Needful things (simple additions to improve the game)

[quote=“Wally-kun, post:2839, topic:5570”]I look forward to a more stable and functional companion system. We’re seeing steps towards it with having many actions being possible with NPC followers, and someday I want to milk a cow and make cheese, just to say that I did it.

Also, expansion on the temperature sysetms. All that would be amazing. This game is racist against heat strokes, giving freezing to death all the glory…revolution, says I! Revolutioooon![/quote]

With regards to cows and cheese (and milk) how about something for the outposts? Like a series of missions that make your survivor help find supplies to build a pasture/barn. Once you finish doing the missions, a pasture appears on the outpost and an NPC that can sell you milk (in limited amounts per season), similar to how the bartender in the outpost can see liquor? If there are cows in the outpost, they will belong to the outpost faction and trying to kill them will make the outpost hostile to you.

Mention of cause of death for dead NPCs, in corpse description. Just something simple like:

  • Died of physical trauma (gunshot / blunt force trauma / laceration / piercing wound / burns)
  • Died of hypothermia
  • Died of infection
  • Died of starvation
  • Died of thirst

This could be bug report material but I had an NPC die. She had an infection but I managed to get her the antibiotics in time. Some time later I found her dead, with 14/15 of the antibiotics I had delivered her… Sure would be nice to know what offed her! The info could help with bug squashing. Even if it was info accessible only by debug commands only.

For kerning reasons, OH GOD NO PLEASE NO.

Is it impossible to write a script that replaces every “Encumberment” with the word “Encumbrance” within the game files? :frowning:

No. There is:

tralala | perl -pe 's/Encumberment/something/g;' | tralala
make -j5

Ranged weapons spawning with mods would be cool.

currently, we cannot purchase mods from defense-mode caravans.

and what happened to defense mode character templates?

“Ground bolts” for vehicles. Basically, when installed, increases the damage resistance of all nearby structural tiles, but also roots the vehicle in place, preventing it from being knocked around by vehicle collisions or being driven around. Can either be damaged directly, or by a vehicle colliding into the structure.
Much more tough ones can be installed/crafted for installation using the Construction skill, some rebar, and some pipes and concrete. Would have a lot more health, and improve nearby vehicle structural resistance further, as well as absorb shock from propagating through the vehicle.

Tank tread equipped vehicles should be able to rotate in place, mainly due to that being how tank treads work.

Actually, that depends on how the tracks are hooked into the drive. Up until about roughly the middle of WW2 tanks could not rotate in place, and even then those that could where mechanical nightmares or unreliable.

That said, I support the idea.

It would be interesting if there was support for the ability though. Hell, add strafing too, so we can add walker vehicles. o3o

Vehicle towing. So that I can build a car-wreck city.

Mouse use in overmap view would be great.

vehichle/trailer towing request #23? or something like that. We all want it bad. The problem is the physics. How do you handle backing a trailer with current controls/mechanics?

best possible solution I have until towing becomes a thing is drive-by-wire or similar device hooked up to GPS on both vehicles for an auto-following vehichle. Has something like that been made possible yet?

I feel this would be especially pants creamingly delicious having a few shopping carts with lazer cannons following you while you walk around town with locator in pocket. Throw locator for those tricky turrets round a corner, or room clearing.

We all want vehicle towing but I would be satisfied with just being able to strap a motorcycle to the back of my RV.

I mean the ability to push/pull wrecks using a vehicle. Not full-on trailer mechanics. Like a cable, not a hitch.

Well vehicles can already deal with impacts, so you could presumably have the cable apply an impact-effect, maybe try to fine-tune the impact mechanics to better handle sustained low-force impacts? Of course, from what i have seen, vehicles tend to keep going when they are hit, you would probably get the towing vehicle rammed sooner rather than later…

The datura hallucination need more effects.

It has lots of potential to be hilarious/terrifying in a dangerous way.

Forklift arms + long ropes for tie-downs.

Also, I really think there should be a lot more cash machines around. They are no where near as ubiquitous in DDA as in real life and from what I gather the future-world setting of DDA has moved away from cash to cards a lot more than we have. Plus it’s really annoying to have 20-30 cash cards in my inventory like all the time.

^ this

Also fix the tailor system so it doesn’t +1 whatever stop requirement you use.

Have engines and wheel types affect torque directly, rather than just engines being raw power. This will prevent main battle tanks from hitting 100s mph due to overly big engines, but still be able to effectively crush whatever it presses against, even when accelerating from 0 mph. Unless it’s a zombie hulk, in which case it might take a bit more effort.

Have enemies hit by large, low velocity vehicles take crushing damage rather than impact damage, which scales based on how much weight is distributed where they are impacted. Keep the target stunned and abstractly tucked below the vehicle part if they do and up crushed, only permitting them to smash at the part they’re currently under, or try to wiggle out from beneath the vehicle (unless they’re under a tire, in which case they can only smash).

Now looking back, those additions might not be so simple. I’ll add a simpler one:
Add plastic to the tailoring kit modifications list. Slightly waterproofs the clothing in question, increases warmth, and defenses somewhat. Mildly more bash protective than leather, but slightly more encumbering.

Add plastic bags or the “10 plastic bags” item to the tailoring kit modifications list. Would increase warmth and waterproofing quite a bit, but not as much as wool or fur. A point or two of bash protection, slight encumbrance, but not much else.

Give barbed wire a chance to trip whoever tries to negotiate over it, much like a trap, causing more significant full body lacerations than the previous tiny cuts.

Be able to build a “sheet metal wall” in the construction menu. Needs a tool with hammering, some scrap metal, two pipes, and sheet metal. About as easy to bash through as a glass window, but blocks sight.

Be able to “lean sheet metal on fence”. Essentially makes a fence unchanged, except it now blocks sight. Only requires sheet metal and a tool with hammering, and much less time than a normal sheet metal wall. Bashing can reduce it to a normal wire fence, but the sheet metal makes it slightly tougher than a lone metal fence before.