Alamand wrote:Weight lifting: increases carry weight, the more you've gained from this the harder the next point will be.
Component sorting: occasionally gives you more components, the idea being you're sorting them so you can use them more efficiently, making what you have go further.
Firewood chopping: turns 1 wood into 2 fuel at the expense of taking a lot more time than regular crafting.
I'm not sure how balanced any of these are, but it would be nice to have more to do in the shelter.
I love this concept most of all. Specifically the weight lifting or other "training" that can help survivors increase their odds.
Bathtub: use water item and soap to clean self, certain survivors are more cleanly than others, and would want baths more often. Hot bath can improve general morale of group/anger group members as a waste of resources. Soap could be a good luxury resource. Clean or warm bath perk can decrease chances to become sick.
Couch/loveseat: seating item that takes up two spots rather than one, the greatest seating luxury available after the armchair. Can be used instead of a bed for sleep, but with a chance for "slept poorly."
Harmonica: use components and a broken harmonica to fix it up, use it similar to how books/cigarettes/coffee is used. This one would be hard to implement because of complications re: music/sound.
Improved Locker Storage: upgrade some of the lockers around the base with locks/etc. so raids have less of a chance to successfully steal objects (addresses the store-valuables-in-cabinet exploit)
Simple Traps: Cans on a rope. Crushed glass on the floor. Binoculars. Etc. Produce these to make raids less damaging to the group. Binoculars could be a trade item.
More Item Improvements: Large backpack for increased storage. Improved clothes/coats with more pockets, or more insulation, or some light protection for increased storage, higher resistance to cold, and increased resistance to damage, respectively.
Can use wood to create baseball bat. Later use parts/weapons parts to add nails to bat. And so on. Loud but powerful melee weapon.
Ability to Cook a Feast: requires a ton of meat/vegetables, as well as herbs, and other luxury items. Gives everyone a well-fed bonus that increases health, resistances, etc.
More Luxury items? Coffee/smokes/booze are the essentials. What do other people use in their spare time to relax? Soccer ball? Jump rope? Tea, rather than coffee? Chocolate?
Honestly, I stole the bathtub/jump rope and a few other concepts from Zafehouse Diaries which follows a similar concept to TWoM, namely creating a home base.
I'd love to have the survivor cap raised, since right now I think four is the max you're allowed to have?
I think multiplayer is an awful idea and will just consume a ton of resources developers could use in further polishing the game.
Likewise, voices for the in-game characters feels like a huge waste of resources. Voice Actors tend to be really expensive, and if the devs want to add/change plotlines, special events, and so on, they'll need to rehire the VAs to read new lines. Or they'll be restricted in making changes since the changes are dependent on the VAs' schedules and so on. I really enjoy the text as it is, since it gives it that simplistic RPG feel, or as though you're reading a book.
Regardless of where the devs take this game, it's great. I love scavenging and detailed base management games. Thank you for making it.