Needful things (simple additions to improve the game)

[quote=“ajwilli1, post:49, topic:5570”]SkateBoards: A simple transport that you could throw in a backpack. It could act similar to a sleeping bag, you activate it and place it down then you could use it as a regular vehicle, and when your down you deactivate it as an item and put it up.
And to balance it out, it would take up a large amount of space, you would need to high or average dexterity to not fall off of it.[/quote]
Don’t we have something like that with the folding bicycle?

[quote=“Mrnocamera, post:61, topic:5570”][quote=“ajwilli1, post:49, topic:5570”]SkateBoards: A simple transport that you could throw in a backpack. It could act similar to a sleeping bag, you activate it and place it down then you could use it as a regular vehicle, and when your down you deactivate it as an item and put it up.
And to balance it out, it would take up a large amount of space, you would need to high or average dexterity to not fall off of it.[/quote]
Don’t we have something like that with the folding bicycle?[/quote]
Oh we do… maybe it takes up less space and can be used as an effective beating weapon. Also you can burn your skateboard… because I’m trying to keep my idea afloat.

[quote=“ajwilli1, post:62, topic:5570”][quote=“Mrnocamera, post:61, topic:5570”][quote=“ajwilli1, post:49, topic:5570”]SkateBoards: A simple transport that you could throw in a backpack. It could act similar to a sleeping bag, you activate it and place it down then you could use it as a regular vehicle, and when your down you deactivate it as an item and put it up.
And to balance it out, it would take up a large amount of space, you would need to high or average dexterity to not fall off of it.[/quote]
Don’t we have something like that with the folding bicycle?[/quote]
Oh we do… maybe it takes up less space and can be used as an effective beating weapon. Also you can burn your skateboard… because I’m trying to keep my idea afloat.[/quote]
Beating but a -2/-1 to hit?
Because using a skateboard to hit someone is about as hard as using a pocket knife, plus the trucks are painful.

[quote=“Mrnocamera, post:63, topic:5570”][quote=“ajwilli1, post:62, topic:5570”][quote=“Mrnocamera, post:61, topic:5570”][quote=“ajwilli1, post:49, topic:5570”]SkateBoards: A simple transport that you could throw in a backpack. It could act similar to a sleeping bag, you activate it and place it down then you could use it as a regular vehicle, and when your down you deactivate it as an item and put it up.
And to balance it out, it would take up a large amount of space, you would need to high or average dexterity to not fall off of it.[/quote]
Don’t we have something like that with the folding bicycle?[/quote]
Oh we do… maybe it takes up less space and can be used as an effective beating weapon. Also you can burn your skateboard… because I’m trying to keep my idea afloat.[/quote]
Beating but a -2/-1 to hit?
Because using a skateboard to hit someone is about as hard as using a pocket knife, plus the trucks are painful.[/quote]
Maybe we could pull a Skate 3 and let your board become a boomerang.

I think we could have a high damage output but make the blows harder and harder to deal with each swing.

I like the skateboard idea… thought I must add, that it IS the future, a fact we must get back to… the future that is.

So… Hoverboards?

An option to auto-stoke a fire burning in a fireplace or a stove, as long as splintered wood / 2x4s are in range of the character would be nice. This way you wouldn’t have to keep relighting the damn thing every hour or so if you wanted to do a spell of book reading.

[quote=“Belteshazzar, post:65, topic:5570”]I like the skateboard idea… thought I must add, that it IS the future, a fact we must get back to… the future that is.

So… Hoverboards?[/quote]
It can’t go over water… similar to a Skateboard. Also if we allow that I want a hovercraft.

This may sound silly but…

Min city size and max city size as a worldgen option. I…I’m not sure, but I -think-, playing with the settings…that the city size option is an average. I could be wrong, but it looks that way. It might be nice if you could set a range, so…sometimes you have size 1 cities…and sometimes you have …enormously huge -real cities- with vast endless hordes of zombies and terrible dangers.

What I would do then, as a suggestion, is have an option to have your evac shelter start ‘in the country’ or ‘in the suburb’ or ‘in the city’. I mean… really, once you get into the country in a zombie apoc situation, unless your in The Walking Dead, in which everyone is canonly !@##@!$, your set. But if you start in a max-sized city…it might take a good long time to get out, if you ever get out. Just a thought.

Should be able to use butter knives to cauterize wounds (with heat).

A new starting character might be (Surgerical patient). Starts out with one leg or one arm broken, maybe with a hospital gown and some oxycodeine.

[quote=“secretfire, post:48, topic:5570”]Driving Tutorial.

A start with nothing, as far as the eye can see, and instructions on driving, and infinite gas.

Driving is -damn near impossible-. I’ve been playing with it for an hour, and am no closer to it making sense. I’m on a freaking unicycle, and I cheated myself a driving skill of 10, and it takes an -entire road- to turn about 30 degrees. Its insane. Its by far the strangest driving system I have ever seen. I mean, the rest of the game is great, but I have no idea why so many people on these forums talk about using cars. -nothing turns-.[/quote]
More special game modes that act like tutorials would certainly make it easier for new players to learn the game mechanics, but I’m not sure how difficult it would be.

The main thing with driving is that each turn action (assuming you don’t fumble) turns you 15 degrees, so it takes 6 moves to do a 90 degree turn.
At low speeds and/or with small vehicles it’s hard to tell which way you’re facing exactly, so keeping track or waiting a moment helps you keep your orientation.

Most of the things I’d consider needful are already on the to-do list, but more improvised electronics and traps and such would make surviving in a large city a lot more interesting.

The only thing I’d really want is being able to set remote controls, this would be extremely useful in tons of different ways. For example being able to open garage doors from your car, triggering noise makers on and off in different places to herd zombie hordes, detonating explosives from a distance, etc.

Blenders!

Why are there no blenders?

WHY CAN’T I MAKE A SMOOTHIE, DEV TEAM?

Ceiling fans for my base for those hot summer nights.

Fans in my pits for those not so hot zombie invasions.

<.<

Good idea.

Hopefully these haven’t been suggested before.

The ability to see the items specifically in your crafting radius, as well as the number of them. Crafting is already pretty nicely streamlined, but this would be a nice cherry on top. I don’t want to use my plastic chunks on incendiaries unless I can actually still make that sweet, sweet caseless ammo, but I don’t want to dig through my whole mobile base to see how many I have.

Interrupts on inventory management similar to crafting. It’s very easy to get killed if you drop/grab a bunch of stuff without realizing just how long that takes.

Maybe a little better info on how martial arts work in game? I’ve read the wiki page on them, so I know what bonuses the styles give, but it hasn’t been apparent in play as much. In fact, the only place I see the styles I have is in the _ Choose Style menu, and that doesn’t tell too much that I can see. Do different styles have individual levels, or do they all run off of Unarmed Combat. Also, can the various fist weapons be used with them? It’s not obvious if so.

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You know when you die you can start a new game in the same world and find your previous character’s body?

You shouldn’t find your body.

You should find your zombie instead.

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Crafting improvements and your zombies sound great!

Zombies you? man that could be really hard to kill, think of all the bionics and mutant upgrades, then there your armour

Yeah but when you “kill” yourself, you get all your stuff back. And when you butcher yourself you could quite possibly get some of your bionics back. Also we could have it to where you can get your mutagens through the bodies blood… maybe?

That sounds interesting, but doesn’t the game lore dictate you’re immune to zombification? Don’t take my word for it though, I just think I read it somewhere.

It’s probably too difficult for this thread, but… working plumbing and wiring seem long overdue.
more information for the player ingame, ie: a gardening how-to. even player-readable books.
I’ve modded portholes to my vehicles, seems more logical than quarterpanels, take sheet metal & 1 or 2 glass PANES (since a windshield is a whole tile and the glass is maybe 1/2 of this tile)
Windows should drop 4 panes in some cases and a sheet in others if you want to be realistic.
wood poles or metal rods instead of sticks for curtain rods.
range indicator for current weapon.
more ways to work up computer skill… programming on a laptop?
expiration dates on foods, an “expected shelf life” from your characters experience.

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No idea! But ‘zombie you’ is more interesting. Remember, every zombie is a life.