Game Feature Ideas. (Post your ideas)

The place to request or suggest new ideas and features.
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Fallmier
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Joined: Tue Dec 13, 2011 6:11 am

Wed Dec 14, 2011 9:54 pm

Since all the game suggestions, ideas, and other things I've seen so far has been scattered everywhere in seperate topics across the forums, I thought it would make more sense to create one topic, and let people post everything here. That way Chris doesn't need to go everywhere to look at people's idea's :P

So post your ideas everyone! :D

My idea! I would like to see the ability to take prisoner's in the game! that would be freaking cool! I mean think about it, if you attack a big group of bandits, kill off most of them, and there are only like two or three wounded soldiers left, wouldn't it be cool if there was chance they would drop their weapons and surrender? that way, later there could be stuff like slave traders, servants, jails in towns, etc. I think it would be a cool feature anyway!

Sir Chaos
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Joined: Wed Dec 14, 2011 8:48 pm

Wed Dec 14, 2011 10:01 pm

Bounties. Local authorities, nobles, the temple, or whoever, could pay a bounty per bandit head delivered to them.

Or, similar to what the opening post said, the ability to subdue (tie up, for example) unconscious enemies and, as soon as carrying unconscious squad members is implemented, carry said subdued enemies to the nearest town for a reward. (Dust Bandits - Wanted Dead or Alive!)

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1337
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Wed Dec 14, 2011 10:03 pm

lol then be happy, thats a feature chris wanted to implement from the get go^^ (or at least it's been already discussed a lot and chris clearly said that it will be a feature)

You should always proofread carefully to make sure you didn't any words out.

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vurt
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Wed Dec 14, 2011 10:09 pm

Would be nice if you could be taken as a prisoner as well, then sold off as a slave or gladiator or be put into prison and you'd have to escape, i've played such mods for Morrowind, its really sweet. With proper mod support the possibilties for this game could be endless, just like TES.

El-Diablito
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Wed Dec 14, 2011 10:24 pm

vurt wrote:Would be nice if you could be taken as a prisoner as well, then sold off as a slave or gladiator or be put into prison and you'd have to escape, i've played such mods for Morrowind, its really sweet. With proper mod support the possibilties for this game could be endless, just like TES.
Real neat and all except at this point the game is lacking even proper pathfinding, and that sounds like something for when the game is pretty damn polished :P

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vurt
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Wed Dec 14, 2011 10:48 pm

well I dont think anyone is expecting to see any of these features within the next release or anything ;)

Fallmier
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Wed Dec 14, 2011 11:11 pm

I'd also like to see the combat beefed up a little more. Perhaps by adding like stances, which would favor defense and offense towards certain parts of the body, and change the fighting animation of your character, or adding like special moves. Kind of how the Kotor combat system worked, but more streamlined and cooler.

Malke
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Joined: Wed Dec 14, 2011 4:50 am

Thu Dec 15, 2011 12:01 am

I am not sure to what depth Chris is going with the fort/city building. But I would love to have extremely in depth reasons for making a place for myself. Start low with a small settlement. A couple farms, Barracks for soldiers and housing for citizens. Be able to set patrol paths for men. I would love if hunger was one thing to worry about for everyone not just the main character. Hopefully sickness and perhaps disease can run rampant if your city is not properly cleaned?

Horses would be awesome aswell. I hope they would be tame-able. Perhaps even be able to purchase them for a lot of money. Having set npcs do jobs around town, doctors and cooks. Even something like the ability to have children and control them? Eventually your character might die of old age. Perhaps your child would take over afterwards. Regardless just the thought of what is possible is amazing, I realize it might be limited because of it being made by one person. I have high hopes though.

Was a little disappointed after I bought it initially. I watched the trailer and saw the town being built, and that is what excited me and got me to buy it. I understand that it is going to be in soon enough, and I can wait. I just wish I had researched a little more so I wouldn't be so disappointed when I finally found out.

Regardless I hope this project goes well :)

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Sanitea
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Thu Dec 15, 2011 4:41 am

I have a few Ideas that could be quite quick fixes with the user interface as I find that the UI's functionality could use some work.

First you need to add hotkeys.
"I" for inventory of the currently selected character in your group.
"M" for map.
"C" for the stats of the currently selected character.

Second is when selling stuff to a trader when you right click and item it should always be sold not move to your characters backpack if there is room.

One final thing I would like is that if you give a character a command while they are doing something like looting it should cancel the looting, not wait for you to stop and re-give the command.

I have more but I will stager how many suggestions I give, until I know they are being heard.

El-Diablito
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Thu Dec 15, 2011 1:48 pm

* A "general condition/health" bar on every squad members avatar, just a simple red/green bar giving their average health, yellow for "patched up"

* A button that wipes all inventory/store windows from the screen for easier selling

* Better/new auto-loot/auto-sell features than the current, buggy right click mouse on item (some times puts it in non-logical containers etc needs polish).

* Auto-loot system for the AI, ability to "create" unit types and assign different soldiers to this "unit type", this is a custom thing *you* create on your own. You can decide what general type of weapons and armour a unit type is meant to have (perhaps behaviour too, nice for a medic type) and they will auto-loot weapons and armour of that type if you click an auto-loot button, replacing inferiour weapons/armour with better from the field of battle. You should also be able to instruct them in what to pick up and put into inventory. When you can build bases there should also be a button allowing you to have the AI empty their inventory into certain containers *or* an auto-sell to merchants button that will have them running off to the merchants to sell their inventory (obviously not what they use and obviously not med packs).

I also have a ton of ideas regarding resources and how to setup conflict for the AI but I'll leave that for now as frankly, I don't think it should be the highest prio for the next few patches :P

Sir Chaos
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Thu Dec 15, 2011 3:41 pm

I´d also like to have a compass; it is often awfully hard to figure out which way is which, especially up north in the flat desert.

El-Diablito
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Thu Dec 15, 2011 6:32 pm

Might also make sense that first aid kits are "shared", that is to say, if one of your guys nearby has one extra in his inventory, anyone can make use of it.

After all, how hard would it be to go "Hey, toss me a medkit" fix up a guy and toss it back to the guy. It would remove a good chunk of micro-management with large squads and micro-management could become a real issue for those of us who enjoy big groups if not curtailed.

I'll literally get carpal tunnel if I have to manage a 50 man army like I manage my 14 man squad now, in the future :P

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skynet464
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Thu Dec 15, 2011 8:51 pm

Trade routes, for 3 reasons. The first is to raid it for money and resources. The second is trading on it yourself. The third is building bases along the routes so you can charge people to pass through them.
Admiror, O paries, te non cecidisse, qui tot scriptorium taedia sustineas

El-Diablito
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Thu Dec 15, 2011 9:06 pm

skynet464 wrote:Trade routes, for 3 reasons. The first is to raid it for money and resources. The second is trading on it yourself. The third is building bases along the routes so you can charge people to pass through them.
Trade routes will naturally form, but if you build a toll road I'll just walk around your toll post, nothing prevents me, it's a desert after all.

However, controlling a mountain pass or an oasis in the desert etc, now there we have some good, realistic tax reasons.

I have a barrage of ideas for stuff like that but given where the game is at, I think we'll be better able to think about such things when the AI and factions are a bit more fleshed out.

Right now it's mostly guess work in regards to what would or wouldn't work, the AI has a hard enough time walking through a door.

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skynet464
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Fri Dec 16, 2011 2:54 am

One word. DOORS.
Admiror, O paries, te non cecidisse, qui tot scriptorium taedia sustineas

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Kronous
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Fri Dec 16, 2011 7:30 am

El-Diablito wrote:
skynet464 wrote:Trade routes, for 3 reasons. The first is to raid it for money and resources. The second is trading on it yourself. The third is building bases along the routes so you can charge people to pass through them.
Trade routes will naturally form, but if you build a toll road I'll just walk around your toll post, nothing prevents me, it's a desert after all.

However, controlling a mountain pass or an oasis in the desert etc, now there we have some good, realistic tax reasons.

I have a barrage of ideas for stuff like that but given where the game is at, I think we'll be better able to think about such things when the AI and factions are a bit more fleshed out.

Right now it's mostly guess work in regards to what would or wouldn't work, the AI has a hard enough time walking through a door.
Hell half the time i have a hard time getting through doors...
** The tall grass shakes and a Wild Kronous appears **

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El-Diablito
Posts: 18
Joined: Tue Dec 13, 2011 6:37 pm

Fri Dec 16, 2011 10:08 am

Chris said he plans to outsource pathfinding when he has the money so...recruit some more friends to the game so he can afford pathfinding :P

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