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Zero

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  1. When playing i often find myself spending some time in the family-tree to plan on further actions, to keep my tribe healthy and sometimes to set breeding goals. As i see it, this is what the family-tree is really good for and the filters provide some aid for that. However, i think a couple of improvements can be made, some simpler, some a little more complicated: life expectancy visible show the life expectancy, as visible on the map over the portrait of the selected Nicheling, over the full body depiction in the family-tree as well viewing the selected Nicheling when exiting the family-tree currently, if i've found what i am looking for over the family-tree, a Nicheling with specific properties, i then have to remember or mark it somehow to find it on the map - so, simply keeping the selection when exiting the family-tree would make this easier and faster sorting options (different to filters) so far the "sorting" in the family-tree doesn't make a lot of sense to me. Younger generations are generally put under their parents, but they are often put next to, or even above much older Nichelings, sexes are mixed, even identical twins can be put apart from each other... seems somewhat random to me the possibility to arrange Nichelings on the family-tree freely, or in self-selected groups could provide more and better information on a glance this could be possible through simple drag&drop, or through the possibility to divide the family-tree in columns with selected criteria this could also extend to the order of tab-selecting Nichelings (which currently seems rather random to me as well), making selection easier every turn, as you can influence the order and know what to expect for tab-selection i also suggest a key for reverse-cycling easier visibility/ "tracking" genes when breeding for specific genes, the filter options are ok, but when filtering, you often have to check individuals if they are actually still alive (as the filter overwrites the present/absent status), or if they are otherwise viable/ wanted for breeding. Best example is when trying to breed with healthy immunity, you have to chek for pretty much every immunity gene seperately, which can be a drag. the possibility to view the actual representation of certain genes as numericals (gene X is present in the population Y times), in the family-tree, or generally on the screen (currently the left middle seems free) could make this a lot easier this could work like so: you can select the genes in the family-tree to track, which then shows as a numerical for genes present in the current tribe this could be further customisable when linked to selected groups, columns, or other criteria selectable in the family-tree Somewhat unrelated to the family-tree i would also add a small suggestion: A key to use as an action for Nichelings to "wait". This would be useful for Nichelings which already are in a spot you might not want to move them away from, but where they also can't use up all their actions (often the case for pregnant females who just got in a nest). So you just order them to "wait", they lose the rest of their actions and you don't have to skip them yourself every time cycling through the tab-selection. Well, that's what i can think of right now. Sorry the list has gotten rather long, though i would be happy if one or another of these things would be implemented in the future.
  2. By now, i've spend some time on Niche and really like it. However, i feel like progressing through the story-mode can be rather slow. Maybe that's also in part on me, as i usually spend about 1-3 generations on each island, depending on how big it is. But by now, i've already crossed a couple of islands and in between i was wondering, when i will get to see something new and if i am progressing rather slow, or not. To improve on this experience, i would offer a couple of suggestions: a) Include an indicator for direction In a way, a lot of the time you don't even know where to head. Thematically this is fine, you start lost and also don't really know where to go. Adam wants to return to his home, although he will never make it himself, it is the start of a journey for the following generations. However, it could be nice to get some pointers in between. Recently i got the "tip", that there are "more islands to the north", which made me wonder... "where the heck is north anyway?" There don't seem to be any indicators in the game currently, so the simplest suggestion would be to include a sort of compass for that. b) Options to alter world-setup when starting story-mode This could include the posibility for "faster progression/ fewer islands" and "slower progression/ more islands" as well as everything in between. It could also include information on what is to be expected. A lot more options would be possible, although i would suggest to maybe work up to that later. c) link progression to different dynamic factors As i understood it, currently when you start the game a "world" is set up, maybe with X islands in combinations of Y, which doesn't really change throughout the game. So another approach could be, to link progress to a mix of dynamic factors, like islands traveled, days survived, or generations, to impact progress, which then influences the ports on the next island.
  3. Don't you get frustrated if those delicious moles burrow right before you? Would you like some more use for your digging skills? If so, then i' suggest the possibility to dig up burrowed moles (sorry, i don't know what they're called ingame). This would be a possibility for any Nicheling standing next to the hole. Success however depends on the digging skill and could be guaranteed for digging 4+. Digging it up would/ might not kill the mole though, so you need another action for that. [Edit:] So if you don't kill it, it will either just reburrow, or maybe try to flee towards the next hole. Obviously this is not the best strategy, as it is much less efficient than attacking before it burrows, but it would open up additional use for Nichelings with high digging skills.
  4. A rather simple suggestion for another eye-gene. "Eagle Eyes", providing eyes +3 and maybe smelling -1. In addition, it could "penetrate" 1 grass-layer, or all grass for flying Nichelings. Especially the first part would be easy to implement and already gives a little more variety, while the second part could be a nice addition.
  5. This suggestion is for an "Echolocation/ Ultrasonic" gene for either ears or snout to make Nichelings with low vision, i.e. shortsighted & blind ones more viable. A similar suggestion was already made, but i wanted to offer this one, as it poses a little different approach. If the gene is active, it turn's "hearing" into "seeing" movement wise, meaning that the Nicheling with the active gene can move up its maximum hearing distance when in hearing-mode (currently 3 at minimum and up to 5 with big ears and blind eyes, provided it has enough speed of course). [Edit:] It could provide this range for all in the tribe, or could only be shared with all Nichelings also having the gene active, but not others. It could also make it possible to move through grass more freely, as they can "hear through it". This can make shortsightedness & blindness viable, to some extend even "better" than seeing, while balancing it with the requirement of another gene-slot. Minor stat adjustments can be made for the gene as well. Also, "Bat-Nichelings"!
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