Some ideas, and thought & suggestions.

Forum for suggesting changes to Salem.

Some ideas, and thought & suggestions.

Postby rodrigoq » Thu Dec 20, 2012 4:43 am

So, if a lumber pile is near something, it moulds. But what if it's next to a burning coal pile? Wouldn't the heat dry the wood a little faster and prevent mold? Or, wouldn't a burning coal pile near a row of potted plants kill the pots? Item synergies would work well in salem.

Saws.. we need saws. Why are we hacking boards with an axe? Saw to double board cutting speed
PLANES! For planing boards... why are we using an axe when we can make a jack-plane?
Both are older than Jesus!

And a poo mechanic.

Works as follows:

You gain a poo bar. As you eat, it fills up. When you're full of poo, you can't eat anymore, so you need to manage your bowels.. Need a dump?, make an outhouse and unleash hell. In the bush? well pick a leaf and make a mound(that grows random mushrooms in 1-3 days) Poo in outhouse becomes humus over time. Purity of poo is determined by the foods you ate. Outhouses also have to be placed atleast 15 tiles from any farmland or water source(see well) Otherwise feilds could be destroyed, and water sources contaminated and rendered useless. Humus could create such inspirationals as: A misshapen lump of poo, Monster Coiler, and "Captains Log".

Can we put dirt on a sled? I haven't tried.. if NO, why not? If yes, LOL@me and call me a noob.

Wells:

Instead of loading up with 24 buckets and filling 30 barrels full of water once a week in boston, wouldn't it be a little more realistic and convenient to dig a well?
Steps:
1: Build well.
- 50 stone
- 25 granite
- 12 lime
- 6 boards
-2 hay
- 4 nails.
- 3 rope

2. Select dig action and click on well. Every 10 dirt = 1 foot. Depth of well is determined by the tile distance from nearest natural water source. Say something like.. 25+ (tile distance/100) That would determine how many feet down you would have to dig to hit water.

#3: To get water from your newly dug well, simply use a bucket as you would on any natural water source. Wells are also older than Jesus.

* if a well gets contaminated by an outhouse it becomes useless and has to be destroyed.

Animals:

Moose...

where are the moose? Bull moose can fcuk up a bear.

Wolves.. srsly, wolves..

Buffalo.. 60 million when white people got here...

Indians.. why are there no indians to kill? They had bounties on them even in the early 1900's.. That and the many indian wars that raged while NA was being colonized.. indians raiding, raping and pillaging settlements.

Which kinda leads to:

Livestock.
Horses
pigs
sheep
goats
camels
Oxen
Cattle (despite Salem female characters looking like them)

So we can raise purity meats and by products, and not be so reliant on agri based foods. Not everyone wants to be a fricken vegan.
Livestock can have fecal matter issues too with proximity to water sources. Could also be used as a way to put fields to rest/fallow, and making split rail fencing more useful. Screwing up current planting practices would be fun, and forcing animal sht rotations. All in the name of 100% pure, salty BACON.

Bacon.. we need poo, to have pure bacon, so we can poo perfection.
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Re: Some ideas, and thought & suggestions.

Postby Shizen » Thu Dec 20, 2012 5:13 am

I think Livestock is a known quantity issue :). Suffice to say, yes, we need a lot more livestock related skills and abilities. Personally, I think there aught to be some sort of fauna & livestock proficiency as well... But I digress.

Wells get into aquifers and water tables, and some sort of prospecting skill for water.

I sort of agree with saws, planes, and (although you didn't mention them) actual whittling knives. One could also get into proper skinning knives. I think this is a question of playability/fun factor vs. tedium and tool/inventory bloat explosion. A compromise might be to introduce upgraded versions of the whittling table or the carpenter's table (where one could presume such tools live, rather than in your inventory), that allowed better planning rates, faster or cheaper (humor-wise) actions, etc. Personally, I'd like to be able to bark trees, but that's another matter (in this case I do not mean /debark/ trees, but rather peel a wide strip of bark from around the tree so as to set the tree up to die (say over 24 hours) allowing me to cut it down at, say, 3x the usual rate).

Poo mechanic.. ehh.... Again, it's a game. It wouldn't be the end of the world to add it, but it's not much fun. You get into issues of septic tanks and vegetarian vs. meat diets and the effect of waste on soil and on your water table which leads to disease, etc., etc. I think it's probably just not fun, and probably a little gross for many people.

Dirt on a sled doesn't make much sense. You'd want a wheel barrow, and this has been requested before by other people (and I'd +1 the wheel barrow).

As for missing Animals, there are several missing iconic animals, imo. This falls into similar issues with the Animal behaviour thread(s). I think the devs just don't care about AI scripts in general. One could make an entire thread dedicated to the behaviour of each animal, another for which animals are missing, and then one for each of those as to how they should behave. It is, imo, too large a subject to address here. As to what priority animal related issues should have, to me that would depend on where the devs are in whatever they are implementing atm. I'd love to see reworked fauna, new ai scripts, different animals, etc. but I'd also love to be able to pave with bricks, granite, lime and flint. I'd like to be able to pully large objects up cliffs, lock doors on houses, etc., etc. *shrugs* Add to that weather, forest fires, and disease as major systems I'd enjoy seeing. And witchcraft 8D. And... ok, I'm stopping.
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Re: Some ideas, and thought & suggestions.

Postby Shiala » Thu Dec 20, 2012 5:24 am

There were no buffalo on the east coast.

What's with the poo obsession?

The tools and water well suggestions are good, which is why they've been brought up before.
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Re: Some ideas, and thought & suggestions.

Postby harflimon » Thu Dec 20, 2012 7:42 am

A. Bravo on the creative poo inspirational names. I loved them. But I sort of doubt a pooing system will be implemented, it's just a bit too much.

B. You can put dirt on a sled. However I would support there being a vehicle purely for dirt transportation in the future.

C. Livestock and additional animals/indian NPCs have been suggested a number of times, I don't know if there is an exact quote from jorbtar on it, but it seems to be generally accepted that there will be additions like this in the future.

D. Wells have been kicked around, I like the sound of your implementation with the feet/dig by distance to nearest water.

E. There is definitely going to be saws in the future, the error message for making boards when you don't have an axe equipped is "You need a saw equipped". As for a planing tool, it doesn't really take that long to plane boards so I don't see the point of having an additional tool for it. I don't think you even need an axe to plane boards, just use the carpenter's bench. If you're suggesting that a planing tool would give higher success rate, that's interesting but none of the tools have that sort of mechanic. They all just speed things up. Would break from convention, but I suppose that's not a huge deal.
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Re: Some ideas, and thought & suggestions.

Postby rodrigoq » Thu Dec 20, 2012 9:03 am

harflimon wrote:
E. There is definitely going to be saws in the future, the error message for making boards when you don't have an axe equipped is "You need a saw equipped". As for a planing tool, it doesn't really take that long to plane boards so I don't see the point of having an additional tool for it. I don't think you even need an axe to plane boards, just use the carpenter's bench. If you're suggesting that a planing tool would give higher success rate, that's interesting but none of the tools have that sort of mechanic. They all just speed things up. Would break from convention, but I suppose that's not a huge deal.


This caught my eye..

Tools should break with use. Seems once you have a tool, its yours forever. Tools that break could be of great benefit to the economy. Tools do break.. A pickaxe only lasts so long before it breaks, usually the handle, though I have snapped a pickaxe before breaking concrete. Shovels are pretty much a disposable construction tool, and axe handles break alot.. Tools should just be a type of consumable. Fushing rods wear... sleds should too, pretty much anything you use should wear, including weapons.
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Re: Some ideas, and thought & suggestions.

Postby staxjax » Thu Dec 20, 2012 10:52 pm

The tools should have a wear meter much akin to what the fishing rod has and you should be able to repair your own tools as well, but perhaps they would wear faster and faster after each time they are repaired.
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Re: Some ideas, and thought & suggestions.

Postby Ass_Kraken » Thu Dec 20, 2012 11:26 pm

Pretty much everything in this thread has been suggested multiple times before. Maybe not poo, but it was posted as a troll thread by one of the developers in H&H, so that's pretty obviously a no.
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Re: Some ideas, and thought & suggestions.

Postby rodrigoq » Fri Dec 21, 2012 1:53 am

Ass_Kraken wrote:Pretty much everything in this thread has been suggested multiple times before. Maybe not poo, but it was posted as a troll thread by one of the developers in H&H, so that's pretty obviously a no.



I'm not going to read several months of posts to make sure I don't mention something that has been mentioned.

The poo mechanic wasnt a troll, I've played a game that was poo centric, and it was fun.
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Re: Some ideas, and thought & suggestions.

Postby Sevenless » Fri Dec 21, 2012 1:55 am

rodrigoq wrote:
Ass_Kraken wrote:Pretty much everything in this thread has been suggested multiple times before. Maybe not poo, but it was posted as a troll thread by one of the developers in H&H, so that's pretty obviously a no.



I'm not going to read several months of posts to make sure I don't mention something that has been mentioned.


That would be fine, except people who think exactly like that post every single week. It's fine for the first few, but after 4-5 months of this the older community members are getting tired of it. Do you really blame us?
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Some ideas, and thought & suggestions.

Postby rodrigoq » Fri Dec 21, 2012 4:25 am

I don't blame you. Maybe someone who is really tired of it should create a "Read First" Thread so newcomers can see what has been thought up of 50 million times and can think of something new and exciting to suggest.
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