Musical instruments. Play them to increase morale or gain interaction bonuses with NPCs by giving them a good show.
Make a suit of armor out of military composite armor plates.
Sew small fans into your clothes to make air-conditioned clothings. Perfect for a hot summer.
I like the musical instrument idea, but to really give it the love needed, you’d need to add some kind of skill. Playing an instrument at low levels is an act of will, and doesn’t provide much (sometimes any) enjoyment. Playing once you’re reasonable or good is a fun experience. Playing once you’re really good is something else. Getting into the groove can be ecstatic. Also, if this happens…we’ll need music shops.
Bulk suggestion:
Have high strengths reduce torso and leg encumbrance, permitting values in the negatives.
-1 at 16 strength
-2 at 28 strength
-3 at 40 strength
Probably need not go higher.
Likewise, encumber torso and legs by 1 when strength falls below 4.
Restrict chargen strength maximum to 14
Two new mutually exclusive traits, Tiny and Bulky
Tiny: Your small stature is light and easier to move around.
- No encumberment penalties for low strength
-Chargen strength can be set down to 2
-Character size class is considered one level smaller. - +10% carry weight
- Slightly increase bashing damage.
Bulky: Your heavy frame can potentially bear powerful muscles, but can really get in the way otherwise.
-Slight bash protection
-Torso and legs encumbered by 1 by default.
- +10% Max health
- Chargen strength is uncapped.
-Mutation in the bovine and ursine categories, pre requisite for the Large mutation category.
Edit: now thinking about it, too big for this thread. Crossposting to a more suitable location…
Watching some people post their “godly” characters, I’d say we do need to go higher.
Didn’t Flame have a char with 80 strength or something silly?
Watching some people post their “godly” characters, I’d say we do need to go higher.
Didn’t Flame have a char with 80 strength or something silly?[/quote]Those were caused by granades, and that gives me two conclusions:
Being joke items, they aren’t much for consideration in terms of either realism or gameplay changes.
It can be assumed that reaching those extremes by other means, if even possible, probably will not improve your mobility any further, for the sake of bulk. This is a weaker argument, though.
[quote=“iceball3, post:1244, topic:5570”]Bulk suggestion:
Have high strengths reduce torso and leg encumbrance, permitting values in the negatives.[/quote]
The way I’ve understood encumbrance in the game is more of a loss of range of motion due to physical obstruction from the clothes/armor rather than an inability to bear the weight of the armor/clothes. Strength, IMO, could only overcome that by breaking what the character is wearing. High dexterity might fit better as it could be said to allow person to remain effective even when constrained.
The traits sound good to me but “negative encumbrance” sounds a bit silly. Either you’re encumbered or not. 0 encumbrance means that nothing gets in your way when moving.
Arrow rest mods for bows. Also, add slots for bow sight and stabiliser mods.
Watching some people post their “godly” characters, I’d say we do need to go higher.
Didn’t Flame have a char with 80 strength or something silly?[/quote]
81, god get it right
Each character could start with randomized and unknown food enjoyability values. Excluding ingestible items that actually physically hurts everyone, like drinking bleach.
Not sure how simple it is, but an option to set the save folder location would be nice.
Movement cost of tiles is higher with more items on it. For each one or two points of volume, +1 cost to movement speed. For example dirt with gallon jug on it, would have movement cost 107. Maybe ask if movement cost is higher than 500.
and now getting around your base takes weeks and is a nightmare of y/n prompts
It also promotes organization, something any scrupulous survivor should practice.
This is true. It’d certainly add more of a purpose to building cupboards and racks and shit in your base instead of just leaving everything strewn on the floor aside from OCD.
Two things:
Target prioritization for ranged combat…for instance, I want to be able to set spitters as my primary targets so that, regardless of whether I have other targets closer, when firing a gun or a bow, the first selected target will always be a spitter. This will save me a LOT of time. The more customizable the priorities the better.
The ability to wield an item or wear an item from the tile I’m standing on without having to first ‘get’ it.
[quote=“mdtexeira, post:1257, topic:5570”]Two things:
Target prioritization for ranged combat…for instance, I want to be able to set spitters as my primary targets so that, regardless of whether I have other targets closer, when firing a gun or a bow, the first selected target will always be a spitter. This will save me a LOT of time. The more customizable the priorities the better.
The ability to wield an item or wear an item from the tile I’m standing on without having to first ‘get’ it.[/quote]
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Not at all simple to implement. Similar issues with safe-mode not warning for X critter.
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Getting the item takes time in-game, so that’s more or less WAI.
Regarding number 2. In reality, getting items off the ground always first results in wielding, then finding a place for the item. I understand that that would be a pain in game terms, but in reality, were I to pick a sword up off the ground, I require no additional time to wield it (put it into my hands) because it is with my hands that I pick it up. If anything, putting things into my inventory should take extra time and wielding an item from the ground should be considered the baseline.
Re: number 1…what is the logic behind ranged combatant selection as it stands now? Is it just ‘nearest target’?
Blade/Sword drones. Like manhacks, only with swords.
The ability to recall and deactivate an entire horde of manhacks using the control laptop.
Sonic gun. Ranged weapon that does no damage but stuns large groups of enemies.
Heavy power pack. Made out of a dozen UPS stacked together that can be worn like a backpack. Also comes in the advanced UPS variant that eats plutonium.
The ability to weld together a dozen fusion blaster rifle into an unholy abomination of a weapon that spews fiery destruction on zombies/hapless animals/NPCs/etc.