The building.
Counters that go through walls, and outside the building? outposts that just have NO DOORS? Beds on top of counters?
If military outposts were living beings, their life would be pain.
The building.
Counters that go through walls, and outside the building? outposts that just have NO DOORS? Beds on top of counters?
If military outposts were living beings, their life would be pain.
[quote=“madoobler_sauce, post:581, topic:5570”]The building.
Counters that go through walls, and outside the building? outposts that just have NO DOORS? Beds on top of counters?
If military outposts were living beings, their life would be pain.[/quote]
I can confirm this happening.
Something nice to see would be a “flag pole” building. It should only require one or two levels in construction and would take some 2x4s to build, or if you want to make it a bit more difficult, it could take 2x4s, a long rope and can only be build on a (shallow) pit. Such a construction would also be pre-built in schools and in front of some houses, basically every place you can already find the “american flag” item.
If you have that item in your inventory, you can interact with the flag pole to raise/take down the flag. A raised flag would provide a small morale bonus whenever you see it/are near it. However, I’m not sure if such an AOE morale bonus is a “simple” addition or if it is even possible. I guess a morale bonus for just raising the flag could also work (so that every time you raise a flag you would get the bonus).
This could tie in nicely with a new trait called “Patriot” or somesuch, which would give you a greater bonus for seeing or interacting with the flag. Of course there could also be an opposite trait (no idea how to call that, maybe “Anarchist”?) that would give lower morale or even a morale debuff upon seein a raised flag.
Additionally, I’d like to see more flags, not just american ones. You could also make them craftable with some sheets and some paint.
Here’s something:
Add a warning if you are about to cook food with rotten ingredients. Sometimes I just throw stuff in a heap next to the stove and don’t bother to check if everything is good or not when cooking.
Shocker hulks.
Spitter Brutes.
Bloated Spitter, melee not recommended.
Penuts, Cashews, Pistachios, Almonds, Apricots, Walnuts, Hazelnuts, Granite, sunflower seeds, and nut alergys.
Don’t know if it’s already in yet, but it would be nice to have a wearable small/large pouch that can store small, throwable objects like marbles, peebles and rocks on oneself, similar to the way quivers store arrows.
Also maybe a similar sort of pouch for bullets and shells (depending on caliber of course). Was thinking sort of along the lines of maybe the pouch using a holster/sheathe slot to somewhat simulate being able to store a mag or two close to oneself for easier access for slightly quicker reloading and such.
Slightly off-topic, what is the stance on having to manually insert bullets into a mag/clip for those types of guns that use mags/clips?
Bandoliers aren’t actually a bad idea, now that you mention it Fengferth…
Make them universal ‘store-things-into-containers’ thing instead of carbon-copy of quivers, please.
Too annoying and doesn’t actually enhance the game for most of the playerbase, I think.
I LOVE that idea. I had fun with it in ZoE mod for STALKER.
I LOVE that idea. I had fun with it in ZoE mod for STALKER.[/quote]
It’s automated. You reload a mag-using gun (anything that’s not RELOAD_ONE), you’re removing the mag, loading it with ammo, and reinserting. If you have a loaded spare-mag attachment, you swap mags.
I LOVE that idea. I had fun with it in ZoE mod for STALKER.[/quote]
I WANT IT ;_;
I don t want it !
Make a mod for it.
Easy for some newb to say Easy for you to say. I can’t stand how the devs sit around for hours working on monotonous lines of code.
For all weapons without [RELOAD_ONE] that don’t have [NO_AMMO] add [RELOAD_ONE] and divide reload by clip_size, rounding up.
For all weapons without [RELOAD_ONE] that don’t have [NO_AMMO] add [RELOAD_ONE] and divide reload by clip_size, rounding up.[/quote]
Not so simple. You also have the lost time from handling the mag, and no easy way to simulate that. If you were to work the math, I’d imagine you’d come out far ahead over the current RELOAD_ONE time, though, so you’re welcome.
Seems that many people have mixed thoughts on it, I remember it was mentioned sometime last year on the IRC, but couldn’t for the life of me remember what the outcome was. Either way I was just curious.
With that in mind then, since it’s all done in one action, would it be possible to simulate a quicker reload if there was ammo in a bandolier (thanks Logrin, couldn’t for the life of me remember the damn name) at the time of reloading?
Even if it can’t, the bandolier could still be a good place to stash ammo to save a small amount of volume.
Add some percentage-of-reload-speed coefficient to simulate. It’s just barebones idea for ‘loading bullets one by one into mag’ like some people apparently desire, since recoding the weapons to load with mags would be very much of a bother.
Unless weapons can be loaded with other weapons. Then it’s just a matter of inheriting ammocount from the ‘maggun’.