[quote=“Atelerd, post:1, topic:316”]Items:
Weapon add-on - rifle belt. This add-on allows you to wear rifle, shotgun or SMG on torso slot, giving you 1-2 encumbrance. Craftable.[/quote]
Sounds good to me, no problem
Good idea, although I wouldn’t make it encumbersome at all, but instead make it fall off the character if he moves faster than walking speed (would require walking speed to be added as well), this would make it a good option when you want to warm up inside a building or wear it as you fall asleep.
I rarely use any UPS system so I can’t comment.
I would certainly enjoy managing the ammo manually, and It would add another level or realism, but it should be somewhat optional or streamlined for people that don’t want to spend too much time micromanaging.
Everyone wants this, but I don’t think we should plain half the values, but instead reevaluate them. Fighting with a massive military rucksack would be hard, depending on what you are carrying, but even a kevlar flak jacket wouldn’t impede you that much, very much less for poloshirts t shirts ect.
It should also take into account how many layers you are wearing, for example wearing a raincoat over a t-shirt wouldn’t impede you much, but wearing a raincoat over a light jacket over a jumper over a t-shirt would, even more so than the sum of the parts.
[quote=“Atelerd, post:1, topic:316”]Mutation and bionics - in early versions of mod mutagen made your character ‘feel strange’ and mutate after some time with high food and water consumption. So you couldn’t savescum and it was more realistic than momentally-grown tail and beak. Please, return it to game.
Same with bionics - as i see, bionics is some kind of nano-implants than grow in body, building useful structure. So, this may take longer than one moment. Let it be so - applying implant takes ~hour and gives you ‘Implant installing’ effect with occasional (depends on bionic - you can’t replace your arm with fusion blaster without painful procedure) pain and lowered dexterity. After some time - 5-12 hours, depends on bionic complexity, you got a result. As a benefit - you can no longer savescum with bionics.[/quote]
No objections from me on either of these parts.
I support this, letting the stats and traits be up to you while also including a good career system to give you a backstory.
In addition to the starting time, the start of the outbreak should start you off in a house/workplace, with a bunch of NPCs that have limited/no interaction getting attacked by zombies and looting a town. The only problem I can see here is lag, as hundreds of civilians getting attacked by dozens of zombies while also picking up items would be hard on a processor.
[quote=“Atelerd, post:1, topic:316”]Okay, more ideas.
Firefights.
Take [c]over key - ability to take cover behind bush/window/etc. to not get a bullet in the head or to sneak around. Ability to peek from the corner may be binded too - to peek from your cover.
NPC ambushes - 1-3 armed and dangerous NPC, covering in woods or somewhere else, waiting for someone like YOU. High perseption may help you in these cases.
Also - teach NPC to control their recoil, cause after 2 shots they suddenly become useless in firefight.[/quote]
The cover system isn’t a bad idea, although I think it’s very much an afterthought. Maybe add it around the time factions become up and running.
NPC ambushes sounds good, and maybe not even ambushes but just hostile NPCs in a group.
NPC recoil is pretty much a given, so yeah.