Cycle Button, Control Groups, Formations, Inventory and more
Posted: Sun Feb 02, 2014 6:03 pm
Kenshi Suggested Game Improvements
I want to begin by saying this is an amazing game as is. I recently bought the game during the last Steam sale (Jan 28) and I cannot get enough of it. Also, some of these improvements may already be planned for addition to the game. I have been trying to read as much as I can about the game, including the forums. Therefore, I apologize in advance for any inconvenience this post may cause.
- Cycle Button
- Control Groups
- Group Formations
- Inventory Management
- Pack Animals
Cycle Button
A mappable button, default Tab for example, that switches through each squad member sequentially. In the other party/squad RPG games that I have played, I use this feature extensively. It enables rapid comparison of inventory and stats screens.
Control Groups
This would allow a subset of the squad to be selected, say members 1, 2, 4 and 7, then press and hold the Control key on the keyboard along with a number to establish the group. Then the next time that group number key is pressed, all of those squad members will be selected. This feature is very common in RTS games. The current implementation of Kenshi allows only the first 10 squad members to be selected by the keyboard. This feature would open that possibility to other members or groups of members. My only other recommendation would be to add small numbers near the squad member portraits indicating which key number is currently assigned to them.
Group Formations
This does not have to be fancy like a "V" shape or assorted line variations. My suggestion is to somehow make the squad members aware that they are part of a subset group. For example, if I give a command to a group of squad members, they currently all process the tasks independently. The most immediate example is a move command. Most of the squad members have a different run speed, because of different athletic skills, maybe some are injured, or maybe some are carrying heavy items. The formation feature will make the selected squad members aware that the command has been given to a group and they will perform the task together. In the example of the move command, the members with a faster run speed will move slower to stay in line with their slower comrades. In other words, the group only moves at the speed of the slowest member.
Inventory Management
Other party/squad RPG games that I have played included a drag-and-drop inventory feature. An item from the inventory can be dropped onto a portrait or the squad member in the game world to quickly transfer that item to their respective inventory. Another feature of other games included the ability to open more than just two inventory screens at once. This could be done by having multiple members selected and opening the inventory, or by selecting additional members while the inventory was open. Obviously screen real-estate would need to be taken into consideration. Perhaps a more compact version of the inventory window could be used when more than two members are selected.
Pack Animals
This feature would allow the purchase of one or more beasts of burden to carry additional items for the squad. This animal does not need to carry much more than the standard squad member, maybe the normal amount plus half, but would have additional strength for carrying heavier items at higher speed. Also, this animal would be highly vulnerable to attacking enemies and therefore would need protection at all times. The animal could have a small defensive measure, but not enough to completely disable an attacker before being disabled itself. These animals should also have a high purchase price, similar to the specialized characters that can be hired, which further increases the luxury of them.
I want to begin by saying this is an amazing game as is. I recently bought the game during the last Steam sale (Jan 28) and I cannot get enough of it. Also, some of these improvements may already be planned for addition to the game. I have been trying to read as much as I can about the game, including the forums. Therefore, I apologize in advance for any inconvenience this post may cause.
- Cycle Button
- Control Groups
- Group Formations
- Inventory Management
- Pack Animals
Cycle Button
A mappable button, default Tab for example, that switches through each squad member sequentially. In the other party/squad RPG games that I have played, I use this feature extensively. It enables rapid comparison of inventory and stats screens.
Control Groups
This would allow a subset of the squad to be selected, say members 1, 2, 4 and 7, then press and hold the Control key on the keyboard along with a number to establish the group. Then the next time that group number key is pressed, all of those squad members will be selected. This feature is very common in RTS games. The current implementation of Kenshi allows only the first 10 squad members to be selected by the keyboard. This feature would open that possibility to other members or groups of members. My only other recommendation would be to add small numbers near the squad member portraits indicating which key number is currently assigned to them.
Group Formations
This does not have to be fancy like a "V" shape or assorted line variations. My suggestion is to somehow make the squad members aware that they are part of a subset group. For example, if I give a command to a group of squad members, they currently all process the tasks independently. The most immediate example is a move command. Most of the squad members have a different run speed, because of different athletic skills, maybe some are injured, or maybe some are carrying heavy items. The formation feature will make the selected squad members aware that the command has been given to a group and they will perform the task together. In the example of the move command, the members with a faster run speed will move slower to stay in line with their slower comrades. In other words, the group only moves at the speed of the slowest member.
Inventory Management
Other party/squad RPG games that I have played included a drag-and-drop inventory feature. An item from the inventory can be dropped onto a portrait or the squad member in the game world to quickly transfer that item to their respective inventory. Another feature of other games included the ability to open more than just two inventory screens at once. This could be done by having multiple members selected and opening the inventory, or by selecting additional members while the inventory was open. Obviously screen real-estate would need to be taken into consideration. Perhaps a more compact version of the inventory window could be used when more than two members are selected.
Pack Animals
This feature would allow the purchase of one or more beasts of burden to carry additional items for the squad. This animal does not need to carry much more than the standard squad member, maybe the normal amount plus half, but would have additional strength for carrying heavier items at higher speed. Also, this animal would be highly vulnerable to attacking enemies and therefore would need protection at all times. The animal could have a small defensive measure, but not enough to completely disable an attacker before being disabled itself. These animals should also have a high purchase price, similar to the specialized characters that can be hired, which further increases the luxury of them.