Needful things (simple additions to improve the game)

Powah feest. owo

A landmine detector. Enough said.

[quote=“Zireael, post:2222, topic:5570”]A landmine detector. Enough said.[/quote] “Landmine Detector- Beeps randomly inflicting paranoia debuff, has 0.001% chance of randomly spawning a landmine right under you ( but only during a full moon )”

This ISN’T the bad ideas thread.

Besides, a bundle of random items to throw would be the better landmine detector.

A Hotkey to toggle autoloot ( I’d gladly bind to “!” replacing safemode )
Or perhaps an option to set which items are to be looted during combat and which are not.

crap Dx i’m so sorry
[sup][sup]but the suggestion did have some merit regardless of how cynical it was, as random_ kindly pointed out :3
mines are detected automatically, not much point to having a metal detector just for them[/sup][/sup]

Also, samurai class. Maybe. o3o

You’d be better off with a HEMA class that has all kinds of subclasses, like a longsword “fencer”, a katana “fencer”, a baskethilt “fencer”, a saber “fencer”. You get the idea.

just to point out… HEMA stands for Historic EUROPEAN Martial Arts…
One does not simply “Fence” with a “Katana”

Anyway i do support this notion, “Historical Reenactor” & “AHistorical Reenactor” are already “professions” in the game.
they’re just lacking the martial discipline.

However the individual treatises that HEMA teaches, They were written in specific periods of time to perform a specific task on the battlefield
[sup]( except the dueling oriented treatises, which are basically ways to counter someone using the same style and weapon as you )[/sup]

so i wouldn’t expect them to be exceptionally effective versus ( zombified ) unarmed civilians… Any more than the individual weapon would be in hands able to cut or thrust properly ( Melee skill ) due to the fact that- again, the techniques were based around fighting an opponent that’s armed and armoured in a specific manner.

Then again europeans need something to counter Niten Ichi-Ryu
[sup]( which by the line of thought i’ve described falls into the same basic premise- and yet is incredibly powerful )[/sup]

[sup][sup]Say hello to Matt Easton and Lindybeige for me[/sup][/sup]

Speaking of which, if one did add in a samurai profession, a kenjutsu or similar style would go nicely with that. Though we do need more western martial arts as well. o3o

I feel crafting armor should take longer and higher tailoring increases crafting speeds for armor.

Could you add a sorta mutation tree to the came called “What I’ve seen” that instead of mutagens works with the time player has survived?
It would mostly be made of perks dealing with psyche, both good and bad, and maybe some perks that you can’t get elsewhere.
My biggest issue with immersion is that player does not care, the things he sees and does don’t leave permanent marks on him.

We’ve got a little bit of this already; once you’ve killed enough zombie kids you become inured to the act and no longer take a morale hit when doing so. It would be nice if we had more things of this sort.

How about something involving cannibalism? Like once you’ve eaten enough human-made meals without the cannibal trait you develop a taste for it that removes the morale penalty.

Sounds like an ‘achievement’ system in the works :slight_smile:

Be pretty nice to see the ivan fear mechanic of getting too damaged would leave oneself in immense fear, and be unable to attack and retreat. The only way to to recover from this is to rest/recover, and to kill other things to build self-confidence.

It would be cool to have a counterpart to the road map - a terrain map. Doesn’t map out roads or anything, but instead reveals chunks of terrain, i.e. forests, swamps, bodies of water. I have no idea how you’d go about coding it, though.

Edit: Actually, it looks like there’s already a reveal_map function - just plug in a radius and terrain types. Would make it super easy to implement. Ran a couple tests, revealing forests, fields and rivers is basically everything that’s not a city. Take fields out and it looks like a pretty good balance, but I’d like to get other people’s inputs before I implement it.

[quote=“Ishindri, post:2237, topic:5570”]It would be cool to have a counterpart to the road map - a terrain map. Doesn’t map out roads or anything, but instead reveals chunks of terrain, i.e. forests, swamps, bodies of water. I have no idea how you’d go about coding it, though.

Edit: Actually, it looks like there’s already a reveal_map function - just plug in a radius and terrain types. Would make it super easy to implement. Ran a couple tests, revealing forests, fields and rivers is basically everything that’s not a city. Take fields out and it looks like a pretty good balance, but I’d like to get other people’s inputs before I implement it.[/quote]

I love this idea. owo

[quote=“Ishindri, post:2237, topic:5570”]It would be cool to have a counterpart to the road map - a terrain map. Doesn’t map out roads or anything, but instead reveals chunks of terrain, i.e. forests, swamps, bodies of water. I have no idea how you’d go about coding it, though.

Edit: Actually, it looks like there’s already a reveal_map function - just plug in a radius and terrain types. Would make it super easy to implement. Ran a couple tests, revealing forests, fields and rivers is basically everything that’s not a city. Take fields out and it looks like a pretty good balance, but I’d like to get other people’s inputs before I implement it.[/quote]

Sounds interesting, but it might be too op, if it would reveal too much.

Even just forests and rivers would be nice. Or just rivers. Good for my innawoods characters. o3o