..would be allowing us to stack cars on top of cars, and then put a cargo full of cows on top of that.
An elegant solution would be to treat RogueLike as RealLife, and have hoppers or trailers, whaddevahyawannacallem.
I haven't tried experimenting with it codewise; simply because I'd have to study through the physics used to run cars in CataDDA. Having an anchor point works fine with carts, but then - you don't have to deal with substantial weights concerning them globally. A fully ladden semi (V8) with yet another tops-full car behind is a rubber-burning train with a single, possibly weak link in midst of what could possibly end very wrong; and with what I can see now, these anchor_pts are all but various, carefully picked solutions for the issue.
However, having a small hopper for one or two mcycles (I like having two in-game) and a bigger one, more suitable for real (v6 and such) cars that asks for a working v8 4-wheel vehicle before even connecting them together - perhaps is a nifty little hack, even if you enjoy your debug menu occasionaly. The thing is, being a hack, this would probably render you incapable of transporting those customized vehicles, rendering itself as a below-limited feature of the game.
I’m just not that much of a fanboy when it comes to “pocketify-ing” game items because it means cheating the game into changing the whole balance, letting you carry a two-and-a-half highway monster in your short sleeve shirt, over your long sleeve shirt.
Using spray paint to cover windows like duct tape does? As far as I know you can’t select where you want to spray, so perhaps just modify the “Duct Tape Window” selection to allow the use of either or?
EDIT: Cardboard boxes and plastic bags(shopping bags?) should increase storage like the briefcase/bindle.
1: When you drop a garage door on a zombie, it pins the zombie and/or hurts it. Currently all it does is create a permanent hole in the garage door where the zombie was during closing.
2: The dread “drop yourself to death” is neither a fun nor FUN way to lose a character. I don’t know how many times I’ve had a backback/trenchcoat destroyed and I’ve died after I escaped due to dropping too many items (it shouldn’t take half an hour to empty anything, ever) with no way of knowing that a zombie kicked in the window and devoured my brains.
Re-replying to myself (now that I’m not on a phone - cough) to bump this suggestion as I think it was misunderstood originally.
What I’d like, and what I think the OP suggested, was the option to select the newest created ACTIVE character (not the char template). Often, I’ll grow bored with a char, but save him in just in case, and create a new one or three.
Having the lo(a)d game bring up the last created character would be kewl.[/quote]
Yeah, I frequently die early due to hubris and stupidity after spending time making a new non-template char.
If it would be possible, how about enemies (possibly rare/location specific etc) that can’t take physical damage or regenerate it really fast, but are vulnerable to something totally non-weapon. Salt, ammonia, bleach, acid, even water or soda pop.
Heh, the deadly 9 tailed hulk dragon…
Slayable only with meat pizza (hot).
The ability to independently recreate certain simple recipes if your skills are high enough. Like, if you can’t find a copy of The Fletcher’s Friend, you can instead craft a “wood arrow recipe” with Fabrication 5 Archery 5 (which is basically a skill book with one recipe). For some recipes it makes sense that you can’t independently recreate them, but for others, not so much.
…that’s a lot of code to fully implement, but as workarounds go I don’t have a better idea. KA101 approves[/quote]Yeah, it’s a bit clunky. And I guess it clutters up the crafting interface, too. Might be better to consolidate the recipes into, like, “survivor’s fletching notes”.
Perhaps a “craft random thing” for each sort of material and skill that has a chance of teaching a new recipe?
So, say, you “craft random thing out of scrap medal” and you learn to make, say, arrowheads, wile not getting any for that set of crafting.
[quote=“AseaHeru, post:431, topic:5570”]Perhaps a “craft random thing” for each sort of material and skill that has a chance of teaching a new recipe?
So, say, you “craft random thing out of scrap medal” and you learn to make, say, arrowheads, wile not getting any for that set of crafting.[/quote]
Random seems likely to lead to tedious grinding. Nthx.
A more diverse wildlife. Even in New England there should be more than 5 different types of animals.
(Btw: Why are we sticking to this whole New England thing again? The average player probably doesn’t even notice the scarce hints, and getting rid of New England would allow for different biomes, a vast increase of wildlife, etc.
More and different plants. Having just two different kinds of flowers is kind of sad.
A system that allows for re-randomization of items every time you play. (Is this implemented already?) Just the way e.g. Scrolls and Potions are handled in every other roguelike. This could go hand in hand with an extended flora, mutagens, mushrooms and possibly even books.
Houses (and regions in towns) of different levels of wealth. Perhaps 5 different levels for regular houses (plus Mansions), big and expensive houses should be a lot harder to get in than your average slum-shack, yet also allow for looting of precious advanced items.
Ability to include Mutations in Professions (already possible?)
I also second wind and puddles. Both seem very realistic and cool, although certainly a big chuck of code.
EDIT: 7. Make spider-eggs craftable into something that’s not (as much) disgusting as the basic egg. I jjust raided a black-widow-house and have twenty of those good, nutritious eggs which I can’t eat without getting my character to be depressed. THis might be possible, but my cooking of 4 was not sufficient, then.
EDIT2: 8. (This one should be easy, but important) Group the construction options. One category could be “Furniture”, one could be “Fortifying”, everything that doesn’t really fit in a category could be “Other”. I guess a makeshift version of this could be done by adding “fake” recipes which serve as separation lines.
Tell me which of those are possible to add by myself and I will gladly do so. Preferably in json format, I do know some C++, though, if that helps.
[quote=“Snaaty, post:436, topic:5570”]Some things that came to my mind:
A more diverse wildlife. Even in New England there should be more than 5 different types of animals.
(Btw: Why are we sticking to this whole New England thing again? The average player probably doesn’t even notice the scarce hints, and getting rid of New England would allow for different biomes, a vast increase of wildlife, etc.
More and different plants. Having just two different kinds of flowers is kind of sad.[/quote]
Yes please.
3. A system that allows for re-randomization of items every time you play. (Is this implemented already?) Just the way e.g. Scrolls and Potions are handled in every other roguelike. This could go hand in hand with an extended flora, mutagens, mushrooms and possibly even books.
In for some things.
4. Houses (and regions in towns) of different levels of wealth. Perhaps 5 different levels for regular houses (plus Mansions), big and expensive houses should be a lot harder to get in than your average slum-shack, yet also allow for looting of precious advanced items.
Sorta in.
5. Ability to include Mutations in Professions (already possible?)
Yes please.
EDIT2: 8. (This one should be easy, but important) Group the construction options. One category could be “Furniture”, one could be “Fortifying”, everything that doesn’t really fit in a category could be “Other”. I guess a makeshift version of this could be done by adding “fake” recipes which serve as separation lines.
Ability to include Mutations in Professions (already possible?)
is problematic, as traits are already “mutations”. So, just for the flavour of creating a “chef” with the gourmand “mutation” I should just create a template, with selected traits.
That means that I acutally asked for more mutations available at character creation.
On the other hand, wrapping them up within a certain profession could make sense.
If that’s too fiddly, I could just make a few professions that start with some mutagens. (Nowhere near as reliable, though.)
It would be nice if the logic that checks to see if you have an appropriate tool looks at your worn equipment. I modded in a Survivor Toolkit (basically a toolbox, pot, axe, and chemistry set) that can be worn like a survivor runner pack without granting storage. Sadly, I have to take it off to be able to use any of the tools in crafting.
That kind of thing will either be special cased (bleh) or we’ll get around to overhauling item definitions and the inventory system so worn things are treated consistently like that.