Abek's Proposals
Carried People Can Dismount Shoulders
As soon as your KO timer ends, you should have the right click option to push yourself off of a character that is carrying you. This should be the case with every carried circumstance. Obviously, if you're unconscious, dying, etc., you shouldn't be able to do anything but if you're healthy, you should be able to get down. The cannibal/police can always beat you unconcious and pick you back up.
Lifter has the options: Pick Up, Put Down, Put in Prison, Put in Bed
Liftee should have the option to: Get Down (if conscious)
This fixes the scenario where a Leviathan beats you up and then a Cannibal comes and picks you up. Then she decides to never put you in a cage because she likes the way you feel on her shoulder.
This will also eliminate the scenario where you pick up a bandit and he becomes your willing shoulder buddy for couple months while you train your strength. If you want a shoulder buddy that bad hire one at the bar or use a corpse.
Lifting Encumbrance Changes
A lifted individual should add their full weight (Them+their gear) to the encumbrance of the lifter. Let's just assume that every character weighs 70kg. This is already heavy enough that starting characters will be slowed to a speed of 11. But Kenshi is punishing and this would be accurate. Carrying someone for long distance is exhausting. Carrying a fully equipped soldier any significant distance is even more brutal. This might mean that before you carry a unit to the nearest town you might have to strip his armor off if time is urgent.
In fact, the gear on the carried individual should weigh more because its basically the opposite of a backpack. Items on a backpack weight 0.5 original weight. Items on a carried person should weigh 1.1 times original weight.
Small Tweak to Encumbrance
This is just an idea to throw around, not so much a suggestion.
Currently, there's a minimum value to movement speed due to Encumbrance. This means that even overloaded to 100%, you can still move at a speed of 11. That's pretty fast considering you have enough weight on you to break you in half. This means that after you reach the minimum of 11 you can just keep loading more stuff on your character because theres no more penalty. Let's bring that down to 1. This will also mean that characters with two broken legs will no longer be able to hobble to town. Maybe when the crawl mechanic comes in you can crawl at a speed of 5? But only when totally weightless >:)
I can understand that this will seriously impact gameplay negatively since some characters might be too weak to carry anyone any distance at all, but maybe we could implement an option where a character with at least one good leg could throw an arm around the savior and they could limp to safety at a speed of 11?
As soon as your KO timer ends, you should have the right click option to push yourself off of a character that is carrying you. This should be the case with every carried circumstance. Obviously, if you're unconscious, dying, etc., you shouldn't be able to do anything but if you're healthy, you should be able to get down. The cannibal/police can always beat you unconcious and pick you back up.
Lifter has the options: Pick Up, Put Down, Put in Prison, Put in Bed
Liftee should have the option to: Get Down (if conscious)
This fixes the scenario where a Leviathan beats you up and then a Cannibal comes and picks you up. Then she decides to never put you in a cage because she likes the way you feel on her shoulder.
This will also eliminate the scenario where you pick up a bandit and he becomes your willing shoulder buddy for couple months while you train your strength. If you want a shoulder buddy that bad hire one at the bar or use a corpse.
Lifting Encumbrance Changes
A lifted individual should add their full weight (Them+their gear) to the encumbrance of the lifter. Let's just assume that every character weighs 70kg. This is already heavy enough that starting characters will be slowed to a speed of 11. But Kenshi is punishing and this would be accurate. Carrying someone for long distance is exhausting. Carrying a fully equipped soldier any significant distance is even more brutal. This might mean that before you carry a unit to the nearest town you might have to strip his armor off if time is urgent.
In fact, the gear on the carried individual should weigh more because its basically the opposite of a backpack. Items on a backpack weight 0.5 original weight. Items on a carried person should weigh 1.1 times original weight.
Small Tweak to Encumbrance
This is just an idea to throw around, not so much a suggestion.
Currently, there's a minimum value to movement speed due to Encumbrance. This means that even overloaded to 100%, you can still move at a speed of 11. That's pretty fast considering you have enough weight on you to break you in half. This means that after you reach the minimum of 11 you can just keep loading more stuff on your character because theres no more penalty. Let's bring that down to 1. This will also mean that characters with two broken legs will no longer be able to hobble to town. Maybe when the crawl mechanic comes in you can crawl at a speed of 5? But only when totally weightless >:)
I can understand that this will seriously impact gameplay negatively since some characters might be too weak to carry anyone any distance at all, but maybe we could implement an option where a character with at least one good leg could throw an arm around the savior and they could limp to safety at a speed of 11?
Making Full Use of the Helmet Slot
This one is minor. There's a 4 x 3 slot for headgear. However, since all headgear is 3 x 3 this leaves us with 1 x 3 space to the side. You know what happens to be 3 blocks in size? Square Goggles!
Can we either rotate the slot or the goggles so we can wear glasses with our headgear?
I could always change the size of the goggles in FCS but it's always nice to have things be "canon"
This one is minor. There's a 4 x 3 slot for headgear. However, since all headgear is 3 x 3 this leaves us with 1 x 3 space to the side. You know what happens to be 3 blocks in size? Square Goggles!
Can we either rotate the slot or the goggles so we can wear glasses with our headgear?
I could always change the size of the goggles in FCS but it's always nice to have things be "canon"
Better Bandit AI
The bandits have learned some sense of self preservation now. They still want to kill you and loot you, but they're not as zombie fanatical about it. How about we give them some new goals? For example, lets have a banidt raid on a towm go slightly differently. Instead of them all getting beaten up by guards, why not have some bandits raid storage areas and other protected areas? You could even have some bandits who had a high thievery skill who specialized on unlocking and raiding these chests. Then, after they grabbed the loot there'd be the dialogue, "I've got the loot, lets get moving!" And then all the bandits would high tail it out of town.
Temporary camps/campfires
Likewise, I think maybe it would be cool to have camps. I see these dust bandits as nomads. Maybe at night they build a small campfire and relax a little. Maybe they lie down on the ground and take a nap. The beak things do that at their nests, it would be cool if bandits could too. Maybe they recover at a slightly faster rate while lying down? I'd like a resting mechanic that doesn't require a bed. Also, I like the thought of bandits having hideouts that are marked with X's on the map randomly. This is where they would store all of their stolen equipment. Let's give the bandits slightly better than they're used to (killing em all and selling their chestplates).
Fencing stolen goods/Narcotics shakedowns
Right now Faction and Stolen items are permanently marked as such. I think a black market trader would be very cool. He'd buy narcotics and stolen equipment at a fraction of their cost. Once the Fence buys the items, it would remove the Stolen and Faction tags off items. He would then sell them at full price. Of course some items, like the police body armor, he'd just look at and be like, "Nope, not touching that." I want the police to actively search some people for narcotics. It'd be like an inventory check and if you're guilty its a 500 cat bounty.
The bandits have learned some sense of self preservation now. They still want to kill you and loot you, but they're not as zombie fanatical about it. How about we give them some new goals? For example, lets have a banidt raid on a towm go slightly differently. Instead of them all getting beaten up by guards, why not have some bandits raid storage areas and other protected areas? You could even have some bandits who had a high thievery skill who specialized on unlocking and raiding these chests. Then, after they grabbed the loot there'd be the dialogue, "I've got the loot, lets get moving!" And then all the bandits would high tail it out of town.
Temporary camps/campfires
Likewise, I think maybe it would be cool to have camps. I see these dust bandits as nomads. Maybe at night they build a small campfire and relax a little. Maybe they lie down on the ground and take a nap. The beak things do that at their nests, it would be cool if bandits could too. Maybe they recover at a slightly faster rate while lying down? I'd like a resting mechanic that doesn't require a bed. Also, I like the thought of bandits having hideouts that are marked with X's on the map randomly. This is where they would store all of their stolen equipment. Let's give the bandits slightly better than they're used to (killing em all and selling their chestplates).
Fencing stolen goods/Narcotics shakedowns
Right now Faction and Stolen items are permanently marked as such. I think a black market trader would be very cool. He'd buy narcotics and stolen equipment at a fraction of their cost. Once the Fence buys the items, it would remove the Stolen and Faction tags off items. He would then sell them at full price. Of course some items, like the police body armor, he'd just look at and be like, "Nope, not touching that." I want the police to actively search some people for narcotics. It'd be like an inventory check and if you're guilty its a 500 cat bounty.
Lucky for you all of these seem to already be on the Dev's minds.
I like it, and this could open up the possibility for retrieving special items that have been stolen.
I'v always had this idea as well, but not just for bandits but layers as well. Be able to put together a quick camp(fireplace and tents) and being able to break them back down when you want to move. There's been some fan art of it for a long time now on the steam community page which is a great example. http://images.akamai.steamusercontent.c ... olor=black
If not I'm sure it'll be easy enough to implement as a mod. Just make it a "building" where you get 100% resources back from when dismantled.
I believe there's already a black market in the town all the way to the right of the map(can't remember the name) but only in name. There isn't anyone to sell to there, but i think that's due to the decision to go to a new map and so the feature wasn't implemented yet. But that's only my guess and probably isn't accurate.
Also WOOT ROBOTIC LIMBS! http://i.imgur.com/0WB386C.png
but yeah always good to check that trello page. https://trello.com/b/tH5cLxBv/final
http://i.imgur.com/DAXDHpL.pngAbek wrote:Better Bandit AI
I like it, and this could open up the possibility for retrieving special items that have been stolen.
http://i.imgur.com/yE1qNu5.pngAbek wrote:Temporary camps/campfires
I'v always had this idea as well, but not just for bandits but layers as well. Be able to put together a quick camp(fireplace and tents) and being able to break them back down when you want to move. There's been some fan art of it for a long time now on the steam community page which is a great example. http://images.akamai.steamusercontent.c ... olor=black
If not I'm sure it'll be easy enough to implement as a mod. Just make it a "building" where you get 100% resources back from when dismantled.
http://i.imgur.com/e9tAf0V.png - http://i.imgur.com/lst2SFp.pngAbek wrote:Fencing stolen goods/Narcotics shakedowns
I believe there's already a black market in the town all the way to the right of the map(can't remember the name) but only in name. There isn't anyone to sell to there, but i think that's due to the decision to go to a new map and so the feature wasn't implemented yet. But that's only my guess and probably isn't accurate.
Also WOOT ROBOTIC LIMBS! http://i.imgur.com/0WB386C.png
but yeah always good to check that trello page. https://trello.com/b/tH5cLxBv/final
Going back to the Refunded Building Materials idea for a bit: the real problem with this is how it would work on non-plqyer buildings. Let's say you find a small outpost where the guards are currently out chasing cannibals. There's nothing to stop a player from running in and dismantling some of the structures. And if you get refunded materials for that, then you will almost immediately have enough to start up your own outpost. I'm thinking to prevent cheesing of this tactic, a much lower percentage of building materials should be returned for a building owned by another faction.
Also: please use the search function, several of these ideas already have threads for them.
For example, Campsites: http://www.lofigames.com/phpBB3/viewtop ... =16&t=1880
Also: please use the search function, several of these ideas already have threads for them.
For example, Campsites: http://www.lofigames.com/phpBB3/viewtop ... =16&t=1880
Or just don't allow players to dismantle buildings they don't own.
Had you taken the time to read the opening post, you'd note Abek mentions hes using this post as a way to post an keep track of all of 'his' ideas' in on thread so he doesn't lose them/make alot of new unncessary ones.Tolwrath wrote:Going back to the Refunded Building Materials idea for a bit: the real problem with this is how it would work on non-plqyer buildings. Let's say you find a small outpost where the guards are currently out chasing cannibals. There's nothing to stop a player from running in and dismantling some of the structures. And if you get refunded materials for that, then you will almost immediately have enough to start up your own outpost. I'm thinking to prevent cheesing of this tactic, a much lower percentage of building materials should be returned for a building owned by another faction.
Also: please use the search function, several of these ideas already have threads for them.
For example, Campsites: http://www.lofigames.com/phpBB3/viewtop ... =16&t=1880
which to me is perfectly fine. if Hatsune, or another forum mod has an issue with it i'm sure they'll mention it.
personally i debate on refunded materials.
simply because if i were to tear down my house now it would be questionable how useful all the materials would be.
there are any number of things that could happen to make boards unusable. primarily decay either natural , or due to termites.
some metals an stones generally can't be recovered if they've been shaped, or broken.
if i break a marble slab odds are glue isn't going to work >.>
True but there are lot of things that can be reused. Like even right now all the buildings have wooden plank floors, why wouldn't you be able to reuse these in a new building? it's not like you're going to smash them(unless you do..) Also if you will notice almost every building uses these wooden beams to support the roof, these are also things that in no way wouldn't be usable in a new building.
I see no issue with getting some materials back if we're going to stick to simply having "building materials". And if they eventually decide to make more resources be needed to build things, then i expect to at least get some of those back.
I see no issue with getting some materials back if we're going to stick to simply having "building materials". And if they eventually decide to make more resources be needed to build things, then i expect to at least get some of those back.
Last edited by Chompster on Thu Sep 17, 2015 10:13 am, edited 1 time in total.
If I recall, there were plans to have some sort of building decay over time. I'm wondering how this would work. Most likely, it would function with the Building Condition slowly decrease. You'd then have to repair the structure every once in a while.
Based on that mechanic though, you would simply repair buildings before you dismantled them. I think there should maybe add a global mechanic that we could adjust. We could set the rate at 0.80 return of materials at 100 skill. That would be the default and you could tweak it as you saw fit.
Based on that mechanic though, you would simply repair buildings before you dismantled them. I think there should maybe add a global mechanic that we could adjust. We could set the rate at 0.80 return of materials at 100 skill. That would be the default and you could tweak it as you saw fit.
why couldnt you get boards back , well given that boards are generally held in place with nails or screws.Chompster wrote:True but there are lot of things that can be reused. Like even right now all the buildings have wooden plank floors, why wouldn't you be able to reuse these in a new building? it's not like you're going to smash them(unless you do..) Also if you will notice almost every building uses these wooden beams to support the roof, these are also things that in no way wouldn't be usable in a new building.
I see no issue with getting some materials back if we're going to stick to simply having "building materials". And if they don't have decide to make more resources be needed to build things, they i expect to at least get some of those back.
getting those back would be difficult an you'd have to pry the board out in order to hammer the nail out. and every hole you place in a board weakens its structural integrity.
forcefully pulling the boards apart could warp/bend them which would make them even less useful . Wood is really quite fragile the only reason we use them for the building of homes , an stuff is because its cheap, easy , and abundant.
theres a reason demolition companies just bull doze over houses an stuff. an thats because the things that are worth anything when you're demolishing a building.
are generally the metals which can be melted back down , an then shaped into something else.
generally everything else is worthless.
Noone wants a stone walls that have cracks, or holes in them. but they can be ground down an sold as gravel. the majority of building materials aren't recovered to 'build' new things but to sell them as something else to someone else.
recovering items from demolishing a building in order to build a new building isn't that realistic. because most building materials aren't that reusable.
It's true that we don't reuse building materials due to the considerable loss in quality and integrity, but Kenshi is a much harsher world. Depending on just how limited resources become, you may want to make that sacrifice anyway, for just a few more building materials. Not to mention, there's plenty of settings in both movies and games where buildings and small homes are constructed mostly with scrap from other buildings.
So I think dismantling buildings should return materials, just of lower quality. And then we leave it up to the player to decide if they want to use them to build anything, or as just fuel for a fire.
Also: I don't think building decay is planned, or at least it wasnt back when I made a feature request for it. If I've missed some news on it, please share.
Edit: I already hated typing on a phone, but now that I hurt my hand and have to wear a brace, I hate it even more.
So I think dismantling buildings should return materials, just of lower quality. And then we leave it up to the player to decide if they want to use them to build anything, or as just fuel for a fire.
Also: I don't think building decay is planned, or at least it wasnt back when I made a feature request for it. If I've missed some news on it, please share.
Edit: I already hated typing on a phone, but now that I hurt my hand and have to wear a brace, I hate it even more.
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building decay, not sure but damage from natural causes like dust storms and floods is planed.
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Oh heavens no.
Then Men would become unmanageable
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Wood isn't hard to recover at all, if you have the right tools prying them out isn't a problem at all and you can either reuse the same holes or just make new ones. Kenshi doesn't have the luxury we have with abundance of materials being fabricated in factories, so i highly doubt they care about warped or bent boards and would gladly reuse them instead of wasting resources to make new ones.Chinsei wrote:why couldnt you get boards back , well given that boards are generally held in place with nails or screws.Chompster wrote:True but there are lot of things that can be reused. Like even right now all the buildings have wooden plank floors, why wouldn't you be able to reuse these in a new building? it's not like you're going to smash them(unless you do..) Also if you will notice almost every building uses these wooden beams to support the roof, these are also things that in no way wouldn't be usable in a new building.
I see no issue with getting some materials back if we're going to stick to simply having "building materials". And if they don't have decide to make more resources be needed to build things, they i expect to at least get some of those back.
getting those back would be difficult an you'd have to pry the board out in order to hammer the nail out. and every hole you place in a board weakens its structural integrity.
forcefully pulling the boards apart could warp/bend them which would make them even less useful . Wood is really quite fragile the only reason we use them for the building of homes , an stuff is because its cheap, easy , and abundant.
theres a reason demolition companies just bull doze over houses an stuff. an thats because the things that are worth anything when you're demolishing a building.
are generally the metals which can be melted back down , an then shaped into something else.
generally everything else is worthless.
Noone wants a stone walls that have cracks, or holes in them. but they can be ground down an sold as gravel. the majority of building materials aren't recovered to 'build' new things but to sell them as something else to someone else.
recovering items from demolishing a building in order to build a new building isn't that realistic. because most building materials aren't that reusable.
The reason we demolish buildings is cus they're made mostly out of concrete and rebar(also it's faster and cheaper), which yes i agree isn't something you could reuse from dismantling a building. It would be one of the things you wouldn't get back, but there are plenty of other parts that can.
Buildings seem to be built from a variety of items yet all seem to magically come from building materials which are made from stone. You see buildings with wood, glass and fabric but none of these are actually in the game(for now?) If you want to move a building or make the exact same one somewhere else, why wouldn't you just reuse said glass and fabric? if it's something that can be dismantled without damaging it i see no reason why it would just magically vanish.
Not to mention how would this work if we ever get tents or other temporary shelters? Unless they find a way to make it so they dismantle into some sort of item or into a backpack, we would need to get items back to be able to place tents and breaking them back down.
History!
I bet my bottom dollar that this has already been suggested, but it would be cool (And useful) to see how many hours a character has spent doing what.
To know how many people your character has killed or knocked out. How many times you've been knocked out. Length of time spent farming. And so on.
Following an enemy
My factions hunts Leviathans. However, there's only one man who can actually kill them. And he spends a lot of his time in a coma. He also does the heavy massacring. I would like to be able to put "Spotters" on enemies to keep tabs on them.
Scabbard should have a strap.
The swords in this game all have scabbards that are not attached to the character in a functional way. They're just glued on. Can we just wrap a strap around the waist or over the shoulder (depending on the slot) to keep the weapon attached?
Active Weapon toggle
Weapon stays in hand/Weapon stays in scabbard
I bet my bottom dollar that this has already been suggested, but it would be cool (And useful) to see how many hours a character has spent doing what.
To know how many people your character has killed or knocked out. How many times you've been knocked out. Length of time spent farming. And so on.
Following an enemy
My factions hunts Leviathans. However, there's only one man who can actually kill them. And he spends a lot of his time in a coma. He also does the heavy massacring. I would like to be able to put "Spotters" on enemies to keep tabs on them.
Scabbard should have a strap.
The swords in this game all have scabbards that are not attached to the character in a functional way. They're just glued on. Can we just wrap a strap around the waist or over the shoulder (depending on the slot) to keep the weapon attached?
Active Weapon toggle
Weapon stays in hand/Weapon stays in scabbard
Movable Turrets!
I wanna just pick a turret up, put it in my primary weapon slot, and just move that baby around. Just the basic version that doesn't require electricity. And make it weigh like 80kgs. Penalty to combat skills and you can't attack without a secondary Blade. It would require a setup/break down time dependent on your turret skill.
This came to me in a dream. It involved hivemen setting up that rotating 6 Harpoon chaingun to shoot down the millennium falcon on Hoth.
It would be so cool to have a couple guys see an enemy squad, set up Turrets as an ambush, and then Pew Pew Pew Pew!
I wanna just pick a turret up, put it in my primary weapon slot, and just move that baby around. Just the basic version that doesn't require electricity. And make it weigh like 80kgs. Penalty to combat skills and you can't attack without a secondary Blade. It would require a setup/break down time dependent on your turret skill.
This came to me in a dream. It involved hivemen setting up that rotating 6 Harpoon chaingun to shoot down the millennium falcon on Hoth.
It would be so cool to have a couple guys see an enemy squad, set up Turrets as an ambush, and then Pew Pew Pew Pew!
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