Finally after some hours spent translating and some communication between, Celciur, Dylan, Memphis and I, this thread is ready to go live.
This will be the english part of Celciur’s thread Ideen für das Gameplay von Cattle and Crops where you can post your ideas for things you would like to see in the game in the future.
Celciur and I will work togther to keep both threads up to date with all your ideas and the plan is to keep this thread alive long after 1.0 is released. To make our lives a bit easier we ask that you check the list down below before suggesting ideas.
Once EA is released we will start to mark ideas in the list that are either, being developed or are partially integrated, for now we have made marked 2 ideas as an example. There will be 2 colors used for this: Ideas marked in green are things we know are being developed and ideas marked in yellow are things that are partially integrated
As a last note, I'll try and see if I can translate German post that has been referenced in this list as well as make a shortish translated version of the global market idea, where I more or less just summarize the basic ideas from that thread. All translation will be added as a post/comment to this thread and reference links to the posts will be added to the respective ideas in the list. However this will take some time to do so don't expect that to happen any time soon(but knowing me I'll probably pull a few all nighters to get it done fast). If any of you want to help translating those posts/comments then feel free to do so and post the translation down below and then throw me a pm so I can add a reference link in the list
Some of the ideas in here comes from the old IDEAS and WISHES for the game thread, that has now been closed. I would at this point also like to encourage you to contact me in any way you want if you find/see an idea on the forum that you think should be added to the list.
So get to work and start coming up with amazing ideas that can help make the game even better
Overview:
Manual Labor:
- Manual labor at the farm (Using a manure fork to muck out and using a shovel to srabe the rest up and into a bucket which can be carried away, which is more realistic than doing it with a front loader).
- Sweeping the farm with a broom if you want to(the farm will become more and more dirty if you don’t).
- Milking the cows manually if you don’t have a milking facility if the barn is too small for one.
- Milk containers (that you can put on pallet or on a truck where you can strap them down and take them to the local dealer/shop)
- Manually fill small seeders with seeds(Moving sacks to the seeder and filling it with them)
- Gathering eggs (there should be functional chickens and not just decorative)
- Manually attach/detach machines/trailers etc (Is currently being developed)
- Manually repairing vehicles/equipment or other defects on the farm or in the game.
- Asparagus cultivation (Propably difficult to implement, because it would require many AI helpers in singleplayer mode)
- Grapewine pruning (if this fruit makes it into the game)
- Replacing silage foil
Building functions:
- Buildings that can be expanded (They will be small in the beginning of your career)
- Detailed construction/extension of buildings (1. Framework; 2. Roof, interior, paneling, windows, doors, gates; 3. Electrical equipment, machinery, Storage tanks, external components)
- Contractors (Where you can hire temporary staff members)
- Other farmers that will compete with you on the map with the option to take over their farm or supporting/helping them (for example if they have fallen behind on their harvest schedule and are now risking loosing their crops)
- Workshop for maintenance, reparing and upgrading vehicles and equipment(possibly with a restoration function for oldtimers)
- Used machines dealership (Vehicles and equipment here have more hours on the clock and have a financially higher age-related maintenance and repair cost and you have the option to rent the machines for a price that depends on the age of the machine)
- A bank where the amount of money you can loan is based on the farms economic value (interest rate depends on how long your farm has existed with you as the owner, for financing loans for new machines)
- Advisors for famers (Function: Recommendation for crop proteciton, investments in new machines or wind power and solar systems etc)
- Several agricultural machine dealers who are willing to give discounts to costumer who buys a lot of machines from them
- Animated milking facility
- Animated and accessible shops (E.g. Aunt-Emma’s shop, agricultural dealerships)
- Other farms that compete with you and effects market prices when buying and selling stuff like price for seeds and selling value for crops
- Placeable fence for creating boundaries with collision detection
- An Office with a PC where you can check for news everyday (Email inbox/outbox for advertisement and offers from manufactures and dealerships, paying bills, ordering feed etc)
- Auction buildings (Fields, Vehicles, Machines, Equipment)
Machine/Equipment functions:
Speciel thread for suggesting brands etc for the game - Wunschliste für Hersteller und Maschinen
- Removable parts on equipment/vehicles (Removing/adding sides on tippers, additional cost for buying the parts)
- 4 wheel drive and differential locks that interplay with driving physics (Using differential makes it hard to turn, not using 4wd in the field when it slippery will make it hard/impossible to move forward/backwards etc)
- Adjustable PTO speed (depending on device, 540 or 1000 rpm)
- The capacity of the trailer/machine is calculated on the actual volume of that model (for example, tippers/trailer can be filled as much and you want
- Overfilling trailers (Slurry tanks can overflow as well)
- Damage to the model and paint scratches which can be fixed at the workshop
- Bicycles that you can ride on
- Breakdowns / defects on vehicles that can happen at any moment and anywhere (option to repair yourself or call for a service repair)
- Sprayers can be adjusted as needed (halfside turned on, spray nozzles can be turned on/off)
- Wear and tear on equipment and vehicles.
- DIY maintenance / repair to reduce the upkeep costs for your vehicles, machines and equipment (maybe in the form of a minigame, option to get a maintenance contract that will take care of everything, for those who don’t want to take care of their machines themselves).
- Test drive a vehicle (You can use it for 8 hours free of charge after that you can extend it by more hours by paying a fee)
- Newly bought vehicles wont have a full tank of fuel (Maybe around 5%)
- Advanced combine/forager controls (Setting the height of the header, a button to stop the header while the tresher keeps going, reel control, Automatic and manual control of forage harvester pipe)
- Different ”dirt” colors and placement of the ”dirt” (When compacting silage the wheels and hood gets a green’ish dirt color, when you are working in the field when it’s wet it gets a more muddy and brown color) – For illustration IDEAS and WISHES for the game
- Sickle bar mower with or without a conditioner (Effect on the feed quality)
- Baler must be emptied of any remaining straw or hay before you start baling a new material (For example you need to empty it for straw before you start baling hay and vice versa)
- Smaller and more agile vehicles
- Adjustable tyre pressure --> for more info go to post #5
- Directional Tire grip --> same as above
- Swapping left and right tire --> same as above
- Batteries has an overall life time and leaving the lights on when the engine is not running drains the battery. Cold weather can drain a battery entirely.
- Combi round baler (baling and wrapping). See post number #55 for more info
- When lowering the plow it wont go into the ground immediately, it will rest on the ground and then dig into it when you drive forwards. Post #2 here
- Manual and automatic adjustment of rpm, when you use the pto and the ability to set the exact amount of rpm you want for doing field work or when you just want to give you "foot" a break when you are on a long trip.
- Incab control units for equipment that can be adjusted eletronically, if the machine can use the integrated screen(Claas arion) then it uses that and if it has it's own control unit then it should "popup" inside the cabin when that machine is equipped.
Field, crop and meadow functions:
- Manure/slurry from livestock (which can increase soil quality when it has been plowed into the soil)
- Different populations of livestock have different effects on arable land and pastures
- Intercrops(like radishes) can enhance or degrade the soil
- Realistic and season-dependant field work (Crop specific period for the highest possible yields)
- Leasing fields for a certain amount of time before buying it (Before potential competition leases it)
- Planting grape for vine (if this fruit is added to the game)
- Use your own seeds for each crop species with the possibility to produce them yourself (for more info go here This post is in german)
- Producing hay is dependant on the weather and takes time before it’s ready (possibly with some sort of display telling how dry it is in percentage and maybe showing the loss in quality, mold etc.)
- Organic farming without using chemicals (more effort > costs more > more expensive when selling) using useful insects.
- Different variations of the same crop species
- Hops for beer production
- Different variations of the same plant species (With different advantages and disadvantages such as resistances, growth time, different yields, genetically modfied plants)
- Expandable fruit varieties with economic cycles
- Mixed crop variants (for example, if the adjacent field to your field with barley has been chemically treated then there can be up to 5% genetically modified barley in the beer)
- Realistic density/volume of crops etc (20 ton of wheat doesn’t have the same density/volume as 20 tons of forage)
- Free standing "silos" (you can make small silage clamps than can ferment directly on the field/pasture/meadow) cover it with foil and tires/sandbags
- Silage can become bad with a low solidification (it will start to mold and the bad parts must be removed)
- Root crops (Potatoes, turnips, asparagus)
- Storage of manure on the field edges (Will affect soil quality near it, especially after rain, crops planted near it will be show signs of standing in a more nutrient rich soil)
- Besides insects attacking your plants there should also be diseases (like fungus)
- more cultivation options (for example using a disc harrow or subsoilers) for more info check post 183-187, Ideen für das Gameplay von Cattle and Crops
- Orchards (Apple trees, etc)
- Double seeding, You get double the straw but loose grain
- Grass and Corn/maize silage is not the same thing, they should be treated as such --> more info in post #19
- Cauli flower crop --> see post #24
- Seeder needs to be emptied of previous crop type in order to change to a new crop type. In other words each crop type has it's own seed(wheat seeds, barley seeds, grass seeds etc)
Livestock gameplay:
- Cows, Sheep and pigs can be be moved by the player (from pastures or to milking station)
- Selective breeding and production of animals using their individual attributes (Sex, maturity, age, weight, health, milk it produces/performance)
- Extended cattle raising (for more info This post is in german)
- Going for a pure livestock farmer(no crops) has it’s disadvantages (where the idea of a global market Global Market Idea - Translated may be a good approach for selling your manure/slurry, otherwise additional expenses would be needed to move it elsewhere to avoid groundwater pollution)
- Horse breeding (where you need to keep them fed, watered, muck them out, maybe hire a person to train them)
- Naming your animals
- Veterinarians (Not using a vet can lead to epidemics which leads to emergency slaughter, which is punishable if it's your own fault(e.g neglect)). Global market would also be interesting here because that could also be affected if a player(hopefully not intentional) sells bad feed that can effect all the livestock (The consequences might be visible on the livestock, e.g on the skin, matte = bad or shining = good)
- No more dropping bales near livestock and it then getting distributed magically - see post #78 for a deeper explanation
Ambient/Immersive gameplay:
- Traffic light and traffic rules (breaking any of these will be punished with a fine, option to disable this in the settings)
- A farm that feels alive (for example, having a dog, cats, free range chicken running around and also needs to be fed and possibly family members and employees walking around/from one task to the other)
- A town that feels more alive with small shops that sells things like food for your pets that you can buy.
- Pedestrians and cyclists moving around (on dirt roads as well and some of them walking with their dogs)
- Maybe give the residents of the map(humans and other animals) a solid body with collision(if you hit them they fall over and you get a heavy fine but they wont get hurt)
- If people or other animals like cows keeps walking on the same route they will over time create a visible dirt path there (can be reverted back to it’s original state using some sort of equipment)
- A wide range of traffic vehicles, Semi-trucks, cars, buses, sprinter trucks, bus stops and possibly workers driving to the farm each day(with the bus or own car)
- Visible competing farmers working on their fields and even driving on the roads(could make the singplayer feel a lot more immersive)
- Employees working at the farm (for example compacting the silage silos)
- Small garden with a patch for growing vegtables, that you can work in using hand tools
- Buildings decay/deterioate over time (for example the gate is broken so you can’t get out with your tractor / combine) and maintenance of the of the bio-gas system
- Helping other farmers, including NPC’s (Helping them harvest before a major drought, a big storm or before winter comes)
- Airplanes flying up in the sky
- Birds and other insects flying/crawling around
- A working lawn mower to mow your garden and grass around your yard
- Various services for the municipality, which you get paid to do (snow clearing, lawn/roadside mowing etc)
- Native wild animals (fox, deer, wild boars, etc.)
- The dog from the ”welcome to your farm” video, that greets the player with a joyfull tail-wagging
- You have to keep a certain distance to lakes and rivers to protect them from/against pollution damage etc.
- Trees and bushes that plants them selves(like they do in real life) and grows over time
- Character is affected by the temperature, so you need to remember to stay warm/cool by adding more clothes and/or turning on the aircondition
- Purchasable Oil, grease cooland etc for maintenance
User Interface:
- Dynamic cockpit movement(the camera moves around realistically depending on the surface you are driving on and the speed)
- A character menu where you can create your own character so we don’t have to choose between 3 different versions of male and female characters(Like fallout and the elder scrolls).
- Global market that is controlled by the players (players can sell stuff like used tractors on there and then other players can buy those, even players using singleplayer can use it and everyone has an effect on it kinda like in ”Elite Dangerous” this would also benefit players who focuses on livestock breeding and doesn’t use the fields, this also means that the prices and the demand changes depending on what the majority wants at any given moment) go here for more info on the idea itself Global Market Idea - Translated
- Editable marks when buying a new vehicle
- Comprehensive setup menu (difficulty level, personal preferred simulation depth)
- The ability to change control setting in-game, so you don't have to go back to the main menu to change a control and the reload your save.
- FOV slider and POV slider and possibly advanced seat controls like in ETS2
- Holding down LMB will move the sliders one way slowly and holding down RMB will move it the other way
- More incab controls
Other agricultural activities:
- Production of your own fertilizer as an industry branch (using organic fartilizer from your livestock or the nature, this way you produce yor own and you can sell it on the global market to other players, see link above for more info on the global market)
- Production of seeds, so you wont have to buy them from the dealer and this can also help shape the price
- Realistic silage compacting (layer by layer)
- Control pests using their predators(Don’t always go for the good old chemicals, instead implement the pests with their predatory counterparts, so you can fight pests in your crops by sending out insects that eat those pests) – Not sure if this is the correct translation, I will confide with some advisors and get back to you
- Bales are pressed in a real weight ratio, they can go bad, realistic physics (even when approaching)
Campaign and story relevant Gameplay:
- Small campaign (Possiblity to make it yourself. Maybe linking it to the tutorials)
- Suggestion for the Campaign: Your are the daughter/son or maybe just a new person and you are about to inherit/take over managing the farm, each time you complete a task the machine/equipment used become your. So You plow a field and once done you now own the plow(maybe even the tractor), then you cultivate and then you own the cultivator etc, once you have plowed, cultivated, sown and harvested field, you own the machines used and the fields. Same concept for the livestock.
- Add voice over for the text parts in the tutorials and the campaign (doesn't need to be a well-known actor(s) but one with dedication and maybe using the appropriate dialect)
- An era-module. (You begin in the 1950's with old machines and as time passes newer and more advances machines are developed and you can then test and buy those machines. Kinda like in games where you begin in the stone age and then work your way up the history and get more advanced tools etc)
Other gameplay elements:
- Placeable air pressure guns (common in wine cultivation in order to expel birds)
- Realistic working speed (hard to implement when you can specify how long 1 game hour is according to real life)
- Characteristics and needs for your character where driving comfort has an effect as well(Exhaustion --> break / sleep, hunger, thirst etc) weather also effects you(temperature, moist level) - Like the iNeed mod and the Frostfall mod for skyrim
- Delivering time for new machines/equipment (things that are in stock takes less time), special offers and seasonal discounts.
- Driving license (Starting with one for light or small tractors that can drive up to 25 km/h)
- A very limited amount of money you can loan from the bank so you can’t buy the biggest and best machines from day one (high diffculty?)
- A very realistic forestry branch (if it’s a planned feature)
- The ability to dig trenches/streams and/or fill them with dirt
- Possibility to become a pure organic farmer and be subject to regular controls
- Maybe a train to transport goods
- Bale quality can be influenced by bad weather, poor storage and the volume can change
- Silage bales needs time to ferment
- The ability to climb ladders etc (you can climb up then ladder to the cabin on the combine and climb of the maintenance ladders on machines)
- Passenger script (You can sit next to your AI helper/friend in mp and just ride with them)
- Visible hands on the steering wheels etc
- Animation of entering and exiting a machine (If it’s relatively fast)
- Missions where you can help the local quarry by driving product from the quarry to a sale point and getting paid for doing it
- Number plates on your machines (Where you can choose what letters and numbers that should be used for each machine you own, or just have the game generate a random set and maybe have the ability to choose between different styles of number plates, English/German style)
- Be able to play purely as a contractor. You only have machines and other npc farmers on the map and players online will then hire you to perform a job for them. Players who focuses on dairy etc can hire a contractor(another real player) to come and do the farming for them.
- The machines dealer doesn't have everything in stock, sometimes you need to buy them "online". Some of the machines you can buy from the dealer will stand around so you can look at them before buying them.
- Milk truck will drive up to the building containing the milk and physically attach the hose to the truck and the tank and the driver will be out side near the truck "monitoring" the process. Dream scenario would be to see the chauffor go out and manually attach the hose.
Modding functions:
- Mods should only be available in the game if they contain no errors or cause any (maybe have a mode that you can enable so mods that has or can cause errors are allowed)
- Mods should only be accessible from official sources to prevent mod stealing (either via steam workshop or with a link to the official website)
- Good modding tools (like a map editor)
- Factory scripts implemented into the game for modders who would like to incorporate more processing on maps (for example Südhemmern-Map for FS)
- Deactivateable vehicles or types for map Dev’s
- Several architectural styles for diverse buildings see page 4 -> contribution 135
- More types of equipment for tractors so you can do more in the early stages of your career without having to buy expensive machines (for example 2 row beet harvester, small baler, and things like that)
- Map editor with premade setting when creating a new map, e.g choose map size(4x, 8x, 16x size), setting the region(different texutres, length of days, inverted seasons depending on what part of the hemisphere your map is located in, average temperature, etc).
- A more intuitive in-editor road constructer making road consruction easier, possibly even are railroad constructor, easier/better spline creator(possibly automatic splines or premade splines that are a part of the different road segments).
Multiplayer functions:
- Very limited amount of things new players can do on a server, as time goes admins of the server can then via a check mark system promote them so they can start doing more stuff, as a way to prevent griefers from griefing (in the beginning a new player can only cultivate and sow, then once the admins feels like the new player is a trustworthy player they can add some check marks to their profile so they can plow, harvest and transport grain and so on and so forth) --> a nice example of how it could work Your thoughts on multiplayer.
- Coop mode and competition mode (In coop you play together and in the other you compete and will occasionally get in the way of each other) look at post #22 5th segment, for more info on how it could work
- Hourly wages for players who works on your farm(maybe even bonuses)
- Certified mods if global market becomes a thing --> for more info go to post #11
This will be the english part of Celciur’s thread Ideen für das Gameplay von Cattle and Crops where you can post your ideas for things you would like to see in the game in the future.
Celciur and I will work togther to keep both threads up to date with all your ideas and the plan is to keep this thread alive long after 1.0 is released. To make our lives a bit easier we ask that you check the list down below before suggesting ideas.
Once EA is released we will start to mark ideas in the list that are either, being developed or are partially integrated, for now we have made marked 2 ideas as an example. There will be 2 colors used for this: Ideas marked in green are things we know are being developed and ideas marked in yellow are things that are partially integrated
As a last note, I'll try and see if I can translate German post that has been referenced in this list as well as make a shortish translated version of the global market idea, where I more or less just summarize the basic ideas from that thread. All translation will be added as a post/comment to this thread and reference links to the posts will be added to the respective ideas in the list. However this will take some time to do so don't expect that to happen any time soon(but knowing me I'll probably pull a few all nighters to get it done fast). If any of you want to help translating those posts/comments then feel free to do so and post the translation down below and then throw me a pm so I can add a reference link in the list
Some of the ideas in here comes from the old IDEAS and WISHES for the game thread, that has now been closed. I would at this point also like to encourage you to contact me in any way you want if you find/see an idea on the forum that you think should be added to the list.
So get to work and start coming up with amazing ideas that can help make the game even better
Overview:
Manual Labor:
- Manual labor at the farm (Using a manure fork to muck out and using a shovel to srabe the rest up and into a bucket which can be carried away, which is more realistic than doing it with a front loader).
- Sweeping the farm with a broom if you want to(the farm will become more and more dirty if you don’t).
- Milking the cows manually if you don’t have a milking facility if the barn is too small for one.
- Milk containers (that you can put on pallet or on a truck where you can strap them down and take them to the local dealer/shop)
- Manually fill small seeders with seeds(Moving sacks to the seeder and filling it with them)
- Gathering eggs (there should be functional chickens and not just decorative)
- Manually attach/detach machines/trailers etc (Is currently being developed)
- Manually repairing vehicles/equipment or other defects on the farm or in the game.
- Asparagus cultivation (Propably difficult to implement, because it would require many AI helpers in singleplayer mode)
- Grapewine pruning (if this fruit makes it into the game)
- Replacing silage foil
Building functions:
- Buildings that can be expanded (They will be small in the beginning of your career)
- Detailed construction/extension of buildings (1. Framework; 2. Roof, interior, paneling, windows, doors, gates; 3. Electrical equipment, machinery, Storage tanks, external components)
- Contractors (Where you can hire temporary staff members)
- Other farmers that will compete with you on the map with the option to take over their farm or supporting/helping them (for example if they have fallen behind on their harvest schedule and are now risking loosing their crops)
- Workshop for maintenance, reparing and upgrading vehicles and equipment(possibly with a restoration function for oldtimers)
- Used machines dealership (Vehicles and equipment here have more hours on the clock and have a financially higher age-related maintenance and repair cost and you have the option to rent the machines for a price that depends on the age of the machine)
- A bank where the amount of money you can loan is based on the farms economic value (interest rate depends on how long your farm has existed with you as the owner, for financing loans for new machines)
- Advisors for famers (Function: Recommendation for crop proteciton, investments in new machines or wind power and solar systems etc)
- Several agricultural machine dealers who are willing to give discounts to costumer who buys a lot of machines from them
- Animated milking facility
- Animated and accessible shops (E.g. Aunt-Emma’s shop, agricultural dealerships)
- Other farms that compete with you and effects market prices when buying and selling stuff like price for seeds and selling value for crops
- Placeable fence for creating boundaries with collision detection
- An Office with a PC where you can check for news everyday (Email inbox/outbox for advertisement and offers from manufactures and dealerships, paying bills, ordering feed etc)
- Auction buildings (Fields, Vehicles, Machines, Equipment)
Machine/Equipment functions:
Speciel thread for suggesting brands etc for the game - Wunschliste für Hersteller und Maschinen
- Removable parts on equipment/vehicles (Removing/adding sides on tippers, additional cost for buying the parts)
- 4 wheel drive and differential locks that interplay with driving physics (Using differential makes it hard to turn, not using 4wd in the field when it slippery will make it hard/impossible to move forward/backwards etc)
- Adjustable PTO speed (depending on device, 540 or 1000 rpm)
- The capacity of the trailer/machine is calculated on the actual volume of that model (for example, tippers/trailer can be filled as much and you want
- Overfilling trailers (Slurry tanks can overflow as well)
- Damage to the model and paint scratches which can be fixed at the workshop
- Bicycles that you can ride on
- Breakdowns / defects on vehicles that can happen at any moment and anywhere (option to repair yourself or call for a service repair)
- Sprayers can be adjusted as needed (halfside turned on, spray nozzles can be turned on/off)
- Wear and tear on equipment and vehicles.
- DIY maintenance / repair to reduce the upkeep costs for your vehicles, machines and equipment (maybe in the form of a minigame, option to get a maintenance contract that will take care of everything, for those who don’t want to take care of their machines themselves).
- Test drive a vehicle (You can use it for 8 hours free of charge after that you can extend it by more hours by paying a fee)
- Newly bought vehicles wont have a full tank of fuel (Maybe around 5%)
- Advanced combine/forager controls (Setting the height of the header, a button to stop the header while the tresher keeps going, reel control, Automatic and manual control of forage harvester pipe)
- Different ”dirt” colors and placement of the ”dirt” (When compacting silage the wheels and hood gets a green’ish dirt color, when you are working in the field when it’s wet it gets a more muddy and brown color) – For illustration IDEAS and WISHES for the game
- Sickle bar mower with or without a conditioner (Effect on the feed quality)
- Baler must be emptied of any remaining straw or hay before you start baling a new material (For example you need to empty it for straw before you start baling hay and vice versa)
- Smaller and more agile vehicles
- Adjustable tyre pressure --> for more info go to post #5
- Directional Tire grip --> same as above
- Swapping left and right tire --> same as above
- Batteries has an overall life time and leaving the lights on when the engine is not running drains the battery. Cold weather can drain a battery entirely.
- Combi round baler (baling and wrapping). See post number #55 for more info
- When lowering the plow it wont go into the ground immediately, it will rest on the ground and then dig into it when you drive forwards. Post #2 here
- Manual and automatic adjustment of rpm, when you use the pto and the ability to set the exact amount of rpm you want for doing field work or when you just want to give you "foot" a break when you are on a long trip.
- Incab control units for equipment that can be adjusted eletronically, if the machine can use the integrated screen(Claas arion) then it uses that and if it has it's own control unit then it should "popup" inside the cabin when that machine is equipped.
Field, crop and meadow functions:
- Manure/slurry from livestock (which can increase soil quality when it has been plowed into the soil)
- Different populations of livestock have different effects on arable land and pastures
- Intercrops(like radishes) can enhance or degrade the soil
- Realistic and season-dependant field work (Crop specific period for the highest possible yields)
- Leasing fields for a certain amount of time before buying it (Before potential competition leases it)
- Planting grape for vine (if this fruit is added to the game)
- Use your own seeds for each crop species with the possibility to produce them yourself (for more info go here This post is in german)
- Producing hay is dependant on the weather and takes time before it’s ready (possibly with some sort of display telling how dry it is in percentage and maybe showing the loss in quality, mold etc.)
- Organic farming without using chemicals (more effort > costs more > more expensive when selling) using useful insects.
- Different variations of the same crop species
- Hops for beer production
- Different variations of the same plant species (With different advantages and disadvantages such as resistances, growth time, different yields, genetically modfied plants)
- Expandable fruit varieties with economic cycles
- Mixed crop variants (for example, if the adjacent field to your field with barley has been chemically treated then there can be up to 5% genetically modified barley in the beer)
- Realistic density/volume of crops etc (20 ton of wheat doesn’t have the same density/volume as 20 tons of forage)
- Free standing "silos" (you can make small silage clamps than can ferment directly on the field/pasture/meadow) cover it with foil and tires/sandbags
- Silage can become bad with a low solidification (it will start to mold and the bad parts must be removed)
- Root crops (Potatoes, turnips, asparagus)
- Storage of manure on the field edges (Will affect soil quality near it, especially after rain, crops planted near it will be show signs of standing in a more nutrient rich soil)
- Besides insects attacking your plants there should also be diseases (like fungus)
- more cultivation options (for example using a disc harrow or subsoilers) for more info check post 183-187, Ideen für das Gameplay von Cattle and Crops
- Orchards (Apple trees, etc)
- Double seeding, You get double the straw but loose grain
- Grass and Corn/maize silage is not the same thing, they should be treated as such --> more info in post #19
- Cauli flower crop --> see post #24
- Seeder needs to be emptied of previous crop type in order to change to a new crop type. In other words each crop type has it's own seed(wheat seeds, barley seeds, grass seeds etc)
Livestock gameplay:
- Cows, Sheep and pigs can be be moved by the player (from pastures or to milking station)
- Selective breeding and production of animals using their individual attributes (Sex, maturity, age, weight, health, milk it produces/performance)
- Extended cattle raising (for more info This post is in german)
- Going for a pure livestock farmer(no crops) has it’s disadvantages (where the idea of a global market Global Market Idea - Translated may be a good approach for selling your manure/slurry, otherwise additional expenses would be needed to move it elsewhere to avoid groundwater pollution)
- Horse breeding (where you need to keep them fed, watered, muck them out, maybe hire a person to train them)
- Naming your animals
- Veterinarians (Not using a vet can lead to epidemics which leads to emergency slaughter, which is punishable if it's your own fault(e.g neglect)). Global market would also be interesting here because that could also be affected if a player(hopefully not intentional) sells bad feed that can effect all the livestock (The consequences might be visible on the livestock, e.g on the skin, matte = bad or shining = good)
- No more dropping bales near livestock and it then getting distributed magically - see post #78 for a deeper explanation
Ambient/Immersive gameplay:
- Traffic light and traffic rules (breaking any of these will be punished with a fine, option to disable this in the settings)
- A farm that feels alive (for example, having a dog, cats, free range chicken running around and also needs to be fed and possibly family members and employees walking around/from one task to the other)
- A town that feels more alive with small shops that sells things like food for your pets that you can buy.
- Pedestrians and cyclists moving around (on dirt roads as well and some of them walking with their dogs)
- Maybe give the residents of the map(humans and other animals) a solid body with collision(if you hit them they fall over and you get a heavy fine but they wont get hurt)
- If people or other animals like cows keeps walking on the same route they will over time create a visible dirt path there (can be reverted back to it’s original state using some sort of equipment)
- A wide range of traffic vehicles, Semi-trucks, cars, buses, sprinter trucks, bus stops and possibly workers driving to the farm each day(with the bus or own car)
- Visible competing farmers working on their fields and even driving on the roads(could make the singplayer feel a lot more immersive)
- Employees working at the farm (for example compacting the silage silos)
- Small garden with a patch for growing vegtables, that you can work in using hand tools
- Buildings decay/deterioate over time (for example the gate is broken so you can’t get out with your tractor / combine) and maintenance of the of the bio-gas system
- Helping other farmers, including NPC’s (Helping them harvest before a major drought, a big storm or before winter comes)
- Airplanes flying up in the sky
- Birds and other insects flying/crawling around
- A working lawn mower to mow your garden and grass around your yard
- Various services for the municipality, which you get paid to do (snow clearing, lawn/roadside mowing etc)
- Native wild animals (fox, deer, wild boars, etc.)
- The dog from the ”welcome to your farm” video, that greets the player with a joyfull tail-wagging
- You have to keep a certain distance to lakes and rivers to protect them from/against pollution damage etc.
- Trees and bushes that plants them selves(like they do in real life) and grows over time
- Character is affected by the temperature, so you need to remember to stay warm/cool by adding more clothes and/or turning on the aircondition
- Purchasable Oil, grease cooland etc for maintenance
User Interface:
- Dynamic cockpit movement(the camera moves around realistically depending on the surface you are driving on and the speed)
- A character menu where you can create your own character so we don’t have to choose between 3 different versions of male and female characters(Like fallout and the elder scrolls).
- Global market that is controlled by the players (players can sell stuff like used tractors on there and then other players can buy those, even players using singleplayer can use it and everyone has an effect on it kinda like in ”Elite Dangerous” this would also benefit players who focuses on livestock breeding and doesn’t use the fields, this also means that the prices and the demand changes depending on what the majority wants at any given moment) go here for more info on the idea itself Global Market Idea - Translated
- Editable marks when buying a new vehicle
- Comprehensive setup menu (difficulty level, personal preferred simulation depth)
- The ability to change control setting in-game, so you don't have to go back to the main menu to change a control and the reload your save.
- FOV slider and POV slider and possibly advanced seat controls like in ETS2
- Holding down LMB will move the sliders one way slowly and holding down RMB will move it the other way
- More incab controls
Other agricultural activities:
- Production of your own fertilizer as an industry branch (using organic fartilizer from your livestock or the nature, this way you produce yor own and you can sell it on the global market to other players, see link above for more info on the global market)
- Production of seeds, so you wont have to buy them from the dealer and this can also help shape the price
- Realistic silage compacting (layer by layer)
- Control pests using their predators(Don’t always go for the good old chemicals, instead implement the pests with their predatory counterparts, so you can fight pests in your crops by sending out insects that eat those pests) – Not sure if this is the correct translation, I will confide with some advisors and get back to you
- Bales are pressed in a real weight ratio, they can go bad, realistic physics (even when approaching)
Campaign and story relevant Gameplay:
- Small campaign (Possiblity to make it yourself. Maybe linking it to the tutorials)
- Suggestion for the Campaign: Your are the daughter/son or maybe just a new person and you are about to inherit/take over managing the farm, each time you complete a task the machine/equipment used become your. So You plow a field and once done you now own the plow(maybe even the tractor), then you cultivate and then you own the cultivator etc, once you have plowed, cultivated, sown and harvested field, you own the machines used and the fields. Same concept for the livestock.
- Add voice over for the text parts in the tutorials and the campaign (doesn't need to be a well-known actor(s) but one with dedication and maybe using the appropriate dialect)
- An era-module. (You begin in the 1950's with old machines and as time passes newer and more advances machines are developed and you can then test and buy those machines. Kinda like in games where you begin in the stone age and then work your way up the history and get more advanced tools etc)
Other gameplay elements:
- Placeable air pressure guns (common in wine cultivation in order to expel birds)
- Realistic working speed (hard to implement when you can specify how long 1 game hour is according to real life)
- Characteristics and needs for your character where driving comfort has an effect as well(Exhaustion --> break / sleep, hunger, thirst etc) weather also effects you(temperature, moist level) - Like the iNeed mod and the Frostfall mod for skyrim
- Delivering time for new machines/equipment (things that are in stock takes less time), special offers and seasonal discounts.
- Driving license (Starting with one for light or small tractors that can drive up to 25 km/h)
- A very limited amount of money you can loan from the bank so you can’t buy the biggest and best machines from day one (high diffculty?)
- A very realistic forestry branch (if it’s a planned feature)
- The ability to dig trenches/streams and/or fill them with dirt
- Possibility to become a pure organic farmer and be subject to regular controls
- Maybe a train to transport goods
- Bale quality can be influenced by bad weather, poor storage and the volume can change
- Silage bales needs time to ferment
- The ability to climb ladders etc (you can climb up then ladder to the cabin on the combine and climb of the maintenance ladders on machines)
- Passenger script (You can sit next to your AI helper/friend in mp and just ride with them)
- Visible hands on the steering wheels etc
- Animation of entering and exiting a machine (If it’s relatively fast)
- Missions where you can help the local quarry by driving product from the quarry to a sale point and getting paid for doing it
- Number plates on your machines (Where you can choose what letters and numbers that should be used for each machine you own, or just have the game generate a random set and maybe have the ability to choose between different styles of number plates, English/German style)
- Be able to play purely as a contractor. You only have machines and other npc farmers on the map and players online will then hire you to perform a job for them. Players who focuses on dairy etc can hire a contractor(another real player) to come and do the farming for them.
- The machines dealer doesn't have everything in stock, sometimes you need to buy them "online". Some of the machines you can buy from the dealer will stand around so you can look at them before buying them.
- Milk truck will drive up to the building containing the milk and physically attach the hose to the truck and the tank and the driver will be out side near the truck "monitoring" the process. Dream scenario would be to see the chauffor go out and manually attach the hose.
Modding functions:
- Mods should only be available in the game if they contain no errors or cause any (maybe have a mode that you can enable so mods that has or can cause errors are allowed)
- Mods should only be accessible from official sources to prevent mod stealing (either via steam workshop or with a link to the official website)
- Good modding tools (like a map editor)
- Factory scripts implemented into the game for modders who would like to incorporate more processing on maps (for example Südhemmern-Map for FS)
- Deactivateable vehicles or types for map Dev’s
- Several architectural styles for diverse buildings see page 4 -> contribution 135
- More types of equipment for tractors so you can do more in the early stages of your career without having to buy expensive machines (for example 2 row beet harvester, small baler, and things like that)
- Map editor with premade setting when creating a new map, e.g choose map size(4x, 8x, 16x size), setting the region(different texutres, length of days, inverted seasons depending on what part of the hemisphere your map is located in, average temperature, etc).
- A more intuitive in-editor road constructer making road consruction easier, possibly even are railroad constructor, easier/better spline creator(possibly automatic splines or premade splines that are a part of the different road segments).
Multiplayer functions:
- Very limited amount of things new players can do on a server, as time goes admins of the server can then via a check mark system promote them so they can start doing more stuff, as a way to prevent griefers from griefing (in the beginning a new player can only cultivate and sow, then once the admins feels like the new player is a trustworthy player they can add some check marks to their profile so they can plow, harvest and transport grain and so on and so forth) --> a nice example of how it could work Your thoughts on multiplayer.
- Coop mode and competition mode (In coop you play together and in the other you compete and will occasionally get in the way of each other) look at post #22 5th segment, for more info on how it could work
- Hourly wages for players who works on your farm(maybe even bonuses)
- Certified mods if global market becomes a thing --> for more info go to post #11
The post was edited 12 times, last by Jeytav ().