[quote=“blazing glory, post:487, topic:3101”]Not exactly a bad idea but it’d be kinda useless.
A “Werewolf” mutation branch, basically Lupine on steroids, with stuff like Inconveniently Large and Full Night Vision and Fleet-Footed, downside is that the mutations only manifests once a season, or twice if settings make each season much longer then default, then they’d leave after one day, or maybe two.
Still be kinda cool.[/quote]
Non-baseline mutations activated and deactivated depending of the time of the day. Maybe some sort of invisible mutation or visible, kind of like plants produce oxygen/carbonic gas depending of the light around them?
I agree. It can be irritating when you invest the last of your spaghetti just to find that the meat went bad while you were crafting. It would also permit recipes such as pelt curing to exclude rotten pelts from the available options. I am pretty sure that I have been curing rotten pelts as if they were fresh. Meanwhile, maybe rotten food can work in fertiliser recipes or something. Also, recognising the difference between a shattered M.B.R. vest and a reinforced one might alter some tailoring practises, possible for the better…
A warning, maybe ten minutes? before a fire in a fire-container naturally perishes. Lighters never seemed like a scarce commodity to me, but keeping a fire alight seems like a thing that a survivor would do, and there would be some visible queues that the fire was low…
Also, I could see someone building a mechanical device, probably using weights, to automatically add fuel to a fire at a specific pace…
Varying quality of silencers. Some suppress more sound but damage as well. Some don’t suppress as much sound but retains a decent amount of it’s damage. Something like that.
A warning, maybe ten minutes? before a fire in a fire-container naturally perishes. Lighters never seemed like a scarce commodity to me, but keeping a fire alight seems like a thing that a survivor would do, and there would be some visible queues that the fire was low...
Also, I could see someone building a mechanical device, probably using weights, to automatically add fuel to a fire at a specific pace...
Well, you already need only a fire for starting to craft, it doesn’t really matter how long it stays there. And I would really like to see that not changed, as cooking/crafting during rain would be a real pain in the ass then.
(if that is what you meant)
Being able to boil water over a fire that you are actually incapable of keeping alight is really silly. I mean, sure, I would hate the alternative with the current implementation, but if the implementation changed to something where keeping a fire alight were vaguely important, and the tools were provided to make it anything short of horribly irritating, then I could see it being an improvement. At the moment I find myself largely ignoring the whether and that doesn’t seem like a good thing…
But for the moment, all I want is some alert telling me when I need to put more charcoal in my brazier(without spamming alerts as the embers of a house die-out), and a mechanical fireplace that will keep a fire going for a week if it has enough fuel in its reserves.
Making the process of smoking meat or making meat jerky, or canned / bagged meat a bit less involved. Right now the time for batch crafting does somewhat reduce the duration for individual item but still seems a bit too time consuming. Why not make it similar to hide / pelt tanning, in that preparing meat for smoking / drying (jerky) takes a short time, but the drying itself is on timer and doesn’t require player to actively participate?
Or perhaps adding a drying rack / smoking chamber item / structure that you load up and leave to do its thing, with significantly shorter preparation time than doing it “by hand”?
Late game I’m swimming in meat/fish that I end up dehydrating just because it’s the shortest of the crafting processes and doesn’t require me to loiter about for hours of in-game time.
It would be nice to have the entries in the Shift+v menu (can’t recall what it’s called, at the moment) be sorted. Preferably first by hostility, then whether they see me or not and then by distance. And could we have things that see you from distance 80 and are marked as Hostile!, but don’t actually react to you in any way until you’re very close, not be listed as Hostile!.
Also it would be convenient to have the entry field for the [m]ove in the advanced menu start blank. Just hitting enter already moves the whole stack in most cases.
And now that I’ve gotten my bitching and whining going, would it be possible to add more colors, or different levels of highlights, in the crafting menu. Can’t craft+trivial(the now dark), can’t craft+skill gain, can craft+trivial (the bright) and finally can craft+skill gain.
Hairdryers.
How the fuck does nobody pre-cataclysm own a goddamn hairdryer?
Could be used similarly to a towel to dry off, using battery charges.
Disassembled for heating elements (No more spending weeks disassembling cookers) copper wire, some plastic chunks, scrap metal and a power converter?
Delivery drones, found in pizza shops. The drone will transport up to 50 pounds worth of stuff to a home base you designate with a PDA. (When you get back home, the drone and its contents will be waiting for you.)
So many pages so I’m not ready to sift through to see if someone already posted this but, what about large millitary bases that are the size of malls with hostile NPC’s in them with very high end gear with a guarenteed millitary vechicle in good condition or an artifact. make them a very rare spawn could tie into a new faction? Kind of like Brother hood of steel from fallout. Thus the high end gear.