Edit: If we are serious about this, we should organize this a bit better. Maybe create a new forum section and have one topic per idea.is it even possible to build a patch for it. Is anyone here knowledgeable enough to do it (I'm not).
Depends on
what shall be done. Some changes will be easy, some will be more difficult and some will be (almost) impossible. We can certainly not change everything. But if there is enough incentive to change one thing, however hard that is, chances are that we can do it. When I say "we", I am mostly talking about Hooman who knows the most about Outpost2's internals. I know a little bit and a few other people know a little bit.
Generally, there are two categories for changes: changes of the interface and gameplay changes. I am putting your ideas into those categories:
interface-> Queues would be awesome. Early game its not a huge problem, but mid-late game it becomes difficult to manage building kits, building units, research, and combat all at the same time (and by that I mean you generally just choose one of the above)
I find that multitasking in the beginning is as difficult as later in the game. But only later in the game will queues really help. As I stated before, I am all for queues.
-> Would be nice if you could have a Set Buildpoint (ie you build a unit and it travels to the location)
+1
-> Would be nice if the ConVec would return back to the structure factory AFTER it built a building, so that you don't have to hunt around for the ConVec later (that is when you don't have a Robot Command Center)
Sometimes I find it quite useful when ConVecs stay at the last thing they built., for example when building outposts.
-> Would be nice if when you loaded a unit onto a garage platform it would automatically load it inside to repair and then automatically unload it.
+1
-> Would be nice if you could continue playing in a Colony Game after you reach the objective. Also, would be nice if you could continue playing after you launch a starship PROVIDED you had enough scientists leftover.
+1
gameplay-> Make it more randomized on where and when a disaster will strike.
That part belongs to the individual missions, i.e. the disasters in mission XY are entirely defind by the dll file that belongs to mission XY. Hence I'd leave that decision to mission creators.
-> Would be nice if Lava Walls lasted longer or were permanent. Also be nice if Microbe Walls lasted longer or were permanent.
That would make certain missions too easy. No.
-> Would be nice if the script was removed that makes turrets randomly explode, when they aren't hit by a disaster or an enemy unit.
I always wondered why gps explode and tanks don't. The fact that gps explode is the most important reason why I don't use gps.
-> Would be nice if the class size for a university was increased from 10 to say 15.
unneeded.
-> Would be nice if having more than 1 nursery actually increased Child growth rate.
I always found it strange that one nursery is enough for a colony of any size. Not sure if your solution is the right answer to that, though. We could also introduce a nursery demand similar to the residence demand.
-> Would be nice if there was a conventional missile for Plymouth, that simply did say 1500 damage in a small radius, that would be launched from the spaceport.
clearly no.
-> Would be more realistic if there was a food supply capacity per agridome.
maybe. But if we wanted to be realistic, food would also be stored in residences and in command centers. So, maybe, we could assign food storage capacities to all buildings. Colonists should possibly be able to carry a limited amount of food, e.g. 100 each.
-> Would be great if a Spider could repair units up to 100% of maximum HP. Also be able to repair fellow Spiders and Scorpions.
Not sure about that. Garages have to remain useful.
-> Would be great if certain Techs had research tiers (ie you could research Environmental Psychology 3 times and each time increases maximum residents at the Residence and Adv/Reinf Residence by 10)
sounds boring and is not needed.