Needful things (simple additions to improve the game)

Well at the very least, unload all of a type into a big ol’ bag so you can carry around large plastic bags or something while scavenging, then dump it into a barrel when you get back. Cardboard boxes are such volume hogs.

IIRC large sealed stomachs are coded so that they grow in volume as they’re filled with water. Having something like a sack that started at n volume and grew in size as you filled it would give the player something to pour cardboard boxes of ____ into without feeling like cheesing the inventory system.

Mmmm hmmm. Some folks call it a sling blade. I call it a kaiser blade.

I like dem French fried potaters.

definitely a neat looking weapon/tool.

Would it be possible to add a bit of range to polearms? Nothing major but, maybe like a two square reach, just enough to be able to poke at something on the other side of a fence?

Spears in the experimental builds can be fired using “f” for a reach attack.

Now get in mah bellah, for suggesting an existing feature. o3o

Shit, really? Now I feel dumb :C
-sacrifices himself-

Omnomnom. I can’t recall how many updates in experimental it was added. Or is it also in 0.C stable? I’m not sure.

Either way, it should mention the flag in its full item description, like with most useful item flags. The awl pike is especially Fun with this ability, as it gains a 3-quare-reach compared to the 2 of the other spears.

The added reach makes lancing zeds from motorcycle a thing of beauty…

Yes. And why not for NPCs, unless that already how it is. Or how about being able to set it so you have to die from a infected bite to turn, similar to other zombie things.

Also with the ability to go further and set their NPC behavior. You can make them more trusting, and more susceptible to danger, or more cautious, harder to approach, or more vicious, most likely to survive while you use another character, but also likely to attack you on sight. This would allow you to play multiple characters, and have the time moving make sense, yet kind of punish you, or allow you to meet with your other more well of characters, and all this goes back to another post I had with NPCs. Also you are purposely spawned VERY far away, so you can’t just run to them and make an army, each one you make will have to work very hard to do it, also you wouldn’t know what direction to run to. A little more complex, but why not?

Yes. And why not for NPCs, unless that already how it is. Or how about being able to set it so you have to die from a infected bite to turn, similar to other zombie things.

Also with the ability to go further and set their NPC behavior. You can make them more trusting, and more susceptible to danger, or more cautious, harder to approach, or more vicious, most likely to survive while you use another character, but also likely to attack you on sight. This would allow you to play multiple characters, and have the time moving make sense, yet kind of punish you, or allow you to meet with your other more well of characters, and all this goes back to another post I had with NPCs. Also you are purposely spawned VERY far away, so you can’t just run to them and make an army, each one you make will have to work very hard to do it, also you wouldn’t know what direction to run to. A little more complex, but why not?[/quote]

Someone hasn’t read the design document yet, or read enough Survivors Notes. :slight_smile:

Being bitten doesn’t make you turn, it’s dying of literally anything. You can starve to death without ever even -touching- a zombie, out in the middle of alaska. And you’ll still turn into a zombie because of the slime that’s in a symbiotic relationship with you taking over. The only way the slime can’t take over is if more than 50% of your body is not intact. Hence why you need to /b/utcher zombies to stop them from getting back up.

Exactly. Still, having NPCs and other corpses getting back up would have the desired effect.

Bringing this suggestion over from another forum, Carpet-based Armor.

Origional post:

What, you want the zombies to just walk all over you? XP

Same with bullwhips, but I don’t know if those are vanilla or if a mod adds them in.

Those are vanilla too. The way bullships work is actually different from how spears work. It’s a gun and subject to all the issues that entails, whereas spears rely on the REACH_ATTACK flag to add a fire option to a tool or melee item.

I really think bullwhips should get a tidy buff, they cut like a knife and the handles make surprisingly good bludgeons…

Also, what if NPCs got a ‘survivor evolution’? Spice them up with the odd mutation or bionic, better tier equipment etc. (Once the game progresses to the point ‘naked man with jar’ isn’t likely to still be alive) Maybe even start dropping in small bands of survivors. Like a team of scavengers that can tell you where the refugee center is or a roving gang of man-eaters…

Probably because AI is hard, and good AI is harder, and in cataclysm is a low priority compared to other projects people are working on. Heck, you can still get errors about UPS charges when NPCs spawn with LACP pistols.

Rot & Ruin :slight_smile:

Good book, bunch of ideas, and one to start with is dog armor.

Yes. And why not for NPCs, unless that already how it is. Or how about being able to set it so you have to die from a infected bite to turn, similar to other zombie things.

Also with the ability to go further and set their NPC behavior. You can make them more trusting, and more susceptible to danger, or more cautious, harder to approach, or more vicious, most likely to survive while you use another character, but also likely to attack you on sight. This would allow you to play multiple characters, and have the time moving make sense, yet kind of punish you, or allow you to meet with your other more well of characters, and all this goes back to another post I had with NPCs. Also you are purposely spawned VERY far away, so you can’t just run to them and make an army, each one you make will have to work very hard to do it, also you wouldn’t know what direction to run to. A little more complex, but why not?[/quote]

Someone hasn’t read the design document yet, or read enough Survivors Notes. :slight_smile:

Being bitten doesn’t make you turn, it’s dying of literally anything. You can starve to death without ever even -touching- a zombie, out in the middle of alaska. And you’ll still turn into a zombie because of the slime that’s in a symbiotic relationship with you taking over. The only way the slime can’t take over is if more than 50% of your body is not intact. Hence why you need to /b/utcher zombies to stop them from getting back up.[/quote]
Personally, I think of this game as Zombie apoc simulator, where with the right mods on, you could simulate any zombie world in media. Also, I like to throw what I know at the time into all my ideas. While I love the lore stuff, which should make the default game-play, I want to go broader. Heck, I don’t know half the mechanics, though I do now know the lore. The question that comes to mind now is, how do the robots stay repaired and charged/fueled? Shouldn’t they… just stop at some point?