Needful things (simple additions to improve the game)

I’d like to see a wearable water/fluid container like a CamelBak. I may code this myself, but it looks like container and armor are two different item types in the files, so I dunno what’s involved in making that work…

Make a camelbak water container and make it so that you can ‘holster’ it in a runner pack.

Rails as a type of terrain that subway cars, trains and mine carts could ‘stick’ to, only allowing them to accelerate or reverse along said track.

Electricity from any source spreading out over a much larger area in water

A BigDog or WildCat style robot that runs on a UPS, functions as storage and can be folded away for storage if empty.

A construction option for building wooden bridges out of logs or planks. Better yet if a more advanced option borrows from the palisade/garage door code to make drawbridges

The ability to use nearby lava as a fire source when crafting

Also, if lava can make the surrounding tiles hotter, would it be possible to have a placeable air conditioning unit or space heater that functions in a similar manner?

The ability to use more than one water purification tablet at a time for the purpose of purifying large volumes of water

Trap option: Pit full of acid.

The ability to handcuff zombies or NPCs to car doors or railings

Maybe a ‘knocked-out’ option for NPC ‘corpses’ that has them res after a while, like non-pulped zombies? Could come in handy for later, or if you just want to be the sort of one-eyed-two-horned flying purple people eater that saves his meals for later. Since the NPC ‘corpse’ could be put in a trunk and driven off–though they’d wake up and escape eventually. To kill them for good I’d imagine it as simple as doing enough damage to pulp them, smashing their body or good old fashioned butchery.

Somewhat related to the above. It would be GREAT if zombies attempted to feed on fresh non-infected corpses. Hulks had to have done something to get that big, right?

More ‘cave life’ so to speak, so that basements, subways, mines and caves could warrant some jackhammer’n. Mole mutant or chud conclaves, fungal pockets or flooded variants of subways that spawn sea life for fish PCs.

The ability to start a vehicle construction from a suit of powered armor and/or powered lifter. The end result being a cockpit that fully encloses the pilot ((entered via the ^ menu))

Battery hungry ‘parameter defenses’ like electrified plating for vehicles. If combined with my earlier suggestion of constructable bridges a clever player could make a boat house with electrified moat

Huge thing, probably not going to happen but it would be great if in winter the ground got covered in snow and ice. Without snowplows winter could really inconvenience players

Nearby rotten food lowering morale from all the odors it gives off and non-mammoth sized insects it attracts. Would be neat if it raised morale for those that could eat it though, I’d image it would be like if you constantly had pie cooling nearby to saprovores.

New conversation options for NPC followers ((Since they’ve gotten a lot better with all the work devs have been putting in)) Like loot restrictions–i.e. don’t pick anything up, only pick up food, don’t over burden yourself etc etc.–or the option to tell them what to wield and wear provided they trust you enough. The option to train NPCs in much the same fashion they do you would not go unappreciated either.

Peer pressuring NPCs into taking drugs or mutagen would be awesome. Especially if good or bad mutations modified their willingness to follow you accordingly. Don’t expect most people to watch your back if you turn them into a horrible ooze monster.

NPC only traits that effect how well they’ll get along with you. These would be biases based on gender, appearance, bionics, mutations or even stats.

The option to nickname NPCs. “I’m going to call you Skipper from now on.”

NPC gangs that hole up in buildings or block off parts of the city. Very well equipped but not initially hostile. They could demand the player trade enough items for safe passage or even given him “Do this or Else” style missions. Maybe if you do well enough they’d give you gang colors to fly --like an armband or bandanna-- that lets you roam their turf unaccosted. Since profession traits are becoming a thing maybe gang members/drug dealers etc could chose to spawn in an area like this from the start and wearing a badge would be shoot on sight shenaneggins.

I’ll think up some more later…

The duffel bag could probably do with being a handheld item instead of something you wear on your torso.

Uh, it’s really, really large; if handheld, it would make the briefcase completely obsolete.

I’ve actually got a chamber of commerce duffle and it indeed comes with a very sturdy strap. When you fill something like that to the brim with canned goods you’re going to want to be wearing it!

What if you fill it up with plastic bags though?

Then you can write the system to take variable weights into consideration as part of items getting stored in specific containers. I recognize no reason to presume that one of the largest wearable storage containers in the game would only be filled with low-mass gear.

Just thought that wearing a duffel bag usually isn’t a thing people do. I mean… how would you even do that?

You’ve got some options


So basically back/front/and either shoulder. Man oh man, I remember having at least 10 encumbrance in RL when I was moving a ton of canned goods. It was basically the usually loot run in cata–dragging a dolly in one hand and carrying a bag in the other. I think the only thing that kept me from falling down was having duffles hanging off my back AND front. The looks I got!

something that i miss in cata:dda is a simple (IRL) option to drop (almost) instantly a duffel or (slightly slower) a huge backpack with all the contents and become unencumbered to fight or flee. and of course to pick it up later without the need to individually pack everything back in.

^would be so useful, but I’m willing to bet it’d be an absolute bugger to code

How about making it so that if you drop an equipped duffel bag (that has 120 Volume) you can drop 120 Volume worth of inventory instantly? But like the poster above stated, might be annoying to code.

I thought you already can do that.

Murphy - only for a packed go bag.

No.

Pretty sure this is already in. Dropping a worn container means you can drop that containers volume at the same time with no time penalty.

Pretty sure this is already in. Dropping a worn container means you can drop that containers volume at the same time with no time penalty.[/quote]

Yeah, that’s supposed to be the case. If it’s not working that way (as in, you drop the container and its volume in the same drop action), that’s a bug.

How about make it so we can pick it all up again in one action as if just picking up the bag? or make that action drop a filled bag we can pick up xD …

Pretty sure this is already in. Dropping a worn container means you can drop that containers volume at the same time with no time penalty.[/quote]
Yeah, that’s supposed to be the case. If it’s not working that way (as in, you drop the container and its volume in the same drop action), that’s a bug.[/quote]
you must agree that the way it works (if it really works that way, yet have to check) is too abstract and unintuitive because it doesn’t at all resemble how it works IRL. doesn’t mean it’s all that bad and abstraction as games go, but since we’re just making suggestions…

…i don’t want to touch programming, i’m not competent enough in that area. but just on the level of ideas the way how it should work imho would be this: every bag, backpack etc. and hands (!) would be a container with volume and weight limitations.

no clothes = no storage other than… the body itself (for all sorts of clothing) and hands for enything else (sorry i have to deliberately omit some natural orifices). dropping a piece of clothing or a bag would mean dropping all the contents together in that container (well, maybe putting it off to some sort of virtual temporary stack to be moved to replacement container). picking up a bag would mean picking up everything that’s inside. and yep, grabbing a separate item would mean putting it off to one of the containers on the personage… not sure how that would have to work interface-wise, sorry.

please mind i’m not saying this has to be programmed right away =) i’m not even sure if replacing the actual inventory with this would be a good thing for the playability and fun of the cdda. however this would be closer to how it works IRL and thus a little more intuitive and structurally flexible:

e.g. a shell is a container for (armed) primer, gunpowder and a bullet making up a cartridge/shot; a clip is a container for (armed) cartridges, a firearm is a container for a clip (or several shots)…

…and on the final note: a zed is a container for several neatly placed bullets too =)