Hi cataclysm community. This is my first time posting but I know the game since whales was the dev.
This game is good, but for it to become great, a lot of attention should be focused on the details.
I have a lot of suggestions on how to make the game better.
These are meant to add depth, flavor and realism to the game, but not all of them have the same importance or impact In the game.
If anyone is interested in putting any of these in the game, I have ideas on how to implement and balance them, so if anyone wants to, I can elaborate on anything in the list.
Sorry if it is too much, but I’m excited about this game.
Btw, congratulations on the kickstarter stretch goal.
Darkness:
*More penalties on pitch black darkness:
-Moving in a dark place should make you stumble if you walk on tiles with chairs, tables, desks, or various items in the floor.
-Stumbling should make noise and occasionally make you fall to the floor and if your dex is low, hurt yourself on the fall.
-Reloading in pitch black darkness should occasionally fail; the lower the firearms skill, the higher the chance to fail
-Failing to reload should make you lose a turn, or drop the magazine/clip to the floor, and make noise.
-Stumbling and reload failing should happen more if your dex is lower, and less if its higher.
Weather:
*Wind:
-It should come in currents (with direction), and lower your body temperature depending on how light your clothes are.
-It should vary in strength, from breeze to hurricane.
-It should follow logical patterns (in a house, one open windows does not create a current, but two will do; on narrow passages the wind will blow stronger)
-It should blow away things in the direction of the wind; stronger winds blow heavier objects.
-It should make your get dry faster.
-It should make smoke disperse faster.
*Humidity:
-It should affect how long does it take for food or corpses to spoil, higher humidity should make the process faster.
-It should affect how quickly your body temperature changes, high humidity should make the process slower.
-It should change the probability for rain, higher humidity = higher chance of rain.
-It should affect the health of the player. High humidity should make breathing harder, low humidity should make skin dry and brittle.
-It should affect mold/fungaloid spread.
-The humidity of a closed room could be modified with heat/desiccants/liquids.
*Fog:
-Like smoke, but will not damage you/make you cough.
-Will appear in high humidity/low temp situations (so you could artificially produce it).
-Will be dispersed by heat (fire, torch), but not with electrical light (will reduce range of light).
Foods/Liquids/Corpses:
-The game should manage liquids in a more real way, instead of using charges, use real measurement units, like milliliter.
-There should be a limited water content in each body; it could work like quality (moist > normal > lightly dry > dry > almost dust).
-This water content, plus temperature and humidity should tell you how long would it take for a corpse to turn to bones (or chunks of meat).
-Zombie corpses on different climates will revive them with different properties (more later)
-Be able to use heat or/and salt to quickly dry meat.
Stats/skills:
*Stat gain:
-As a skill levels up, a related stat will raise by a small percentage depending on the skill
-This percentage won’t help until it reaches 100% (similar to Zelda heart pieces)
-Int is increased by electronics, computers, speech, barter.
-Str is increased by melee, bash, construction, swimming.
-Dex is increased by dodge, first aid, tailor.
-This are just examples and the list is not complete, but easy to do.
*Perception role in game
-Perception should change depending on the light level, a well lit room will make things easier to spot, increasing perception, while a dark room will reduce it.
-Perception should be linked to how far away you can spot items (each point increases radius of item detail by 1)
-Glasses influence perception and not just near/far-sighted; on low base perception, some glasses will increase it while others will decrease it; on high natural perception, all glasses will decrease it by varying amounts.
*Skills
-Archery trains firing any arrow to any target; firing a moving target, or archery target will do it faster; hitting the target will give more exp. No longer trains from crafting arrows.
-New skill: Fletchery, learned from same book as archery; low level, lousy arrow, high level, good arrow.
-New skill: Bullet crafting, learned from its own book; low level, lousy ammo, high level, good ammo.
-New skill: Acrobatics, used to make better jumps and landings; wall jump at higher levels.
Locations/biomes/enemies:
*New biome: Desert, lots of sand, cactus, dried shrubs, and the occasional oasis with fresh spring water, and exotic fruits.
-Enemy: Giant tarantula, aggressive, runs fast, painful poison.
-Enemy: Giant scorpion, aggressive, painful poison, stabbing stinger.
-Enemy: Giant desert wasp, aggressive, ovipositor, painful poison.
-Neutral: Camel big mammal
-Neutral: Hare fast mammal
Character customization/mutations/new features:
*Rebalance mutations/traits:
-Near-sighted: should reduce perception and blur things far away (more later).
-Far-sighted: you shouldn’t be able to tell which medicine bottle is which.
-Asthmatic: should trigger with smoke, spores, humidity and cold
-Bad back: should give lasting pain if sleeping in a place not confortable
-Aware: should give you information about your food taste, should give more information about diseases
*Character food taste: Each player should have random taste on food; some PCs will not enjoy alcohol, some vegetables, coffee, meat; on the other hand, some players will get extra morale boost for tasting their favorite food.
*New character features:
-Walk mode, slower but quieter
-The ability to shout, to get the attention of the zeds without having to smash a bottle
Damage/Body part:
Ok, I’m kind of tired of writing all of this but think something like dwarf fortress body part system.
Im really tired so I will fill this up with more stuff later.