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Feature Requests

Feature Request: Ferry Crossings

After mastering the appropriate skill, a citizen may upgrade a ferry to which they have access by building a ferry crossing. The crossing would consist of a landing platform on each end of the ferry's path, and a series of pulleys and rope which can be used to move the ferry from one side of the water to the other without riding upon the ferry.

Feature Request: Slavery

Any citizen may voluntarily pledge themselves as slave to another. Provided they are accepted by their master, the following changes will be made to the slave:

 No longer able to pass Tests, a slave receives a measure of glory from ther maser's success, and functions as if having the same level as their master.
 As an extension of their master, a slave will be treated as their master when determining what buildings and guilds they may access.

(Might need to include the master's name in the slave's info text to make it harder to use slaves for evil purposes without any accountability. -Matk)

Feature Request: Market Stalls

Market Stalls are compound-based buildings with the following features: Trade storage-holds the goods you will trade (public viewable). Personal storage-holds goods you are not trading. Notice board-list up to 5 standard trades, for people to browse. Trade desk-Allows the buyer to present items from inventory for trade, and the seller to present items from Trade Storage. When both sides indicate agreement with the trade it is completed automatically.

Graphical Suggestions (If Trade Post is not reused): Multiple choices of awning pattern and colors Up to 3 items displayed on top of building (must be in Trade Storage) 2-sector footprint with enough open space for people to trade in-building Variable storage capacities based on building cost

Feature Request: Diggable Raeli Tiles

"Dig a Hole" becomes possible on patches of clay. Output is flint and Raeli Tiles Raeli Tile quantity is very low - perhaps only ~1/minute at max rate. Tiles can be baked in a Vault Kiln throughout the greyscale specturm. Tiles can be tinted with glaze (from pigment lab) to follow other spectrums.

Pros Create any color of tile without finding the appropriate clay patch for a Raeli Oven. Work within the restriction zone around Raeli Ovens.

Produce tiles for Mosaics before Reali Technology is available.

Cons Very low output limits value in Funerary Temple. Vault Kiln is still an expensive building.

Feature Request: Storage Bin

The concept of the Storage Bin is derived from the Telling 1 Contest Booth. Specific features include:

Requirements suggestion: As the capacity increases, additional material types are required to enlarge/reinforce the structure. Initially it might suffice to use Bricks and Boards, with a few Cut Stone around the corners, but as it expands a sturdier construction would be required.

Feature Request: Wood Types

Tather than having all harvested wood be of type "wood", I propose that it be defined by the type of tree from which it was harvested. This would apply to the non-common trees, but all Palms would fall into that single category.

Where a building calls for "Wood" or "Boards", any type may be used.

In a Wood Treatment Tank, however, each type would have it's own baseline statistics, making different types of wood more or less suitable for achieving a specific set of characteristics.

The primary impact of this change would be to increase the number of inventory lines used by wood and boards. With relation to treated boards, it would in general make some small projects slightly easier - successfully gathering 12,000 Pratyeka wood, for instance, is highly unlikely to be worth the effort for the processing work saved by their starting characteristics. A third effect is that it makes possible as a new building requirement boards from a specific type of tree. While I would consider this most appropriate foe Test or decorative buildings, the possibility does exist that it could be used elsewhere.

(Comment: this should at least include an option in Interface Options to see or not to see the different kinds of wood (so if its turned off you can only see the different kinds when adding to a building which takes them differently, if its turned on you can see them in the inventory and everywhere else too) - MecFiGerth)

Feature Request: Cart Rails

This is a set of suggestions intended primarily to facilitate short-term movement of goods over a consistant path.

The rail line itself would consist of a set of tracks built from iron bars, treated wood (Hard, rotproof, would be most appropriate), and some ammount of clinker to create a level railbed. It would be subject to slope restrictions, similar to what was used in T1 for the block pushers. Turning capability would be limited (using 8 points per coordinate, no more than 45 degrees / 1 step per coordinate). At either end of the line a cart could be attached / removed from the track.

Ore carts could be used on the tracks as-is, and would really only benefit to the extent that you don't accidentally push the cart in the wrong direction (perhaps making it irretrievable).

A second type of cart, the baggage cart, could also be developed. Functionally a chest on wheels, it can only be moved when on the tracks (when removed, you get to specify one of the 7 remaining exit points to push it to, where it would sit until reattached). To move the baggage cart it is treated as part of your inventory, thus you cannot move it if the combined weight of what you carry and what is in the cart is too high. A cart naturally has a weight modifier of 1/2 - 1000 debens of material within the cart counts as 500 in the person's inventory. A cart can be upgraded with any of three gearboxes. A one-output gearbox results in the cart having a modifier of 1/3, a two-output is 1/4, and a three-output gearbox results in the cart having a modifier of 1/5. Note that these are removeable upgrades to teh cart, and as such it would not be possible to disassmeble the cart and try for a better gearbox erquirement (of course, the cart could be used without any, so it's not a total loss).

The main future tech advance related to this would include the switchbox - merge two lines together, and allow the selection of which gets used.

Feature Request: Speaking platforms

Citizens may build a speaking platform (~20 boards?). When climbing onto the platform, a new chat window is automatically opened for every person within 1 coordinate of the platform. Speaking in this channel is reserved for the person on the platform, so that their message may be heard without getting lost in activity on more public channels.

Future Telling ideas

Future Telling idea: Alternate Agriculture research

First tier is the Foraging skill, which allows the harvesting of herbs and wild vegetables. Second tier is Herbology, which allows the harvesting of herb seeds. Research cost includes herbs. Third tier is Agriculture (X). Research cost includes wild vegetables of type (X). Once Agriculture (X) is unlocked at a University, anyone may travel there and receive one seed of (X). An advantage to this proposal is that it allows the addition of new vegetables by merely introducing the Wild (X) variant into the random generator.

As a test, it would be possible to introduce in T2 as "Alternate Agriculture Research" using a new vegetable currently appropriate would be Wild Pumpkin, given the upcoming Thanksgiving holiday.

Future Telling Idea: Alternate Cooking System

How about a two-tier system?

Ingredients are weighted proportional for calculating Flavor/Stats. Ingredients use a serving size value to calculate effects on total servings.

((Tier 1 stats)+(Tier 2 stats)) * ((Tier 1 Flavor)+(Tier 2 Flavor))

Weighted proportional: If Camel Meat has a weight of 1/3 (three servings per meal), mushrooms might have a weight of 1, and herbs might have a weight of 2-3. This results in meals where the majority of the meal comes from "solid" foods, while a lesser volume comes from the seasonings (without returning to the T1 model of Q:1 for most ingredients).


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Last edited October 31, 2006 7:17 am by Matk (diff)
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