So the topfloor have been comming up with some more stuff… And i thought id better write it down here before i forget
Edited 17.6.2017 Added Class: Code walker.
Edited 22.2.2017 with two ideas: Transparrent trees and stadium/game.
CHARCOAL:
So we have this coal resource from mining and to be honest, it seems like it is fine. But we only use it for one item…Steelingots? (yea and the arrows…) We have so many fires going on everywhere in the game and it could be great to change coal into fuel as a resource? Then your fuel supply would have a great effect on how you manage your towns, how you choose to play the length of the game?
We might even need that fuel for the end game rocket to leave the planet? Or just open the possibilities for the engineer? hehe
But i guess if it would be fuel, we would need coal to be more accessible ? Soo what about charcoal? Might even fit with the potter and the kiln? or just a third workbench/charcoaloven?
Charcoal could be used in some degree by the farmers for soil improvement? Gluemaking by the carpenter? and properly many other things?
STRAW:
One thing that seems so strange in the game, is the wheatbundles… We can make strawbales out of the harvested wheat, but when we use the actual wheatseeds, the straw miraculous disapears? The strawbales is normally the biproduct after the seeds have been seperated?
Then we have the yellowish roofs… i picture them as strawroofs, but they are build out of wood? Would this not be a logical connection to use straws?
What else could be made out of this straw? maybe baskets? weaved by the weaver? Target dummies for the archers? Compost for soil improvements for the farmers? Groundcover to the animals?
THE GATHERER:
So what if these baskets where a talisman? And a new class could emerge from this?
At this point when playing on easy mode, you still need a soldier that you can control to explore the map? What if a gatherer went around the map looking for herbs, berries, silkweed and maybe future items as well? While doing this the heartling would explore the map for the player? Returning with a full basket of mixed resources for the settlement?
Added 24.2.2017: What if the gatherer had a grablinghook? giving the ability to climb terrain levels without ladders?
Transparrent trees
So when in a heavely forested area and fighting enemies or other stuff, it is almost impossible to see what is going on! What if trees for example got transparrent when a heartling or monster was under/behind them? We see all things from a certain angle, it might help with other situations aswell?
Stadium/Games
Would be great fun to invent a kind of minigame for the heartlings? Like baseball but a brand new kind…(baseball is not what i think of, its just an example of a game) Then the field they can play it on should have some special features for it to work? Just so each player could design the playing field different… In that harry potter univers, they play some kind of strange game, something like that, but just more stoneheartish? Im sure every heartling would enjoy that!
Spending gold
In the late game the player ends up with huge amounts of useless gold, even getting rid of items and this gold becomes a struggle. (who would have known that more gold gave more problems…? )
So if there was some kind of way to spend these fortunes? What i was thinking about is buying land to build on. Or better said, what if there was a gold cost for every square you build on? Maybe it could even be incorperated into the building editor? Some kind of tax to the ruler of the land or to a shrine for the entlings and stonegolems? I bet the goblins would get their eyes on this aswell and try to raid them too! Imagine watching fights or even battles between npc factions, that had nothing to do with you as the player, but would be interactable? Basicly you could interfere in their battle to decide who would get an upper hand? I always enjoy watching the npcs fighting eachother, even though its pure coincident when they do at this point.
Class: Code walker.
So this class could be reserved to only one hearthling per settlement.
The idea is that it is a kind of mage class, but it utilizes the games code to be awesome!
Examples of what i am thinking, please add onto this if you think of something else…
Code jumping: teleports from one place to another (like the console command can) but maybe limited to ten cubes or so?
Eraser: /destroy… Completely destroys an enemy. (this ability should have a very long cooldown or it will be to overpowered.
Manifest: Creates an item out of thin air…or whatever code is made out of?
Reload: Resurects an fallen hearthling with full health.
An idea for a simple outfit:
And the qb file if anyone wants to go with this idea…feel free to do what ever you like with it
code_walker_tabbard.qb (307.9 KB)
(This spot is just reserved for future thoughts)
All in all, when thinking about multiplayer in the future, the proffessions could make a great way to create a need for players to work together? The more complex the proffesions are, the harder it will be for each player to have them all?
So towns will be more speciallized and trading with others for what you dont have is important?
Thanks for reading fellow heartlings