I totally love systems like this, so I’m all for it.
We already track kill counts, and are starting to track more and more info about other actions, like “attacked monster X with a bashing weapon”, so we might even have the info we need.
I like it when good ideas fit in to the gameplay. Realism is a huge factor in this game and learning about enemies as you kill them is just plain logic. I support the idea!
[quote=“Kevin Granade, post:7, topic:3205”]I totally love systems like this, so I’m all for it.
We already track kill counts, and are starting to track more and more info about other actions, like “attacked monster X with a bashing weapon”, so we might even have the info we need.[/quote]
<3 how GTA has all those random stats
DDA could have some fun stuff too
Headshot Expertise(# of Zeds Headshotted): X
Level of pyromaniac(how many fires started): X
Level of Accident Prone(car crashes): X
Drug of Choice: X
Hours listen to MP3player: X
Favorite place to sleep(Bed,Car,Ground,Cot,Tent,): X
Possibility is endless.
Heres a 7.1 i’m still playing… Glorious stats are glorious.
Well said! You rock.
And totally agree.
Thanks 4 the support.
I especially like the idea of getting rewarded for killing many of the same type of mob.
Cause you will go out of your way to become a Fungal Zombie master hunter to learn all their secrets.
Takes a few months, but by then you’ll live 'till winter. Experienced cataclysm survivor, here.[/quote]
Starting to stock up on my 7.1 guy right now.
He has tons of tinned food, infinite water thanks to toilet exploit, and a secure location he is going to board up.
Want to vacuum pak some meat, but don’t know where to get plastic bags yet.
You should also get bonuses by finding research notes and military reports about the mobs. It makes sense to have such items scattered across the world: the scientists want to learn about these new creatures, and the military wants to learn how to kill these new creatures and make them stay dead.