Well, I’d make it mod territory, but apart from that, feel free.
Violent- the perk. Gain moral through acts of violence. i think it could also give you a finishing attacks killing them if they are close to your damage range for mele weapons with some flavor text and such like “you behead the zombie hulk with your foon” and if you finish them it auto pulps the corps cause violence and giving a 5-10 moral bonus for about 2 hours while hitting things each time only provides 1 moral that lasts 1 minute
I would take the auto-pulping trait every time.
Pulping seems to waste CBMs, and spitter zombies explode into acid upon pulping, but the benefit would still outweigh the drawbacks.
Not a bad idea, but it could probably be easier to implement if it was like this:
Pulped a corpse - +5 moral, capping at 20 (For reasons of balance), lasts 10 minutes
Deliver damage - + (dmgPoints/10) moral, caps at 100, lasts 1 minutes.
Kill a zombie - +2 , capping at 15, lasts 5 minutes
Kill anything else - + 2, capping at 15, only if you have psychopath chosen, lasts 5 minutes
See explosion - + (numberOfTiles*3) Moral (Check if player has Violent trait, then calculate the number of tiles the explosion takes up and are immediately visible to the player. This might be a bit more difficult to implement), lasts 10 minutes, caps at 80
Flavor text might be a little more difficult to implement, and pulping on death is dependent on the amount of damage done.
As for the cost of this trait, probably about 3 or 4 points for creation sounds more than fair for this rather beneficial trait.
“Pyromaniac: Like a moth to a light, you can’t help but be drawn to the warm and hot glow of a fire.”
Set fire: +.1(caps at 10, includes campfires, fire traps, and burning corpses, activation lasts until fire is out of eye sight or extinguished. Duration:4 minutes)
Kill hostile with ranged fire weapon: +.2 (caps at 5 duration 3 minutes)
Kill innocent with fire: -.3 (stacks with guilt penalty, effect is inverted if Psychopath trait is active providing +.3 instead caps at 2 for balance duration: 3 mins)
Witness massive fire: (30/tiles distance from PC)*.15= morale gain (caps at initial activation, duration 24 hrs, does not reactivate if PC sees another fire/smoke for balance)
Those would take me some doing, and I’m usually the one responsible for traits. So thanks anyway.
Global temperature and variation. Beneath the frost line in new england the temperature is 47-52 degrees. A basement should hover closer to that number, two sections down, straight 52 degrees unless its a cryo lab or near one. say its 90 degrees outside, its 78 inside, 0 degrees outside, its 35. etc. Make underground places worth it considering the light issue. A good counterbalance is upping the requirements for wood stoves and fireplaces underground.
EMP mines that you can make, would be useful against robots.
A warning before attempting to use “weapons” that require more than 200 or so moves.
This may or may not be prompted by me losing a character to a wolf because I forgot to drop an aluminum keg I didn’t have inventory space for and was thus wielding when I opted to attack. Do you know how many attacks a wolf can get in during a single swing of an aluminum keg? It’s enough to drop a character from “fairly healthy” to “very dead”.
The occasional slum
I likey.
[quote=“Nioca, post:609, topic:5570”]A warning before attempting to use “weapons” that require more than 200 or so moves.
This may or may not be prompted by me losing a character to a wolf because I forgot to drop an aluminum keg I didn’t have inventory space for and was thus wielding when I opted to attack. Do you know how many attacks a wolf can get in during a single swing of an aluminum keg? It’s enough to drop a character from “fairly healthy” to “very dead”.[/quote]
Nah, that was your fault.
Metropolis city areas, More robots, more zombies, More stuff, and places to safishly travel around withought running into a hoard every five seconds, like maintenance areas.
Quoting Fengferth “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?” (sorry, quote button is missing as it’s logged)
What I’m about to suggest is not simple, I’m posting here as a continuation of the conversation.
I like the idea of mags. I suggest implementing them as a magazine mod.
To reload a gun, simply remove empty mag, then attach a loaded mag to the gun. If you have only one mag, you must reload with bullets first of course. I suggest a “load until full” option as one bullet at a time gets tedious. But leave the 1 at a time option in case a Zed is too damn close and needs just one bullet to finish.
Every gun should spawn with the appropriate mag. There may be spawns of empty mags in guns stores/gun basements etc. Or loaded spare mags in safes. Players simply grab mags when they find guns they already have (which means finding a third glock is no longer a waste of time!).
In this idea, the “spare magazine” mod becomes redundant.
The extended magazine only applies to the “RELOAD ONE” guns afaik.
Magazine size- For assault rifles/submachine guns, whose mags extend, a loaded gun is larger than an unloaded gun; so use magazine size 1 or greater. For pistols, with the magazine loaded in the handle, use maybe size 0.5 (so 2 mags has size 1 in inventory, but loading a gun won’t make it bigger).
With all this, how many magazines to carry becomes a tactical option, as they each take space; space which is not reduced when ammo is used.
A “bandolier” can speed up loading of “RELOAD ONE” guns and magazines, but not the adding or removal of magazines.
Main reason I like this is guns are- rightfully- very powerful, with the only real limitation being ammo (well, and the noise). This makes reloading more player oriented than character oriented, and offsets the guns OP status somewhat.
Work to implement is mostly in adding a mag for every gun type that needs one. That’s a lot of extra game items, when the guns category is already pretty crowded with guns, bullet calibres, several bullet types for most calibres, casings for most bullets, mods, reloading recipes etc.
That should probably have a thread of its own. Is it possible to mod a mod or would all mods be lost when the combined item is combined with something else? You could put a strap on your magazine to wear it, or a grip to handle it better, or a funnel to load bullets faster…
I would expect to see guns spawn with no magazine from time to time, sometimes stuff just gets separated… It would make an excuse to have craftable magazines…
Further adding to the magazine thing, what about different types of magazines for the same gun?
Some are basically clips, some are longer or shorter box magazines and some others are modified drum magazines. Although I’m aware that there are already some modifications to the magazines already implemented, what about specific ones? Forgive me for being not much knowledgeable on the subject matter but I think it may not be too much to research into it a bit to further expand it more. I think it’s obvious what the shorter mags are for: a little added mobility, lightweight and less bulky for the cost of fewer rounds. Pretty much the opposite goes for mags with higher ammo capacity
All I can imagine is my character clad in a slightly torn trenchcoat donning a gas mask while firing an AKM-47 with a double drum magazine attached into a crowd of zeds. Really gives off a very STALKER feel…
Also, off-topic but is lowering recoil tied to any traits?
I don’t know if it has been brought up before but have long wished for a rifle sling. I’m not a coder nor do I play one on tv so I don’t know how hard it would be to implement but I can’t imagine it would be that hard. Like scabbard/sheath/holster but for smgs/rifles/shotguns.
To keep it balanced homemade would be +2 enc, hunting would be +1 enc, and tactical would be neutral. Homemade and hunting would obviously be easier to make while tactical would require higher end skills and materials.
This would allow me to haul even MOAR stoof.
[quote=“Jarlaxle, post:616, topic:5570”]I don’t know if it has been brought up before but have long wished for a rifle sling. I’m not a coder nor do I play one on tv so I don’t know how hard it would be to implement but I can’t imagine it would be that hard. Like scabbard/sheath/holster but for smgs/rifles/shotguns.
To keep it balanced homemade would be +2 enc, hunting would be +1 enc, and tactical would be neutral. Homemade and hunting would obviously be easier to make while tactical would require higher end skills and materials.
This would allow me to haul even MOAR stoof.[/quote]
At least three separate occasions. It’s surprisingly Interesting to do a sling properly, since a sing attaches to the weapon and makes the weapon directly wearable. Holsters, sheaths, and scabbards all attach to you, and then plug in a weapon.
Rifle scabbards would be eminently feasible, but are not the same thing.
[quote=“KA101, post:617, topic:5570”][quote=“Jarlaxle, post:616, topic:5570”]I don’t know if it has been brought up before but have long wished for a rifle sling. I’m not a coder nor do I play one on tv so I don’t know how hard it would be to implement but I can’t imagine it would be that hard. Like scabbard/sheath/holster but for smgs/rifles/shotguns.
To keep it balanced homemade would be +2 enc, hunting would be +1 enc, and tactical would be neutral. Homemade and hunting would obviously be easier to make while tactical would require higher end skills and materials.
This would allow me to haul even MOAR stoof.[/quote]
At least three separate occasions. It’s surprisingly Interesting to do a sling properly, since a sing attaches to the weapon and makes the weapon directly wearable. Holsters, sheaths, and scabbards all attach to you, and then plug in a weapon.
Rifle scabbards would be eminently feasible, but are not the same thing.[/quote]
Well I kind of made my suggestion with that in mind. As far as realism goes, it would need to be made as an accessory that is attached to the weapon and when activated than placed on your body increasing encumbrance but I understand the limit of current game mechanics.
What I suggest is a simple “band aid” fix until it can be revisited more properly. Make the sling “wearable” clothing that when activated acts like a holster that can only hold larger firearms. This isn’t perfect by any stretch of the imagination but it will work. For those who don’t use rifles etc. it isn’t important and for those who do it is a step in the right direction that I am sure we can all live with until it can be reworked.
In a world of automated tank murder machines and undead moose death dealers I really think we can all just pretend it is attached to the rifle.
Bonus points if it creates convenience in the form of not having to juggle stuff. I.e. when you press 'f’ire but don’t have a ranged weapon wielded, it looks for a worn firearm with a sling and fires that.
I know its been said before in this thread, but I think we really need to add more house hold appliances. Toasters, microwaves, coffeemakers, toaster ovens, crockpots, vacuum cleaners, dishwashers, washing machines and dryers, stereo systems (aside from those in cars), game consoles, lamps, furnaces and hot water heaters in basements, etc. Of course some of the larger things like hot water heaters and washing machines require more planning, but things like dishwashers (replace one of the MANY cupboards/counters near a sink with a dishwasher) and lamps (just place near furniture or in corner) or counter-top appliances (toasters, coffeemakers, microwaves, etc.) - just put one on a counter here or there in the kitchens - wouldn’t be too difficult to implement AFAIK.
We already have toasters, coffeemakers, microwaves, vacuum-sealers, dehydrators, and multi-cookers, but they are nowhere to be found in houses, or are incredibly rare. Additionally, some of these items are one of the few sources of heating elements, which are very useful in electronics/tools recipes, but can be very hard to obtain enough of (especially early on, where disassembling common items should be a vital source since you probably can’t make the heating elements your self - especially if your trying to craft a soldering iron).
Moreover, these items would go a long way towards making houses seem more modern and less bare.
A bigger addition would be household robots/cleaning robots [enter Roomba, Evil Roomba, and Mr. Handy] - probably found broken, since its the cataclysm and all.
Also, maybe the ability to store small tools (screwdrivers, wrench, hammer, etc.) in a tool belt like a pocket knife in a boot.
I don’t see it happening anytime soon, but the ability to group items in a way that indicates where/how in your inventory they are stored so that they can be removed if you remove the item storing them (e.g. store some firearms and ammo in an equipped duffel bag, then removing those items from your inventory when the duffel bag is dropped removed).
I was considering posting this on github, but I didn’t want to create a new issue while the devs are so close to finishing 0.B (GO DEVS GO!), although I do think adding appliances to kitchens is something that we badly need.