Small suggestions

Forum for suggesting changes to Salem.

Re: Small suggestions

Postby iotuegli » Thu May 30, 2013 2:23 pm

darnokpl wrote:
iotuegli wrote:mmm good idea... but for alts ¦]

i think is better to have 1 action per 10lvl on some profience (like Perennial Philosophy) to get any "queued" action


Of course it is not for mains, but only for working alts ;)

yea nice idea with 1 action per 10lvl prof, but I would suggest to make it like:
every 10 h&n gives you 1 additional tree "to chop down" in queue
every 10 m&m +1 lime/stone/ore boulder you can add to queue (if you shift+dig 5 times on stone or lime spot char will dig 5 boulders while you can go away from comp;)) etc etc (of course while mining ore you risk cave in, while digging stone or lime in opened area you can be killed).
So alt-for-queues would have value to players.

Action queues would be great for building walls (if we get larger inventory space or would be able to point container/boulder from which char should take resources).
Same with filling smelters point coal camps and smelters and char auto fill them (we have pretty nice animals AI, so char-work-AI would be nice and very helpful doing boring stuff for us).

i agree with digging boulders/chopping trees... less building things using a container as storage of goods...

not so much for mines and smelters... they are advanced-game features so i hope they will keep as now ^^
make for your base a better layout and you're ok
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Re: Small suggestions

Postby darnokpl » Sat Jun 01, 2013 12:34 pm

iotuegli wrote:i agree with digging boulders/chopping trees... less building things using a container as storage of goods...

not so much for mines and smelters... they are advanced-game features so i hope they will keep as now ^^
make for your base a better layout and you're ok


Yea smelters are more advanced, but filling them with 15 coal is a bit dumb if you got many smelters and you have to build many if you want to get reasonable iron amount in one go :cry:
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Re: Small suggestions

Postby thl111 » Sun Jun 02, 2013 4:35 am

Now that muskets and pistols can be loaded with shots before fire, I suggest the option to slot bayonet in musket's muzzle to use as melee weapon. Once the bayonet is fixed, player can't reload the gun. This sort of weapon also uses parry and thrust actions.
We make sword stone for keeper and pull they do it and excalibur come out. have no make stone to for sword we make sword box for sword to put sword in for sword. -Moniker (Anarchy online)
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Re: Small suggestions

Postby Dallane » Sun Jun 02, 2013 4:39 am

thl111 wrote:Now that muskets and pistols can be loaded with shots before fire, I suggest the option to slot bayonet in musket's muzzle to use as melee weapon. Once the bayonet is fixed, player can't reload the gun. This sort of weapon also uses parry and thrust actions.


Why would they not be able to reload?
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Re: Small suggestions

Postby Eniac » Sun Jun 02, 2013 2:58 pm

He'd maybe cut of his finger? LOL ¦]
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Re: Small suggestions

Postby thl111 » Sun Jun 02, 2013 5:19 pm

Because, since the game is based on early American colonization of 16-17th century and at that time, socket bayonets weren't used widely. They had plug one which slides in the gun's barrel, thus prevents it to fire. The types of bayonet are not important though they bring some feels to the game. And I think it's more convenient to be able to use muskets as melee weapon. You fire the gun then right click it ( or the bayonet in inventory) and choose fix bayonet option then charge in.
I know some would suggest pistol and sword. It's the Ideas & Innovations section, I just go wild :mrgreen: .
Last edited by thl111 on Sun Jun 02, 2013 5:27 pm, edited 1 time in total.
We make sword stone for keeper and pull they do it and excalibur come out. have no make stone to for sword we make sword box for sword to put sword in for sword. -Moniker (Anarchy online)
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Re: Small suggestions

Postby iotuegli » Sun Jun 02, 2013 5:25 pm

bayonet is put into the hole where shot exit :ugeek: so you can shot the bayonet... or attack with your sharp spear
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Re: Small suggestions

Postby Dallane » Sun Jun 02, 2013 9:40 pm

thl111 wrote:Because, since the game is based on early American colonization of 16-17th century and at that time, socket bayonets weren't used widely. They had plug one which slides in the gun's barrel, thus prevents it to fire. The types of bayonet are not important though they bring some feels to the game. And I think it's more convenient to be able to use muskets as melee weapon. You fire the gun then right click it ( or the bayonet in inventory) and choose fix bayonet option then charge in.
I know some would suggest pistol and sword. It's the Ideas & Innovations section, I just go wild :mrgreen: .


They had the socket bayonets in the mid/late 1600s and early 1700s also tho.
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Re: Small suggestions

Postby thl111 » Mon Jun 03, 2013 5:20 am

Yes, indeed. So in game, I think we could have 2 types of bayonet. The socket one would require more advanced materials while the plug bayonet only needs a bar to make. There should be different damage bonus for each type too, if that kind of thing is possible for all weapons.
We make sword stone for keeper and pull they do it and excalibur come out. have no make stone to for sword we make sword box for sword to put sword in for sword. -Moniker (Anarchy online)
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Re: Small suggestions

Postby iotuegli » Thu Jun 06, 2013 9:49 pm

make iron tools reciclable by burning them like ores in smelters, every single item will give 1 iron bar.
that's of for swords (only 1 metal used, only 1 recicled) but a bit expensive for pickaxes or other civilian stuffs.

make nails smeltable too, they add 20% to the iron bar, so 5 nails (1 iron bar) will return in 1 bar


that could be a way to "transmutate" copper in iron but you can add 1 more item with the same effect as our nails: copper nails
maybe some recipes or buildings just for that kind of nail
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