Needful things (simple additions to improve the game)

Biker cops/zombies.
Helmet, leather, Road Rash weapons.

I’d like to see a vehicular UPS mount. To keep things simple, it could just power your UPS devices when you’re standing in the vehicle. Great for powering crafting tools and firing energy weapons from your car, but kinda useless for everything else. Might be a leg up on base generators later down the line, too, but that’s obviously less of a simple addition.

OOoooorrrrrr craft a rechargable battery station and a rechargable battery mod and install the mod on your UPS and put the UPS in the station.

OOoooorrrrrr craft a rechargable battery station and a rechargable battery mod and install the mod on your UPS and put the UPS in the station.[/quote]Well, yeah, but that’s a roundabout way of doing it. Also slow to recharge, and requires more management.

OOoooorrrrrr craft a rechargable battery station and a rechargable battery mod and install the mod on your UPS and put the UPS in the station.[/quote]Well, yeah, but that’s a roundabout way of doing it. Also slow to recharge, and requires more management.[/quote]

Oh no, you’re inconvenienced in the fucking apocalypse!

QFT’d.

[quote=“IcedPee, post:365, topic:5570”]Oh no, you’re inconvenienced in the fucking apocalypse![/quote]I guess that’s fair, except… the whole inductive recharging thing should by all rights be harder to make than what amounts to a power outlet. It doesn’t really make sense to be inconvenienced in the apocalypse because a simple technology is unavailable and be forced to make do with something more sophisticated. (I mean, unless you salvaged something from somewhere, but that’s not the case here.)

Traction skates - UPS powered rollerblades that drain the device per move but aren’t slowed down by unfavorable terrain.

Zapier - A taser tipped fencing foil for the post-modern corsair in all of us.

Tread mail - Because tire armor is awesome as has been suggested umpteen times.

The ability to inject your cat or canine companions with the appropriate category of mutagen to beef them up, at the risk they may have something of a falling out with you.

The bullwhip is great but could use a bit of a nudge. Maybe make it send non-zombie animals fleeing when you crack it?

Shields - I think I know how they could work now. ((I got the idea from the belted layer and wearable flashlights)) You wear a shield, like a holster or what-have you. It encumbers the arms and can’t be fitted, with larger shields encumbering the arms more. Shields provide a preset number of shield blocks per turn and depending on how large the shield is less damage travels through to your character. ((This idea came to me while I was admiring the new blocking mechanics, where plenty of damage from a hulk still ‘splashed’ through to my leg and splintered my quarterstaff)) Shields would need to be repaired on the regular and the biggest of them can be used to block projectiles.

Mutants with the huge trait should have trouble using low volume items and naturally use high volume items with greater ease than puny humans. Pulp the undead with manhole covers.

Survivor-style scattergun turret. Loads scrap metal as ammunition, fires like a shotgun, jams when trying to fire about a fifth of the time.

You shouldn’t be able to ID mutagens and serums without taking a hit or brewing them yourself. I doubt the scientists labeled them in a manner the uninitiated would be able to decipher.

New vehicle part type. Passive defensive measures. These would be parts you install that function like traps, some of them only so long as they’re powered, hurting any creatures that occupy their tile. Examples:

*Spiked plating (Yes, that spiked plating) should also hurt animals or unarmed attackers that attack any part of the vehicle with spiked plating.
*Heated door handles. ((When NPCs get to the point that they’ll try to steal your ride/stuff))
*Barbed wire or broken glass+superglue to slow/maim those passing over a tile.
etc etc.

I suspect the dark future of the 2040s still has pro-racing, so…

Flame-resistant balaclavas, race gloves, race boots, plus flame-resistant suits and socks should be dropping (rarely) as sportswear. Arguably flame-resistant shirts and flame-resistant long johns should be available, too, but that’s not too important.

Actually, looking at this a bit more thoroughly, the balaclava isn’t just a racing thing and should probably show up as army surplus.

We have those.

We have those. How old is your version?

We have those.[/quote]

I’m saying that some new items and some existing items should drop in a definite way. The new items have hyperlinks to show that they are actually things.

[quote="Womble, post:369, topic:5570"]balaclava isn't just a racing thing and should probably show up as army surplus.[/quote]

We have those. How old is your version?

There is not a nomex, flame-resistant balaclava in the current experimental, and it does not show up as army surplus.

I had an idea for a quick-and-dirty approximation of dropping your backpack and everything in it. Why not just make dropping stuff instantaneous when you’re over your volume limit? It’s not exactly accurate, and I guess it’s a bit exploitable in that you could take off your backpack, drop stuff, then put your backpack back on, but it’d be easy to code, and wouldn’t add any complexity for the player.

We have those.[/quote]

I’m saying that some new items and some existing items should drop in a definite way. The new items have hyperlinks to show that they are actually things.[/quote]

What do you mean? Firefighter zombies always drop some kind of nomex.

We have those.[/quote]

I’m saying that some new items and some existing items should drop in a definite way. The new items have hyperlinks to show that they are actually things.[/quote]

What do you mean? Firefighter zombies always drop some kind of nomex.[/quote]

Are you trolling? The original post was pretty clear, but I’ll repeat myself: I mean that flame-resistant items representing racing gear should drop alongside other sportswear and flame-resistant balaclavas should drop as army surplus. These are things that do not happen at the moment.

We have those.[/quote]

I’m saying that some new items and some existing items should drop in a definite way. The new items have hyperlinks to show that they are actually things.[/quote]

What do you mean? Firefighter zombies always drop some kind of nomex.[/quote]

Are you trolling? The original post was pretty clear, but I’ll repeat myself: I mean that flame-resistant items representing racing gear should drop alongside other sportswear and flame-resistant balaclavas should drop as army surplus. These are things that do not happen at the moment.[/quote]

Oh right, I’m being dumb. Sorry :s

How about laser turrets for my RV? Is that suggested before? Drains batteries of course.

Vehicular mininuke launcher, because collisions hurt more than driving through rads…

The Walking Dead treatment. Cover yourself in zombie guts and gunk, dampen scent, get unhappy. Wears off over time.

Separate equipment from professions. Have purchasable equipment kits in char creation.

More starting locations. An option to randomize starting location.

Someone mentioned more sorting options for the crafting menu earlier. I’d like to second that motion.

Also, I would really like the surrounding items view (“V” key binding) to be sortable like the advanced inventory system. It would be fantastic to have it sort by “category” so I can quickly see if there are any key items laying around after I’ve slaughtered a town full of zombies.

I do appreciate the "F"ilter option, but it is cumbersome, and the "+"priority sorting is very nice, but only useful for “corpses” for me.