Hello, Crate! First, I’d like to start by saying I’m really enjoying Farthest Frontier. It’s Banished x2 and I love it. So here I am, offering my feedback to hopefully make it into a successful launch worthy of sim lovers all over. I’m probably going to keep adding to this as I think of and discover new points of improvement to suggest. If much later than this post I’ll append a date to it so it can be easily referenced/noticed.
I would like to note, and I could be wrong, but I believe this is the first time I’ve experienced a game that had a doppler effect based on your camera movement. That sort of detail really makes for an excellent experience. Bravo. (I also have enjoyed a lot of Grim Dawn.)
I understand there’s going to be a lot of technical limitations and possibly even Intellectual Property interferences with some of the things I’m mentioning here, so I don’t expect everything can easily be addressed. Please take the following bullet points as kind suggestions.
Let me know if anything needs further explanation!
Bugs/Performance
- Improved multithreading support
- System/GPU memory utilization based on availability of the current system (this could even be a direct setting in the menu without the need to poll the system; e.g. Advanced Option: Memory allocation minimum/maximum: 256/512MB, 1/2/4/8/16/32GB)
[The above would likely resolve the game’s constant lag-outs when clicking on anything or moving the camera anywhere and probably drastically increase FPS.] - Add more sound channels
- Gold disappearing into the nether
- Resolve targeting with “Flag Combat Area” not being able to set the point and cause relative units to simply return to garrisoning
Interaction/Gameplay Design
- A Hardcore mode where manual saves are disabled and pause can only last 5 minutes once every hour
- Unit selection keybind save/load function (e.g. alt-# to save, ctrl-# to load)
- Add an Attack keybind and allow units that can attack to do so at location (e.g. RTS-type control)
- Wagons to utilize move-to with right-click instead via an interface button
- Improved camera angle control (attitude control, horizon orientation would be beautiful; e.g. middle-mouse hold and up/down movement)
- Camera reset to a default (or simply change “Center Camera on Village” to “Camera Reset”)
- Existing structure destruction prompt when attempting to build over something else (instead of simply disallowing building; e.g. Sim City, Cities: Skylines)
- Extended terrain modification and resource (Soil; raise, lower - e.g. Surviving Mars)
- Quarrying function and Stone resource nodes the same as Clay/Coal/Iron/Sand either in addition to or instead of larger rock nodes
- When relocating a building maintain the Work Area previously used instead of resetting to default
- Allow Barracks to store weapons, ammo, and armor
- Display mode to show the landscape/grid only (helpful for building, e.g. Cities: Skylines)
- Allow Delete Building to also include Culling Arborist trees
- Have a setting with the Arborist where they will cull trees automatically at a certain sliding threshold of age (otherwise cull if the tree is dead)
- Arborist will automatically replant trees they cull with above setting
Interface
- Allow toggling between showing only wildlife with Unit toggle or modify wildlife/tame creatures to be in Resource toggle
- Graphed resource/unit read-out at the Town Center over time (e.g. Banished)
- UI scaling to properly attenuate to screen space (e.g. if UI scale is increased, larger display windows extend beyond the screen space)
- Text scaling to adhere to UI scale (or a separate text scale setting)
- Materials display to be grouped and condensed into a neater and more informative display with a tooltip (e.g. Stellaris)
- Drag selection and targeting to be oriented on plane with the landscape grid instead of the UI (fixing this would probably also resolve issues with targeting an object/unit/resource being off depending on the camera angle )
- Drag selection to maintain original position when moving camera and continuing instead of resetting to the new camera position when the original position exits screen space (likely also resolved by the above)
Logic Optimization
- Prioritize gold storage to the vault when free labor is available
- Weapon, ammo, and armor storage to utilize locations nearest to the location of where a Guard or Soldier was stationed if returned to the Laborer pool
- Prioritize relocating resources of any kind closer to Stockyards/Store Houses/Root Cellars/Markets - also near Markets - or relative consuming processes (e.g. if a remote Stockyard/Store House not near a Firewood Splitter, Sawpit, or Fletcher Building has 500 wood and a Stockyard/Store House near a Firewood Splitter, Sawpit, or Fletcher Building has less then have Wagons>Villagers be coded to relocate at least a majority of it)
- Add a layer of resource relocation priority if one location has a resource that is unselected in its inventory (e.g. a Wagon is near a Stockyard with 500 wood and wood is unselected on the Wagon, causing Villagers to relocate it to the Stockyard). Further with this, a manual resource relocation function would be nice, but would become overbearing and drastically change gameplay to large amounts of micromanaging
- Wagons to prioritize relocating large amounts of resources to fully utilize their potential
- Wagons to not immediately return to the Shop if remote and empty; seek return resource relocation prior to simply returning
- Add Wagons to have a small cache of food storage (another layer over the Wagoneer, for slightly extended function)
- Prioritize Soldiers to obtain weapons, ammo, and armor prior to Meeting at point unless done twice (overrides if done twice)