Thing is that adding code to check for items of the material would be more complex than simply aping the wool allergy mechanics.
Also, some rubber boots and gloves are made from latex and related products, and some aren’t.
Thing is that adding code to check for items of the material would be more complex than simply aping the wool allergy mechanics.
Also, some rubber boots and gloves are made from latex and related products, and some aren’t.
Hmm, fair enough. My concern is still that there might not be enough items to make this allergy an overall gameplay changer.
True. =w=
Also, tanks would be neat.
A repair all command for car maintenance.
Now that the zeds evolve maybe NPCs should also be given a chance to evolv as time passes?
A grizzled biker roaming the wasteland on his doombike, sheriff patrolling on his deathwagon and assortment of other loonies from fiction.
i subscribe to this
What about additional powerarmour-parts?
I thought about something like internal oxygen support, sensor upgrade(clock, wether and temperature), improved visulisation-system(some IR- and nightvision and helps finding traps; prevents vision if unpowerd), hydraulic movement support(maybe some STR and speed bonus when powerd) and a target visulization system.
The parts could, like the hauling frame, only be worn with powerarmour, whilst increasing your encumbrance further(especialy with multiple over the same bodypart)
Definitely agreeing with repair all being a great addition, also a note on the vehicle screen listing how much time each repair/replacement/installation will take. It’s somewhat annoying that the default resolution has the vehicle screen cover up the time monitor, so the only way to guess is by light and player need deterioration.
I’d also like to see a way to debug travel with vehicle, but that might not be simple.
Hmm. Where would be a logical place to spawn a map that reveals fungal zones and other anomalies, should one mod that in?
Science Lab? They’d likely be the only people who’d have kept watch for that kind of stuff both before and certainly after the Catacylsm.
Oooo that’s a cool idea, a map to all the local triffids, slimes, fungi, and other assorted (literal) moonbats!
Make strength give bonus to intimidation checks.
Man, I’ve been asking for a houserule for that in D&D 3.5 for years. Such a bonus in CDDA would be lovely.
Too bad seduction isn’t an option instead of brute force.
It does
The reason it’s CHA instead of STR in D&D is that Intimidation is focused on changing the target’s behavior. If you come off as mean or cruel or just outright dangerous then the target is likely to think, “Even if I go along with him he’s just going to murder me anyway.” or “If I give him up he might actually do enough damage that it’ll seriously harm my organization.” You’re not proving you could hurt him - you probably already did or he already believes that to be the case - you’re convincing him that helping you is the best option he has of all the shitty options out there.
Ah, labs would be a good place for that, yeah. Or maybe cultists, depending on which anomalous zones are recorded.
I would put them in survivor homes or somewhere with an established NPC population. I believe most of the fungal/triffid stuff didn’t really start getting out of hand until the cataclysm was already in full swing, so it seems like something that survivors would try to remember so they could avoid it. Labs and stuff could have some mention like “Anomalous plant forms, similar to samples T-11 and T-12, have been detected in sector (83, 100).” That way it sort of hints that they’re a small growth, possibly before the fungal spire forms or the triffid grove is fully matured.
Ah. That would be sensible, though harder to code than a map item that lists anomalous zones.
I feel that strength should not directly affect intimidation. I expect that a knowing smile and a finger on a blinking button should be much scarier than a hundred kilograms of muscle and a nervous request to avoid dangerous conflict. In D&D I feel that strength can e applied to intimidate only by creating circumstances. It is up to your charisma to imply that your victims have a choice to agree with you or to experience what happens if they don’t, and that they do not want to gamble on a potentially bad outcome. Punching a hole through a metal door in order to reach them will lend weight to your argument, but simply possessing the means to do so without the demonstration that it is likely to be used will not.
A decent D.M. should be making decisions for their pawns. If you have just ripped a full-grown dragon into halves with your bear hands, then they should probably either decide that you are too dangerous to be left uncontained or too dangerous for them to do anything about. If you have 4 charisma then making an effort to communicate(intimidate check) will probably make your situation worse as they stop focusing on the dragon halves as their attention drifts to your pained efforts to find words and nervousness about being in a social situation.
In the cataclysm, being sufficiently lacking in armour that your musculature is discernible is probably going to harms your intimidation, but carrying around a Jabbercorpse would probably convey the situation much more articulately and forcefully…
Perhaps there could be trinkets that would add to diplomacy. You could convert a metal pipe into a piece of scrap metal for example, or you could carry around a bag of skulls and you crush one every time you pronounce an exclamation point… Being fancy might help convince people that you are civilised and maintaining your equipment might convince people that you are capable…