We need more mapfeatures, EVEN if just fluff.
Things like hills or big rocks due give the terrain defaining features making it intresting if not granting gameplay advantages.
Ooh. Rocky terrain, yes. As for hills, if the z-level option becomes more fleshed out and complex, that’d be a good addition it could support.
A very minor suggestion, hell I’m not even sure if it’s a proper suggestion or not but…
Rats can’t actually vomit, can’t so much as belch as a matter of fact, their digestive system is very strictly one way only.
I was just testing out mutation lines and that stuck out at me as somewhat anomalous.
Currently, trenchcoats take more materials to tailor than dusters but cover less than the latter, just the torso and arms minus the legs. This doesn’t make much sense. Is it intended for some reason? If not, I propose they get a switch on the materials requirement.
Also, it seems that currently grabs don’t stop you from going up and down stairs. I propose they do so.
Also, the added length of dusters isn’t used to support additional pockets, since the storage is the same. Though I don’t think most full-length coats add pockets farther down. :V
New Item: Survivor UPS
Description:
A standard UPS interface jury-rigged to a small storage battery to improve its capacity greatly. As the result is rather heavy and unwieldly, it comes with some straps so it can be worn around the waist.
Stats:
Maximum charge: 5000 batteries
Volume: 20
Weight: 5 kg
Worn: Around Waist
Encumberance: 20
Recipe:
Skills: Electronics 8, Fabrication 8
Tools:
Screwdriver
Soldering Iron (50)
Components:
1x Unified Power Supply CBM
2x UPS or 1x Adv. UPS
1x Small Storage Battery
50x Copper Wire
6x Power Converter
4x Amplifier Circuit
4x Scrap Metal
200x Duct Tape
1x Leather Belt or 4x Leather Patch
Comment:
This item is designed to provide a more feasible approach to the use of energy-based weapons and Power Armor for late game survivors who don’t use CBM’s. I’m aware that it is a bit on the OP side of things, but the stats can easily be changed for a more balanced result. In essence, it should act as a large energy pool for Power Armor/energy weapons, but it should be heavy and unhandy (with a lot of volume) to prevent players to prevent just piling up on them. The UPS CBM required in its recipe its mostly there to lock the recipe behind the same level of luck/rarity as the standard UPS CBM + Power Storage + Power Generation combination.
It needs somekind of potential flaw that can kill the survivor like chance to short itself when damaged for !FUN!
So we have a bunch of swords and other weapons that can be crafted into flaming versions of them, right? I propose something similar for fist weapons. A low-tech power fist, more or less. Fire gauntlets, more nomex patches, and a brass knuckle and some rags for good measure. A bit slower than most fist-weapons, but capable of delivering flaming uppercuts of death.
I’ve often suggested a survivor style powerfist that uses compressed air and runs a pressure trigger across the knuckles. Land a hit, compressed air shoves a piston into the target like a captive-bolt pistol–reload. repeat.
Only thing is I don’t know if it’s currently feasible to code a weapon that consumes ammo/charges when used to hit something, as compared to chainsaws, stun batons, and flaming weapons that all rely on transforming into a more damaging weapon that drains charges at a constant rate.
Probably suggested before, but:
Highways should connect every bigger city. I’m REALLY annoyed when I get a really nice car and after a while of driving, the road simply just cuts off with no other way but a giant forest with trees of car-b-gone.
If those highways are wider than the norm, I’m all for it. As it stands we lack anything wider than a basic residential street, you’d think fictional New England would at least have multiple lanes, or turn lanes for intersections. o3o
Artifact labs, or somesuch. Another end area for a lab, where the people in the lab are apparently studying an artifact.
Hmm. Anyone done work on a school scenario? We had quite a lot of student-themed professions now. owo
Artillery.
Mortars, howizers and MLRSs would come handy to those occasions when you have fungal tower couple of maptitles away…
I just saw the simplified firearms mod over at contributions and thought how it had a point but, while it sometimes get to be a chore getting weapons and it’s ammo out of stockpiles, I still like the complexity, so and idea ocurred to me. How about getting more colors other than green to highlight combos and having each color take a kind of ammo type and the weapons that use it. Like for example, 00 shot, slug shot, etc… and the L12 and other shotguns be green while. 223 and the L-Scar and other. 223 rifles be blue, and so on.
Not only that but I think it would be extra useful if the color combo happened without the need to have ammo or a gun in your inventory (both in inventory and in pick up menu) but just by sitting in the same tile so that it can be seen at a glance your ammo situation.
over and out
Random useless suggestion that’s way to complicate to ever be implemented:
Give forks, spoons, some knives, sporks, foons, etc. a flag that improves eating speed (and maybe even add a very small morale boost) when they are nearby or when you have them in your inventory whenever you eat something. Should only work for certain foods, of course.
Or a chance of foodpoisoning for sloppy pigs who only use five spiked forks?
It could happen!
Or very least havin a morale debuff from beign a sloppy pig.
Option to hide in a locker, crate or garderobe.
Would go hand-in-hand with https://github.com/CleverRaven/Cataclysm-DDA/pull/12775 it seems. If only I knew how to add such a feature.