Hmm, these are far better arguments than my DM gave for why intimidate is solely charisma. I have learned a thing!
If anything, I would figure that the main reason you’d want to use strength for intimidate would be in combat, which seems like different circumstances than trying to discourage a would-be enemy from starting something.
Muscle alone helps with intimidating. Ofc it doesn t help much if you can not communicate. Take it like a modifer x.
In Math the problem would look like speech * x = intimidate.
Is you speech near zero x will have little efffect on the result but high speech skill and lots of muscle will be better then just beeing eloquent.
The x however should be represented by the most trheatening aspect of the person i talk to. So a strong person with an rpg in hand might still use the rpgs value as its more threatening. While the same person wielding a bb gun will proly use his str value.
Doing something with your strength in order to convey a message is communication.
I dunno, a big guy with a dinky little BB gun would probably inspire terrorgiggles. XP
Bikes need moar love, namely saddlebags.
Also moar guns would be nice, but making your very own Streethawk might be a bit beyond the abilities of your average survivor (if there is a such a thing).
Moar guns, you say? https://github.com/CleverRaven/Cataclysm-DDA/pull/12823
EDIT: Also, how complex would it be to expand on the “smart hearing protection” feature so that items can use the “able to hear but still protected” ability that the hearing bionic has? I kinda want a battery-powered set of headphones that works like earplugs when turned off, but when powered allows hearing while still protecting against loud noises.
Flying cat heads that shoot lazer beams. can be allied with by giving them either a cheezeburger or toaster pastry
That belongs to bad suggestions thread.
Wristgun, that you actually wear.
Huge disapointment to find a wristgun that is wielded.
Isn’t there any way to tweak it to work as clothing?
[quote=“troll from behind, post:2309, topic:5570”]Wristgun, that you actually wear.
Huge disapointment to find a wristgun that is wielded.
Isn’t there any way to tweak it to work as clothing?[/quote]
I want my Taxi Driver roleplay to happen!
[quote=“troll from behind, post:2309, topic:5570”]Wristgun, that you actually wear.
Huge disapointment to find a wristgun that is wielded.
Isn’t there any way to tweak it to work as clothing?[/quote]
I do wonder how to code that though. As it stands, if you’re wearing a holstered gun and hit the "f"ire key empty-handed, you’ll draw the weapon, wield it, and take aim. I don’t know how potential conflicts are resolved when you have multiple holstered guns, nor what it does if you’re perched on a vehicle-mounted gun (since that’s how you manually fire mounted guns as well).
Still, that code could be appropriated to a wrist gun. Or just add a wrist holster.
EDIT: Also, we have heavy duty boards, but no quarterpanels?
Could you as a workaround make game consider it to be a CBM and be activated there?
Would like to see some new CBM-weaponsystems, the current ones lack in stoppingpower.
When you start you should not be required to do tailoring grind. What a boring start!
Either start game in summer or put enough clothing on the starting characters. Exception is shower victim.
Be able to wrap steel chains to your limbs as improvised metallic armor.
Possibility of making items like spray paint cans and fire extinguishers blow up when lit on fire? Not sure if simple or really difficult, as they aren’t activatable explosives. Just contents under pressure.
Allow NPCs to be enemies in defense mode.
There is the cookoff flag for ammunition, so possibly. Basic cookoff works decently enough for popping aerosol cans, but we’d need a variant that causes the pop to be a weak fire suppression explosion. I think they tested that on Mythbusters once…
More options to disable things. For instance, specific types of monsters, or just monstrous wildlife, etc, etc, etc.
I may have already mentioned this, but it seemed to me that it might be fun to have a defence mode with manually-triggered waves. To give the player the option for a “limited resources, unlimited time” defence. It would let crafters go wild with elaborate trap arrangements and crafted gear. Pit traps would be unbalanced, but players would hopefully be self-policing about how much it would ruin their fun, or maybe deep pits don’t exist in that mode’s maps? Undiggable terrain?
This sounds more like a new thread idea than a simple addition… but I like it!