Needful things (simple additions to improve the game)

You want to be able to kill them en masse? Get it?

But seriously, is there the ability to yell? If there is, I can’t find it.

Haha. There’s no ability to yell, but you can find air horns to blast on.

wouldn’t firing off a shotgun do the trick?

I just bang on stuff. Sometimes if I really want attention, I knock down the walls of a house until the roof falls in and makes a huge SMASH!!

You actually ‘can’ yell on command if you get any of the shouter/screamer/howler mutations. Just use it from the mutation menu! Also you can puke on all the things with vomitous

Yeah, but I’m a Mycus and can’t drink any more mutagen :frowning:

A single EMP grenade in the lab starts, so as to stop the “turret outside, instant game-over” thing.

A different kind of initial challenge in the lab starts. As someone who was trying very hard to pass through it alive, the turret was there only to kill the first character, and the second would be fine, the turret vanished of existence.

Maybe a few zombie scientists without manhacks, or a few small globs, or a broken computer indicating the inability to open the doors being at the inside.

Or EVEN better: the ability to fool the turret to spend it’s bullets.

Do you see the part of the scenario that says “Challenge”? This defeats the purpose.

Do you see the part of the scenario that says “Challenge”? This defeats the purpose.[/quote]
“Challenge” doesn’t mean “50% of the time it is literally impossible to get past the first room without dying”. Your mileage may vary I guess, but if that’s your idea of fun…

Do you see the part of the scenario that says “Challenge”? This defeats the purpose.[/quote]
“Challenge” doesn’t mean “50% of the time it is literally impossible to get past the first room without dying”. Your mileage may vary I guess, but if that’s your idea of fun…[/quote]

Nah, I dislike scenarios. Evac start is best start. Anyway, A turret isn’t outside the door all the time.

Few little simple (i think?) interface things:

In the drop menu - drop all ammo, drop all food, etc.

Some method of unloading all of my 10 flashlights for their batteries, or all 8 cardboard boxes of flour, etc.

[quote=“Vorpal2, post:732, topic:5570”]Few little simple (i think?) interface things:

In the drop menu - drop all ammo, drop all food, etc.

Some method of unloading all of my 10 flashlights for their batteries, or all 8 cardboard boxes of flour, etc.[/quote]
Drop all cash cards…

The needful thing I can think of would be an action to search through rubble with your hands. It should take some time and not always reveal everything, if anything at all. Dependent on perception maybe or just rng.

Or maybe just a perception-based thing when you walk next to the rubble.

Or maybe just a perception-based thing when you walk next to the rubble.[/quote]
+1. A zombie dying on top of rubble doesn’t automatically bury it…

More projectile ammunition and more guns that use them.

Some sort of projectile (pellets, bullets etc.) made from lumps of steel/scrap metal, which can be used on the pneumatic assault rifle and which have some decent penetration (I might actually do this myself since I like the pneumatic assault rifle so much).

Pellets should only require metal cutting and fine hammering, stronger stuff should require the usual crucible/mold.

More things using molds and melted plastic (like plastic canteens), more craft-able energy weapons.

Basically weapons that a low str character can make and use early on, since its paradoxical to require strong weapons to get to strong weapons (i.e guns)

Ditto on the more plastic stuff. I just ate 50 chunks of plastic because they were taking up too much space in my raw material space.

[quote=“bahihs, post:737, topic:5570”]Some sort of projectile (pellets, bullets etc.) made from lumps of steel/scrap metal, which can be used on the pneumatic assault rifle and which have some decent penetration (I might actually do this myself since I like the pneumatic assault rifle so much).

More things using molds and melted plastic (like plastic canteens), more craft-able energy weapons.

Basically weapons that a low str character can make and use early on, since its paradoxical to require strong weapons to get to strong weapons (i.e guns)[/quote]

We can make marbles for “pebble” weapons, and little metal spikes for nail weapons.

Marbles are pathetically useless for the skill and equipment necessary to make them, same for metal spikes.

On the other hand, metal crossbow bolts have insane damage and penetration and require very little to make. Cut and hammered metal pellets would at least have some decent penetration (pebbles and marbles have 0 pen. making them virtually useless relative to their difficulty of crafting).