick up from corpses, and sell the goodies. Especially when sand-ninjas are slain (they have really good gear!).
I can spend days in the wasteland, and I basically become rich overnight. I think this is a problem; it is not challenging enough until the squad becomes too big to manage. What would benefit the game is a system that requires you to consume food and water, which after consumption, will last you for anywhere from 1 to 5 days, depending on development preference. Personally, I'd like to see 3. It isn't a hassle, but you still got to eat!
As for camping, I decided that it would be convenient to be able to set up camp by the side of a beaten path or in the middle of the desert to wait out the night. If nocturnal animals or new enemies are to arrive in the night in the future of Kenshi, perhaps a camp would be useful in this. That, or they could be pre-made, much like the outposts are, but without the additional protection.
Finally, I understand that many posters have mentioned animals by now. As a game element, they could be harvested for food. Food that you then sell or use to feed your men. Whatever the case may be, it could only improve the gameplay experience.
It's a task, but these ideas could add mechanics to the game that make it more "full." Kenshi is the best game that I have played in a long time, and that is saying a lot. I hope to see more success in the future, and an update before college begins again haha.
Transit: Natural resources, eat/sleep (camp); a wilderness.
I think food will be no big management problem, when they will eat automatically..
but a food system is necessary to make the game more realistic, as well as sleep.
there should be a "Satisfaction worth" of hungry, thirsty and calculated from work.
anyone knows the game "Wiggles"?
there you can choose from when to when someone should work.
For the future I think that this system would go great but for now it's probably easier if everyone automatically sets to sleep at 10 pm and at 4 am gets up and starts to work as long as you say nothing else.
but a food system is necessary to make the game more realistic, as well as sleep.
there should be a "Satisfaction worth" of hungry, thirsty and calculated from work.
anyone knows the game "Wiggles"?
there you can choose from when to when someone should work.
For the future I think that this system would go great but for now it's probably easier if everyone automatically sets to sleep at 10 pm and at 4 am gets up and starts to work as long as you say nothing else.
- Photonraid
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That would be kind of hard to keep the 100's of soldiers fed but It would reduce the fact that you could become very overpowered. It's a pretty good idea though it'd be quite hard to manage.
I like idea of food. I think a good way to implement food into the game would be kinda like the med kit system. A player can carry rations on them a set amount of days before having to buy, make, scavenge, farm more . And your hunger would be like the blood system when you run out it starts to bleed slowly
I want to say I read somewhere in a different post that there already is a behind the scenes no consequences thing to drinking in the game. That same mechanic can be utilized for eating and sleeping. It wasn't going to be turned on or even attempted until more Biomes were put in the game.
However, there definitely is a micromanagement issue here It's all going to be in how they lay out the mechanics. Either way this would be a pita compared to introducing other things like fleshing out the character skills that are already deemed to be placed in the game (endurance, mass combat, perception, etc). I'd rather have those put in front of something like this or we'd be waiting months for a proper update.
However, there definitely is a micromanagement issue here It's all going to be in how they lay out the mechanics. Either way this would be a pita compared to introducing other things like fleshing out the character skills that are already deemed to be placed in the game (endurance, mass combat, perception, etc). I'd rather have those put in front of something like this or we'd be waiting months for a proper update.
sleeping is annoying but eat and drink I like. And to those who go feeding 50 people thatis crazy. Play mount and blade where you feed over 200 soldiers in a game tat is on permanent 12x speed on main map lol. Feeding isn't that hard since we don't go through a day in 1 hour in this game a loaf of bread could last 10 guys a couple days. 50 guys would just need one guy with a trader pack and small stack of bread and rum or what have you. Of course setting it up so they share is harder, unless you do a job like the medic where you make him distribute it when low to the troops, just click a button and on 4x speed it takes like 30 seconds tops for him to hand out food and drink.
We got the stuff in game literaly all of it, just have to add two sliders for food and drink, convert the medic code so it doesn't bandage those, and make a new button with the medic code that only fixes those new bars. Food and drinks are already in game, same with stack able packs and pack mule in most peoples squads.
Seriously people want an outpost sim, why not go all the way with it. Maybe then it would feel more interesting as is the outpost part is fun at first then its like wow look at those worker ants go, as they toil non stop till death, which only comes from bandits, they can run away from. I am the only one who sees that and goes, what now? I mean I can build fancy stuff and trade to get uber armor, but still tethered since I don't want to abandon the worker ants in case something goes down. I guess in a pinch could pack up a mass amount of construction mats destroy my old base and move locations to find a new challenge...
But for right now, food sounds really good. Oh and instead of sleep how about you know endurance that is already in the stat trees? You know so you got stamina, so you can just run full blast all over, you have stop and catch your breath or jog. Oh and you could aslo add more craftables I know how people like that, make a ration craft able using bread and rum or something to make an item with charges like the med kit that acts as both food and drink, with different qualities like the med packs for different sizes of squads, and different times they will be out on their own.
We got the stuff in game literaly all of it, just have to add two sliders for food and drink, convert the medic code so it doesn't bandage those, and make a new button with the medic code that only fixes those new bars. Food and drinks are already in game, same with stack able packs and pack mule in most peoples squads.
Seriously people want an outpost sim, why not go all the way with it. Maybe then it would feel more interesting as is the outpost part is fun at first then its like wow look at those worker ants go, as they toil non stop till death, which only comes from bandits, they can run away from. I am the only one who sees that and goes, what now? I mean I can build fancy stuff and trade to get uber armor, but still tethered since I don't want to abandon the worker ants in case something goes down. I guess in a pinch could pack up a mass amount of construction mats destroy my old base and move locations to find a new challenge...
But for right now, food sounds really good. Oh and instead of sleep how about you know endurance that is already in the stat trees? You know so you got stamina, so you can just run full blast all over, you have stop and catch your breath or jog. Oh and you could aslo add more craftables I know how people like that, make a ration craft able using bread and rum or something to make an item with charges like the med kit that acts as both food and drink, with different qualities like the med packs for different sizes of squads, and different times they will be out on their own.
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