New Player Random List of Suggestions
Posted: Sun May 14, 2017 8:47 pm
Just started playing, and have thought of a few features that might be nice:
Ability to "share" base with friendly factions - I'm imagining once my base grows to town size and I'm not interested in micromanaging, I could invite friendly factions to control parts of it, maybe by building them a building then "donating" it to them. In particular, getting them to guard gates would be nice (I'm thinking a town with 3 gates, each controlled by a different faction). This of course assumes the feature I've already seen discussed of having settlers come and populate new towns - no reason for a base to ever get that big if it's just me and my 29 closest friends.
"Perma-hire" mercenaries - An option when hiring mercenaries to keep them on until dismissed or the money runs out, rather than having to re-hire them every 2 days.
Prioritizing output - Say I have a hemp farm that's supplying a biofuel refinery, medkit crafting, and a loom; it would be nice to be able to tell the farmers which priority to load them in (generators running out of fuel is a much bigger problem than turban production having some stops & starts). Hemp is just an example, of course; same goes for any other resource that goes to more than one output.
People assigned to jobs in base go back inside and re-lock gate after an attack.
Ability to "share" base with friendly factions - I'm imagining once my base grows to town size and I'm not interested in micromanaging, I could invite friendly factions to control parts of it, maybe by building them a building then "donating" it to them. In particular, getting them to guard gates would be nice (I'm thinking a town with 3 gates, each controlled by a different faction). This of course assumes the feature I've already seen discussed of having settlers come and populate new towns - no reason for a base to ever get that big if it's just me and my 29 closest friends.
"Perma-hire" mercenaries - An option when hiring mercenaries to keep them on until dismissed or the money runs out, rather than having to re-hire them every 2 days.
Prioritizing output - Say I have a hemp farm that's supplying a biofuel refinery, medkit crafting, and a loom; it would be nice to be able to tell the farmers which priority to load them in (generators running out of fuel is a much bigger problem than turban production having some stops & starts). Hemp is just an example, of course; same goes for any other resource that goes to more than one output.
People assigned to jobs in base go back inside and re-lock gate after an attack.