This is a list of frequently made suggestions, and the current stance on how viable they are.
Broad categories are “This is already implemented”, “Someone is working on it now”, “This will go in as soon as someone implements it”, “This doesn’t fit the main game, but would be fine for a mod that ships with the game”, “We might add support for it to the code, but we won’t/can’t distribute it with the game”, “This isn’t reasonable to implement”, and “We’re not adding support for this to the code even for a mod”.
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Player abilities
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Psychic powers: mod only
Not happening, it simply doesn’t fit the theme of the game.
However, we’d be happy to have support for it in the code so that a mod can have psychic powers. -
Magic powers: mod only
Not happening, it simply doesn’t fit the theme of the game.
However, we’d be happy to have support for it in the code so that a mod can have psychic powers. -
Poop and related bodily functions: NO
No, just no, not even in a mod. -
Bathing/accumulating scent: mostly no
Every way we look at it, this seems like it would mostly be a pain to deal with for the player and not fun if it simply accumulated over time.
One approach that might work would be specific monster attacks that make your scent stronger that you’d have to deal with somehow. -
Craftable Automatic Weapons: mostly no
We limit crafting for the most part (exception, see cars) to things a single survivor with limited tools can create, and every reasonable plan for automatic action guns I’ve seen has required rather extensive tooling that’s not available to the survivor (metal folding/rolling machines, presses, drill presses).
The absolute closest thing to an automatic weapon I’ve been able to come up with that would be reasonable to craft is an old-school Gatling gun, and a motor for same to up the rounds per minute.
At some point in the future we might build up tooling to the point where automatic weapons manufacture becomes feasible, at that point we can revisit this.
For further discussion on the subject, see https://github.com/CleverRaven/Cataclysm-DDA/issues/10787
Addendum, I ran across wat is called the Luty-pattern SMG, which should be craftable in dda: https://github.com/CleverRaven/Cataclysm-DDA/issues/22688 -
“Enhancing” or “modding” melee weapons: ok for a mod
People frequently suggest that we add a system where melee weapons can have mods attached to them like guns can. There are two problems with this. First I’ve never seen a sensical suggestion of what these mods would be outside of fantasy type things. Second, the mod system for guns is TERRIBLE and I don’t want to just duplicate it, someone would have to come up with something much better before it would get added.
The damage melee weapons cause is a complex combination of dynamic leverage as they are swung, weight distribution, and the interaction of the striking surface(s) with the target, and that doesn’t even get into the complexities of maneuvering past a targets defenses without opening your own guard.
I’m strongly against “moddable melee weapons”, because I don’t believe you can come up with a simple system for determining the resulting parameters of said weapons that makes sense enough to be worthwhile, and a system complex enough to do so would be more trouble to maintain than simply enumerating the weapons you can make. -
Recover liquids from the ground: No interest/wouldn’t work well
This keeps being suggested, but it’s just not reasonable to recover spilled liquids from the ground and then get any kind of use out of them, since in general they’d be so adulterated by whatever would get mixed in with them that they wouldn’t be fit for any purpose. -
Player making noise to attract or distract zombies: Would go in with an implementation.
(EDIT: has been added)
Nothing wrong with this idea, but no one has gotten around to it. -
Electrical power transmission: varies
This covers several sub-suggestions that do or do not work for various reasons.- Bring back a municipal power grid: not feasible to implement
This isn’t feasible for several reasons. First, the assumption is that the grid is wrecked. After a disaster of this scale, it frequently takes dedicated teams of technicians working overtime days to weeks of work to restore the grid to working function, and that’s with near-unlimited resources, no additional disasters happening, and specific restoration plans in place. For a survivor it would be simply impossible, and even for teams of survivors it would take a prohibitive amount of time to do, and it would be much easier to simply cobble together a rough point-to-point power transmission system.
Second, this would be extremely difficult to support in the game engine because once you surpass a certain scale you need to keep every connected electrical device loaded and periodically processed in order to keep track of power usage. The only way I could see this working is if you ran through a series of missions to reclaim a town, and as part of the missions some power generation plant was assembled, and the town was wired up for it. At that point we could hand-wave the power usage tracking because the faction would be running the plant, not the player. - Short-range power transmission (scale of a single building): Partially implemented
Currently you can hook up multiple vehicles with jumper cables so they can transmit power, and this even works if some of the vehicles aren’t in the immediate area.
The plan is to extend this by building “appliances” that you can hook into this grid, but you interact with them using the construction and menus brought up with 'e’xamine instead of going through the vehicle menus. The main thing holding this kind of thing back is generators, which for game balance should make lots of noise and attract monsters, but monsters aren’t very good at dealing with this yet (see hordes).
- Bring back a municipal power grid: not feasible to implement
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User interface
- Nestable container model for inventory: Will go in as soon an there’s a good implementation/someone is working on it.
This is a really old and good one, the problem being the most straightforward implementation of it where you manually manage all those containers is a terrible interface. (see DF adventure mode) For this to go in, it must default to the inventory system doing all the work for the player, and the player only specifies what goes where occasionally.
- Nestable container model for inventory: Will go in as soon an there’s a good implementation/someone is working on it.
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Monsters
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Separate limbs for monsters: not useful
The suggestion is usually along the lines of, “add limbs to monsters so they can be crippled”. The problem with this approach is you can add crippling attacks much more easily by just applying a crippling effect to the monster, there’s no need to track per-limb HP for monsters to make it happen. Also, a limb system for monsters would be much more complicated than the one for players, since monsters have a more variable number of limbs, so we couldn’t even just use the code from the player-based system. -
Targeted attacks on monster body parts: not useful
A similar suggestion is to allow the player to target specific monster body parts in order to achieve specific effects such as stunning with headshots or slowing by hitting the legs. A much simpler system is to have the player declare the effect they want rather than something indirect like targeting a limb, then we can be more flexible about how the attack plays out based on the combination of player abilities, weapon used, and monster type.
For a better outline on what we DO want to do, see https://github.com/CleverRaven/Cataclysm-DDA/issues/1565
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