Random Ideas
Posted: Mon Jul 06, 2015 4:47 pm
* Ability to make something that increases taming effectiveness by 5-10-15+ percent in addition to the food that can only be used once per tame. (This would increase the effectiveness of the food and increase the potential levels).
*Flares, what they cost now should be making the weapon, it should be treated like a simple pistol. Ammo could be somewhat easy materials, sparkpowder x2 - hide x 5 and wood x3 per "flare".
*Wagons, huge beasts could pull a wagon that could carry large quantities of resources at one time or possibly move aquatic animals (megalodon etc) to smaller water areas, like a small lake or pond that doesn't have access to the ocean. If the cart carries 1000 lbs of items, the beast that pulls it (when hooked up) gets a carryweight of 30% of the weight in the wagon. And moves accordingly, those with low carryweight wont be able to move, whereas those with higher carryweight can.
*The ability to put markers on pets, say you die in the ocean and don't recall where you were exactly. If you had this, you could see where your pet is located. Could be a chip (like we have for our inventory) placed somewhere on the pet.
*Better Bed, stats freeze for 10 minutes after waking up due to being well rested. Sometimes you wake up and have no food or water nearby, having this bed would be nice for those who lack supplies or are lazy and don't want to be rushed to get resources to stay alive.
*Players sleep on beds - or have the ability to - instead of collapsing on the floor (and bugging through the floor in multi-layered houses).
*Explosive Arrows - sparkpowder x2 + 1 stone arrow = explosive arrow. Could be used on some animals for knockback or to 'light the way' not thinking of this as a cheap rocket launcher, but just an idea I thought of, might as well share it.
*Buildings/Walls/Structures that have survived over 100 days in-game start to get a weathered look depending on climate. Forests or jungle areas would get moss or vines. Areas in the mountains would get snow and ice on the sides of the house.
*Narcotic "spiked" bait. Place bait and have carnivore eat, follow carnivore for a short time and watch them fall unconscious. Make it more narcotic than using normal tranq arrows so it isn't preferred or used more than the tranq arrows.
*Whistle (physical item like spyglass), this attracts the attention of some animals nearby, luring them to you. Herbivore and Carnivore alike.
*Rope ability to place rope (made from fiber and thatch) on mountain sides, or house walls that could be climbed up.
*Ability to have pets gather resources near the base similar to the wander ability. However they would be on 'neutral' while this option was activated.
*Ability to tame (and move) piranhas, like we do dodos.
*When item is placed, storage containers, smithy, forge etc. Having the ability to pick it up (once all items are removed from its inventory) and replace it. Shouldn't need to destroy something and remake it to replace it because it was placed in the incorrect angle.
*New "snap" mechanics for placing structure such as (most annoyingly) fence foundations for walls. This is most troublesome underwater (went making harbors for aquatic dinosaurs). Having the option to preview where the item is to be placed before placing it but in a 'locked' position. So, if you want the fence to go to the right, then you hold a button and it shows you all 5-6 possible angles, then you move the mouse to the angle you want and left click and it will show a preview of that item being placed (as if you placed it) then you let go of right click and it will place it. If it is at an angle you don't want, then you left click again to "un-preview" or pick it back up, and pick a different angle. Sometimes when placing items like that, parts or the whole item disappear underground making it difficult to tell what angle the fence (or item) is at until you place something on or near it.
Thanks for reading all that, hope you consider it and give constructive feedback. Willing to make tweaks or explain things.
Thanks for your time.
Tink
*Flares, what they cost now should be making the weapon, it should be treated like a simple pistol. Ammo could be somewhat easy materials, sparkpowder x2 - hide x 5 and wood x3 per "flare".
*Wagons, huge beasts could pull a wagon that could carry large quantities of resources at one time or possibly move aquatic animals (megalodon etc) to smaller water areas, like a small lake or pond that doesn't have access to the ocean. If the cart carries 1000 lbs of items, the beast that pulls it (when hooked up) gets a carryweight of 30% of the weight in the wagon. And moves accordingly, those with low carryweight wont be able to move, whereas those with higher carryweight can.
*The ability to put markers on pets, say you die in the ocean and don't recall where you were exactly. If you had this, you could see where your pet is located. Could be a chip (like we have for our inventory) placed somewhere on the pet.
*Better Bed, stats freeze for 10 minutes after waking up due to being well rested. Sometimes you wake up and have no food or water nearby, having this bed would be nice for those who lack supplies or are lazy and don't want to be rushed to get resources to stay alive.
*Players sleep on beds - or have the ability to - instead of collapsing on the floor (and bugging through the floor in multi-layered houses).
*Explosive Arrows - sparkpowder x2 + 1 stone arrow = explosive arrow. Could be used on some animals for knockback or to 'light the way' not thinking of this as a cheap rocket launcher, but just an idea I thought of, might as well share it.
*Buildings/Walls/Structures that have survived over 100 days in-game start to get a weathered look depending on climate. Forests or jungle areas would get moss or vines. Areas in the mountains would get snow and ice on the sides of the house.
*Narcotic "spiked" bait. Place bait and have carnivore eat, follow carnivore for a short time and watch them fall unconscious. Make it more narcotic than using normal tranq arrows so it isn't preferred or used more than the tranq arrows.
*Whistle (physical item like spyglass), this attracts the attention of some animals nearby, luring them to you. Herbivore and Carnivore alike.
*Rope ability to place rope (made from fiber and thatch) on mountain sides, or house walls that could be climbed up.
*Ability to have pets gather resources near the base similar to the wander ability. However they would be on 'neutral' while this option was activated.
*Ability to tame (and move) piranhas, like we do dodos.

*When item is placed, storage containers, smithy, forge etc. Having the ability to pick it up (once all items are removed from its inventory) and replace it. Shouldn't need to destroy something and remake it to replace it because it was placed in the incorrect angle.
*New "snap" mechanics for placing structure such as (most annoyingly) fence foundations for walls. This is most troublesome underwater (went making harbors for aquatic dinosaurs). Having the option to preview where the item is to be placed before placing it but in a 'locked' position. So, if you want the fence to go to the right, then you hold a button and it shows you all 5-6 possible angles, then you move the mouse to the angle you want and left click and it will show a preview of that item being placed (as if you placed it) then you let go of right click and it will place it. If it is at an angle you don't want, then you left click again to "un-preview" or pick it back up, and pick a different angle. Sometimes when placing items like that, parts or the whole item disappear underground making it difficult to tell what angle the fence (or item) is at until you place something on or near it.
Thanks for reading all that, hope you consider it and give constructive feedback. Willing to make tweaks or explain things.
Thanks for your time.
Tink