Needful things (simple additions to improve the game)

[quote=“Slax, post:2352, topic:5570”]Rare international MREs. For survivor stashes as such. Some people do order that stuff for one reason or another.
Hmm. Maybe they even contain some TASTY food?[/quote]
New MRE’s are actually pretty tasty, albeit rather calorie heavy for a person who isn’t sloughing 100lbs of equipment across the barren wastelands. I know someone who purchases them by the box since they make great box lunches (though as mentioned kinda calorie heavy and a bit expensive).

When a cart ‘collides with with something,’ it so do some damage to regular zombies or at the very least a knockback effect.

Since there is a toolbox for all the small tools, what about a toolbox for the smithing equipment?

{
“id”: “blacksmiths_chest”,
“type”: “TOOL”,
“symbol”: “;”,
“color”: “red”,
“name”: “blacksmiths chest”,
“name_plural”:“blacksmiths chests”,
“description”: “This is a large metal box containing the tools for blacksmithing. Forge not included.”,
“price”: 223100,
“material”: [“steel”, “aluminum”],
“weight”: 73925,
“volume”: 60,
“bashing”: 10,
“cutting”: 0,
“to_hit”: -5,
“max_charges”: 0,
“initial_charges”: 0,
“charges_per_use”: 0,
“turns_per_charge”: 0,
“ammo”: “NULL”,
“revert_to”: “null”,
“qualities”: [[“GLARE”, 2]]
},


{
“type” : “recipe”,
“result”: “blacksmiths_chest”,
“category”: “CC_OTHER”,
“subcategory”: “CSC_OTHER_TOOLS”,
“skill_used”: “fabrication”,
“skills_required”: [ “mechanics”, 3 ],
“difficulty”: 5,
“time”: 8000,
“reversible”: false,
“autolearn”: true,
“components”: [
[ [ “tongs”, 1] ],
[ [ “chisel”, 1 ] ],
[ [ “anvil”, 1 ] ],
[ [ “swage”, 1 ] ],
[ [ “mold_plastic”, 1 ] ],
[ [ “crucible”, 1 ] ],
[ [ “goggles_welding”, 1] ],
[ [ “apron_leather”, 1] ]
]
},

Unfortunately, it’s extremely heavy.

PS: Is the plastic mold supposed to have a weight value of 2?

Interesting idea. Don’t forget you can use the “sub” property to make it substitute for any tools recipes need, but unsure if it lts you define multiple substitutions.

Sixty year old vintage vodka with potato ration that has also fermented into vodka? But comrade, that is the battlefield breakfast of champions!

Has S.T.A.L.K.E.R. taught you nothing? You could live forever on vodka, wastebread, sausage, and probably-50-year-old canned food. o3o

What about a simple little bar or icon of some kind that pops up when you examine any vehicles?

one icon/bar would be for if the vehicle is drivable, and if not, what it’s missing. Gas and battery would be ignored since you can already easily view those.

possibly some kind of icon to show if the vehicle is draggable or not(allowing for changes in strength.)

Or simply just additional displays on the status menu besides wheels? Like an added thing that automatically lists basic componant stats. Are its controls or engines shot out? Battery status? Alternator status and/or output? Is the gas tank damaged enough to leak?

Also, one question. Ammo type overlap. Anyone got info on how complex it’d be to implement?

[quote=“Random_dragon, post:2368, topic:5570”]Or simply just additional displays on the status menu besides wheels? Like an added thing that automatically lists basic componant stats. Are its controls or engines shot out? Battery status? Alternator status and/or output? Is the gas tank damaged enough to leak?

Also, one question. Ammo type overlap. Anyone got info on how complex it’d be to implement?[/quote]

Yeah, that works too. I was just trying to keep mine as simple and easy to implement as possible. but yeah, some kind of system to give faster and more accurate info on vehicles. maybe the higher your mechanics skill, the more accurate the percentages you can see are?

Like at 0 mech skill, your estimates can be off by as much as 50 percent. Every skill level gained decreases that amount by 5 percent until you can see that your engine is at exactly 97 percent.

on that note, what about having cumulative vehicle part damage so that after a while, you can only repair a vehicle part to 98, then 97, then 96, then 95 etc percent. after all, you can only fix something so many times before you start getting diminishing returns on your work and investment. The in game use for this would be that after a certain amount of time, you NEED to change your tires because they are simply worn out. or you MUST change your engine because it’s just soo damn old and worn out that it might crap out at any moment and let that big ole mean hulk catch up to you.

I was thinking that yeah, whether that info be reported should depend on mechanics skill. Checking mechanics versus display might be more complex though.

Random inaccuracy really would be annoying as you’d have to roll that every time you check the vehicle menu. I’d say keep it simple. Any major problem has a minimum mechanics skill to be reported automatically when viewing the menu.

^^^ this. perfect cata type solution. start off with only the info that would be displayed on the dash/ by looking in the gas tank, more vehicle stats available for viewing pleasure as mech skill increases. Then add on diminishing repair, in later update.

Also make removing batteries able to increase level or make it a level 0 skill… or both. You literally only have to undo 2 nuts on the battery and a third that holds it to get them out.

Yay. o3o

[quote=“CosmicKobal, post:2369, topic:5570”][quote=“Random_dragon, post:2368, topic:5570”]Or simply just additional displays on the status menu besides wheels? Like an added thing that automatically lists basic componant stats. Are its controls or engines shot out? Battery status? Alternator status and/or output? Is the gas tank damaged enough to leak?

Also, one question. Ammo type overlap. Anyone got info on how complex it’d be to implement?[/quote]

Yeah, that works too. I was just trying to keep mine as simple and easy to implement as possible. but yeah, some kind of system to give faster and more accurate info on vehicles. maybe the higher your mechanics skill, the more accurate the percentages you can see are?

Like at 0 mech skill, your estimates can be off by as much as 50 percent. Every skill level gained decreases that amount by 5 percent until you can see that your engine is at exactly 97 percent.

on that note, what about having cumulative vehicle part damage so that after a while, you can only repair a vehicle part to 98, then 97, then 96, then 95 etc percent. after all, you can only fix something so many times before you start getting diminishing returns on your work and investment. The in game use for this would be that after a certain amount of time, you NEED to change your tires because they are simply worn out. or you MUST change your engine because it’s just soo damn old and worn out that it might crap out at any moment and let that big ole mean hulk catch up to you.[/quote]

irl you can drive on a set of wheels some 2-3 years easily, depending on how much you drive. And engines can work without needing repairs more than 10 years. So if such a system is implementing (which i’m against, since i don’t want this game to be a thoroughly done vehicle simulator), it should take these figures into account.

irl you can drive on a set of wheels some 2-3 years easily, depending on how much you drive. And engines can work without needing repairs more than 10 years. So if such a system is implementing (which i'm against, since i don't want this game to be a thoroughly done vehicle simulator), it should take these figures into account.

true. however those numbers are assuming fairly regular oil change filter cleaning etc… But I can definitely sleep soundly NOT forcing players of a game for FUN to go through all the necessary steps of regular chicle maintenance.

Depends what you want to do with it and what you are aiming for. Ammo counting as multiple types or guns firing multiple types probably wouldn’t take too much work to implement. Some of the crazy things were guns will take this ammo of that type but not that ammo of the same type, less so.

True. I’m thinking of just how complex the foundation of it would be to code. From what I can tell, giving guns the ability to use multiple ammo types would be easier than assigning multiple ammo types to the ammo itself.

Once someone puzzles out the code for it, I could do the other half of it myself. Things like splitting up ammo for a type that wouldn’t be usable in a semi-auto gun, implementing .357 Magnum, making a handful of civilian guns in .223 or .308 not accept the NATO equivalents, silly guns like the Tarurs Judge, etc.

FusioRocketblaster gatling gun…
Recipie
4 Laws
1 gatling gun
4 fusion blaster rifles

as the gear turns the blaster rifles charge whiles belt chain in missles and fire them:Pand then you just spew out a continuous stream of firey lazers and esplosions

This isn’t the Bad Ideas thread. o3o

Drouge Chute - A parachute designed to be deployed from fast moving objects. Can be activated as an emergency ‘STOP’ measure for vehicles.

Hmm. Possibly useful. owo