Kenshi 2 Big List Of Suggestions

The place to request or suggest new ideas and features.
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Shadow
Posts: 1
Joined: Thu Jan 16, 2020 1:29 am

Thu Jan 16, 2020 3:39 am

CAUTION, this will be a very long list of awesome features :P

Here are some awesome features that I think fit very well in the Kenshi 2 universe...

Combat Abilities/Moves
Considering combat is a big part of Kenshi, I think that Kenshi 2 will be awesome if they included some combat skill moves, something you usually see in MOBA games but in a Kenshi fashion. Just a few technique moves that can be used by a character(AOE sword swing, Quick sword attacks, Minor heal and so on). It should still be kept at a simple level of combat so something like only having 2 or 3 abilities activated at a time and if you need to change it then there is a big cooldown that you have to wait for. This will also add into things like acquiring skill books and different training dummies that help you learn these skill moves.

Player Statuses (or Buffs/debuffs)
Adding certain statuses such as stunned, knockdown, bleeding, slow etc. This will play hand in hand with the Combat abilities and Weapon's stats that have certain chances of applying these statuses.

Improved Weapon Stats
A step up from the previous weapon stat system will be to have a possibility to acquire a weapon that is the same as your other weapon but has different stats(in other words randomized stats), we have seen something like this in other games and I think it will be great for Kenshi 2 as it will give the flexibility to players on how to create their own badass characters with their own style. Maybe you want a ninja with a giant sword or a samurai warrior with dual wielding ninja swords?

Improved Stealth - (Breaking in and stealth mechanics)
  • Ability to access the buildings by grapple to the roof or be entering from windows
  • Ability to shout or make sound to lure someone to your location
  • Ability to hide under beds and counters?
  • Ability to peek inside the window which shows only that portion of the room that the window is attached to
Individual NPC Relationship
This is basically a way to get a NPC's likability up that has its own perks such as asking them to follow you, asking for food/money or having the benefit of them not ratting you out when you are caught stealing or breaking in by that NPC. However every time these actions or perks are used, their likability drops. You can increase their likability by helping them in fights, healing them, and giving certain gifts.

Dynamic random events
One of the best ways to keep an open world fresh is to have different random events going from time to time. imagine walking in the town and you see a group of people just walking towards the weapon store and then they suddenly start raiding it. A fight randomly happens inside a bar or you see a one on one duel outside of town. I mean there can be a lot of different ways to do this.

Family Hierarchy?
This might be far fetched but I am going to mention it anyway. Kenshi 2 will be instantly better if it had some family hierarchy system, this will include things like marriages, having children and doing family side quests. Imagine you were playing as the father who went out to steal a bread, got caught and died fighting the guards, you now play as a fatherless son who remembers how his father was killed by the samurais and he now has a personal grudge against them which now brings me to the other following suggestion...

NPC personal motives/memory system
Now this doesn't need to be too complex but this is basically an individual's personal motive or objective that changes as they experience things. Following the above example suggestion from this of how the fatherless son lost his father to samurais, he will get a personal objective/quest that results in killing one of the captains or the person that killed his father, upon completing the quest you get a decent boost of exp(See the next suggestion for the new leveling system). Or maybe you are enslaved and now your character has a goal of escaping for his personal quest.

New Leveling system
Very straight forward leveling system, where you get experience from killing stuff and leveling up makes you stronger. Dying or failing certain things do the opposite so decreasing levels or experience. Certain quests, creatures and enemies give certain different amount of exp. Maybe even give them a skill tree where you can pick certain perks when you reach a certain level.

Ocean exploration/Sailing
I think its safe to say that Kenshi 2 needs a feature where you can sail on boats that you can use to go to different islands etc. Of course the map will have to be designed in a specific way so that traveling in sea can be a thing and there is just endless amount of extra thing you can do with the whole sailing aspect such as sea creatures, fishing and ship combat?

New Jobs
  • Having the ability to do some fishing and chopping some wood for resources.
  • Creating auto patrolling points
  • Maybe even some alchemy stuff to create potions?
New Items
  • New items such as bombs(smoke bombs, explosive bombs etc)
  • Traps that you can set for wild life or for an enemy attacking your base.
  • Potions for buffs?
Honestly there can be many more items...

These are just some suggestions by me, it will be nice if at least some of these were implemented in Kenshi 2 :). I have high hopes for it.

Remos
Posts: 1
Joined: Wed Jan 15, 2020 9:58 pm

Thu Jan 16, 2020 11:42 am

What is so cool in the leveling system you described as "straight forward"? I find Kenshi's current leveling remarkably refreshing.

modekrc
Posts: 2
Joined: Thu Jan 16, 2020 5:08 pm

Thu Jan 16, 2020 5:14 pm

This...this is not a Kenshi, in my oppinion most of the ideas would ruin the gameplay, tho there were few good ones.

User avatar
iKxiiner
Posts: 5
Joined: Mon Jan 20, 2020 7:02 am

Tue Jan 21, 2020 8:24 pm

"Creating auto patrolling points" THIS
A man who asks is a fool for five minutes. A man who never asks is a fool for life

User avatar
Aufstandsboxer
Posts: 4
Joined: Thu Feb 13, 2020 10:34 pm
Location: Frankfurt Germany

Fri Feb 14, 2020 12:07 am

I really like most of your ideas and suggestion. However, I have to agree with some others who were critical of how your suggestions and the style of kenshi fit together. Nevertheless I'd like to state why I deem some of them unfitting.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Combat Abilities/Moves
Considering combat is a big part of Kenshi, I think that Kenshi 2 will be awesome if they included some combat skill moves, something you usually see in MOBA games [...]
I'm not quite sure if I get you right on this one. If you refer to skill moves, as something that has to be triggered by the player, I would have to disagree. If you mean passive abilities which are automatically activated, much like a perk, I like the idea, but I think I would not link it to skill books or something like that. I would rather have it researchable (not on research bench ofc) but only by a character which meets some conditions (e.g. melee above 30, stealth above 20). And, once researched, I would make it available to all characters which meet the preconditions in the faction. This way it would be an researchable upgrade for all fighters.
However I think this mechanic should not be too complex, since it's yet another rabbithole of micro-managing.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Player Statuses (or Buffs/debuffs)
Adding certain statuses such as stunned, knockdown, bleeding, slow etc. This will play hand in hand with the Combat abilities and Weapon's stats that have certain chances of applying these statuses.
I think this is where you get too much involved with RPG/Tactic-RPG/MOBA-Stuff. In my opinion the status-system of kenshi is unique and great as is. It is rather complex and already involves bleeding, by managing blood as a special "limb". To put overall status effects ontop of that would not just make it more complex but end up in two rather seperate systems for one mechanic.
What I would consider feasible is a knockdown mechanic and probably a very low crit-chance to cripple/KO an opponent with a single hit.
As you suggested this could be connected to a combat-perk-system.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Improved Weapon Stats
A step up from the previous weapon stat system will be to have a possibility to acquire a weapon that is the same as your other weapon but has different stats(in other words randomized stats)[...]
I like the general idea but again, this can get pretty tedious in managing larger groups of characters, when each weapon has significantly differing stats. And if the stats only differ slightly where's the point? I do feel that the gear-system could be a bit more complex though.
Maybe the game could implement an attribute system to the gear like weapon-modifications (goggles on crossbows for example). This way we had more complexity in gear but limited to certain factors. This can get pretty complex as well, so I'm not quite sure if it's a good idea.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Improved Stealth - (Breaking in and stealth mechanics)
  • Ability to access the buildings by grapple to the roof or be entering from windows
  • Ability to shout or make sound to lure someone to your location
  • Ability to hide under beds and counters?
  • Ability to peek inside the window which shows only that portion of the room that the window is attached to
Except the shouting one, I agree with you here. It would not hurt any play style but would largely benefit the lone-wolf-scenario.
Grappling or burglaring would have to be risky though since it'd be a very powerful mechanic.

Shadow wrote:
Thu Jan 16, 2020 3:39 am
Individual NPC Relationship
This is basically a way to get a NPC's likability up that has its own perks such as asking them to follow you, asking for food/money or having the benefit of them not ratting you out when you are caught stealing or breaking in by that NPC. However every time these actions or perks are used, their likability drops. You can increase their likability by helping them in fights, healing them, and giving certain gifts.
I would agree to the degree of having smaller factions or sub-factions, which within a certain degree have their individual stance towards the players faction or certain characters, based on events (additional to the existing bounty-mechanic and hardcoded racism).
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Dynamic random events
One of the best ways to keep an open world fresh is to have different random events going from time to time. imagine walking in the town and you see a group of people just walking towards the weapon store and then they suddenly start raiding it. A fight randomly happens inside a bar or you see a one on one duel outside of town. I mean there can be a lot of different ways to do this.
I like that idea. The events you described feel a bit to scripted to me but world events in general would be a good addition to the game imo.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Family Hierarchy?
This might be far fetched but I am going to mention it anyway. Kenshi 2 will be instantly better if it had some family hierarchy system [...] playing as the father [...] play as a fatherless son who remembers [...]

NPC personal motives/memory system
Now this doesn't need to be too complex but this is basically an individual's personal motive or objective that changes as they experience things. Following the above example suggestion from this of how the fatherless son lost his father to samurais, he will get a personal objective/quest that results in killing one of the captains or the person that killed his father, upon completing the quest you get a decent boost of exp(See the next suggestion for the new leveling system). Or maybe you are enslaved and now your character has a goal of escaping for his personal quest.
In Kenshi you don't play as a certain character but as a faction. Some characters have an individual background, but that is purely lore.
There are no quests in Kenshi and I like it that way. I could go with this suggestion to a degree where characters have individual perks or conversation options. For example a Shek who was raised by hivemen (I think thats from "Interesting Recruits"-mod) could have special conversation options and reduced prices in a certain hive-village or something.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
New Leveling system
Very straight forward leveling system, where you get experience from killing stuff and leveling up makes you stronger. Dying or failing certain things do the opposite so decreasing levels or experience.
I like the skill system as it is now and would not fundamentally change it. A skill tree as in RPGs does not make any sense in kenshi I feel. A Compromise could be a dynamic research tree which takes into account in which way the faction members are skilled. This would probably fit together with the combat skill moves discussed above.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
Ocean exploration/Sailing
I think its safe to say that Kenshi 2 needs a feature where you can sail on boats that you can use to go to different islands etc. Of course the map will have to be designed in a specific way so that traveling in sea can be a thing and there is just endless amount of extra thing you can do with the whole sailing aspect such as sea creatures, fishing and ship combat?
It is indeed safe to say. Vehicles (or mounts) would be a nice mechanic addition imo. If a boats interior could be built in, just like a house, this would open a new much more nomadic playstyle.
Shadow wrote:
Thu Jan 16, 2020 3:39 am
New Jobs
  • Having the ability to do some fishing and chopping some wood for resources.
  • Creating auto patrolling points
  • Maybe even some alchemy stuff to create potions?
I agree and would add that queueing actions (and have repeating queues) for characters would be cool as well. It would integrate with patrolling and would ad nicely to base management.
I would have alchemy in a way, that several consumables have certain effects (E.g. alcohol benefits the KO threshold but reduces accuracy in turrets/crossbows). Potions as in health potions with instant effects is a bit too RPGish imo, though a medicine which slightly increases the recovery rate would be ok I guess (buff).
Shadow wrote:
Thu Jan 16, 2020 3:39 am
New Items
  • New items such as bombs(smoke bombs, explosive bombs etc)
  • Traps that you can set for wild life or for an enemy attacking your base.
  • Potions for buffs?
Honestly there can be many more items...
AfaIk there will be new weaponry for example, so I guess theres that.
Traps would be really cool and would fit into a taming mechanic, which would fit into a mount mechanic.

I think there will be lot of suggestions. Some more and some less thought out. People have many different gaming backgrounds. You seem to be playing some other RPGs or MOBAs. Others might want to see some RTS aspects enhanced or want a more in depth economy experience. I think the devs did a great job combining all such mechanics into a functioning sandbox with great lore and looks ontop. I hope they look into the many suggestions but stay true to what kenshi is. It is a niche game since it implements many aspects but none to the fullest. I would love to see Kenshi 2 implement even more aspects and extend the mechanics in the existing ones, without forcing the player into playing a certain style.
It is a great task which will, I think, result in a great game.

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