Needful things (simple additions to improve the game)

If they are hostile then it’s more like The Enclave.

Power converters that you can disassemble.

The option to selectively toggle individual mounted turrets, just like the engines. (Because turning on all 24 NX-17 pulse turrets and 1 turbolaser just to deal with zombears are a waste of electricity)

YES

Ghetto power armor with swappable armor plates.

Docbots in hospitals.

Morgues, complete with a bunch of chilled corpses.

with enough str difference between you and the opposed in combat a hit from you should send them sailing through the air, like a hulk or brutes attack, and give you some resistance to theirs.

Strength should only effect how much dmg you can block not how much you resist. More powerfull doesn t automaticly mean less likely to get hurt… Maybe more tissue available to dmg but not harder to do so.

This probably belongs in the bad ideas thread.
Intelligence raising your chance to crit, slightly.
The reasoning being that you’re smart enough to work out the weak points on a target and focus on those, like attacking a Mi-Go’s legs instead of it’s carapace, which is obviously armoured, while the legs would be a weakpoint, assuming they’re as crablike as I imagine.

Some civilian and utility grade robots. Things like automated garbage or military cargo trucks, robot butlers and gardeners for mansions or some robot physicians that can treat minor wounds and infections found in hospitals or doctor’s offices.

A filter on view items by type of item, like medecine, food, bionics, cloths, misc. and a advanced inventory sorting system for vehicles where sort item to put all of one catagory item into that trunk or storage space

[quote=“SeigeLion, post:1007, topic:5570”]This probably belongs in the bad ideas thread.
Intelligence raising your chance to crit, slightly.
The reasoning being that you’re smart enough to work out the weak points on a target and focus on those, like attacking a Mi-Go’s legs instead of it’s carapace, which is obviously armoured, while the legs would be a weakpoint, assuming they’re as crablike as I imagine.[/quote]

That’s not really intelligence. I’d say that it would fit perception better. Perception could use a small (or even moderate) buff - it’s almost strictly worse than dex.

Make the condition of buildings less… untouched? Almost all buildings seem all samey and unchanged before you mess with them, even though the zombie apocalypse had killed almost everyone alread… nothing is left to ruin, just abandoned.

Planned, but difficult. The main contributor who worked on the map code left a while ago and everyone else is hesitant to dive into it. Afaik, there’s a lot of legacy code in there that’d be messy to deal with.

So for now, large map improvements seem unlikely to me unless a new contributor steps up to take them on.

I have something for this, but it is still in the pipeline. See https://github.com/CleverRaven/Cataclysm-DDA/pull/7892. I’m doing a computer rework right now, and my next priority is to come back to that one and finish it up.

More love for plastic. Some examples

*Using various molds + plastic chunks to craft anything plastic that’s currently in-game
*Using plastic+high-quality lenses to craft various sights, scopes and reticles for firearms
*Same as above, but being recipes for various grips, coatings and conversions one could apply. As well as mechanisms and magazines.
*Constructing plastic cubicals
*etc.

Camoflauge property for army and survival gear to make it harder for NPCs to hit you with ranged weapons.

And periscopes so that you can shoot turrets around corners without risking injury.

Make electric chainsaws and jackhammers craftable.

[quote=“Logrin, post:1014, topic:5570”]More love for plastic. Some examples

*Using various molds + plastic chunks to craft anything plastic that’s currently in-game
*Using plastic+high-quality lenses to craft various sights, scopes and reticles for firearms
*Same as above, but being recipes for various grips, coatings and conversions one could apply. As well as mechanisms and magazines.
*Constructing plastic cubicals
*etc.[/quote]

That was roughly the idea I had when I submitted plastic mold a long time ago. Alas, other stuff sneaked up on me so I’m not likely to contribute anytime soon :frowning:

Some way to distinguish between lit tiles and unlit tiles when you have night vision of some sort.

I’m getting really tired from getting shot up by turrets on lab runs just because I can’t see the difference between lit up tiles and dark tiles.

Crafting hydrogen through electrolysis.

[quote=“Logrin, post:1014, topic:5570”]*Using plastic+high-quality lenses to craft various sights, scopes and reticles for firearms[/quote]I was about to say that there is no chance to craft an accurate sight outside of a factory, but then I remembered what we ARE able to craft in CDDA…

“This is my gun”.
If you’ve been using the same weapon (category doesn’t matter, even knuckles qualify) for long enough, you start getting “fondness points”. Getting crits and kills while critically wounded gives you some bonus points.
After you get the amount of points that would require you to use the weapon for ~month, the game starts rolling occasionally. The more points, the higher the chance.
If the roll succeeds, you grow attached to your weapon.
Now you get small bonuses to using it and a morale boost from having it in your inventory. Perhaps a bigger one for wielding it.