Tactical belt sounds much cooler.
And we need knife bandoleers for throwing knives.
Tactical belt sounds much cooler.
And we need knife bandoleers for throwing knives.
[quote=“Obscure, post:139, topic:5570”]Maybe i’m missing it, but is there a sneak feature in the game? if not, I would like to see that!
I think it would work in 2 ways, trade speed for visibility, and reduce how easy the player is noticed even more when not moving, and also, it would activate a safety, where doing anything that could generate noise, like smashing a window or starting a car, would bring up a notice, and keep you from doing it accidentally. Kinda like the safety that stops you when a zombie is on the map works.[/quote]
^This would basically introduce completely new builds and playstyles and is something I thought would be added sooner, since in reality, stealth is the correct approach to zombie invasion (and not Musashi/Lancelot/Rambo style badassery)
Also, a more interesting nutrition system would be good. My character really shouldn’t be able to survive on nothing but cooked meat and water for 2+ years. Something like an satiety value and a nutrition value could work, so that cooked meat is filling but not terribly nutritious. While vegetable soup is both filling and nutritious etc. Lack of nutrition could, over time, lead to stat decreases and lower the disease resistance. This would also give some purpose to all the other hard-to-make foods which (other than for happiness) are useless. Though this might be pushing the “simple” requirement.
Also on the above note, add more diseases and more permanent damage to the body. Sleep should not equal regeneration of limbs and tissues. Let us lose an arm or two (or three) and fight on. Diseases like ricketts, yellow fever or even cancer (from smoking, radiation, mutagen etc.) could be interesting.
Add some flavor stuff, journals (with actual readable content not just recipes), newspapers, audio logs, video logs, and other such things can add greatly to the environment without taking too much work to add. You can have the community write and vote for these, thereby having the non-coders also participate directly in the creation of this game.
Have the ingame mp3 players actually play the type of music it says it is supposedly playing.
Second the railroads and other transportation systems. Aerial vehicles would be awesome (you could use them to move around in the over-world map acting as a sort of teleportation gimmick similar to the debug command). Also second the “move items other than furniture” I shouldn’t try to haul a 55 gallon barrel on my back when I can just roll it to the destination.
Make driving easier. 'Nuff said.
Separate skills and stats during creation so that the early game is not just grinding 3-4 skills (since libraries are death traps for early survivors) and make recipes harder to get and unobtainable without some sort of reference (beyond the basics I mean) this is already implemented for late game items somewhat (lab journals for example) but it should be extended to basically every recipe beyond the things a person could figure out on his own (i.e socks, pots, fishhooks etc.) and you shouldn’t be able to make certain things without said reference. Every character, regardless of intelligence, shouldn’t have eidetic memory.
That’s all for now, I can think of a few more though.
Bonus points if it actually plays bass-heavy post-glam speed polka.
[quote=“Obscure, post:139, topic:5570”]Maybe i’m missing it, but is there a sneak feature in the game? if not, I would like to see that!
I think it would work in 2 ways, trade speed for visibility, and reduce how easy the player is noticed even more when not moving, and also, it would activate a safety, where doing anything that could generate noise, like smashing a window or starting a car, would bring up a notice, and keep you from doing it accidentally. Kinda like the safety that stops you when a zombie is on the map works.[/quote]
Not like we’ve discussed it a thousand times already…
Oh wait. I think you can sneak if you press z.
@Ninja Can’t speak for the latest build but 0.A has “z” as zoom in and “Z” as zoom out. No sneak.
Whoops. Forgot the /sarcasm.
Ballistic knives?
These are spring-loaded combat knives which, in a dire situation, fires the blade of the knife via a spring into your enemies’ face. Could use ballistic knife blades as ammo; and is a good weapon when it’s loaded. When the blade has been fired however the melee power is reduced. Blades can be recovered.
Also, we could add another crazy idea along the chainsaw latajang (sorry if I spelt that wrong!) and add ballistic SWORDS. Maybe, maybe not, I dunno, but please, ballistic knives! ^^
Heh, nice ideas.
EDIT: From another thread:
Also, please remove the cardboard box encumbrance, because it's the contents that take up space and not the items themselves. You can fold up several hundred cardboard boxes of the kind toaster pastries come in and fit all of that into a backpack. When not containing anything, they work like paper.
Hello everyone, long time lurker here.
Following on from Funks post about “Ammo bandoleers and mag pouches” I was thinking that since we have sheaths for knifes and holsters for pistols, that we could get sheaths for other blades like the broadsword or machete, and that we could have slings for rifles and shotguns.
[quote=“lexlexx, post:149, topic:5570”]Hello everyone, long time lurker here.
Following on from Funks post about “Ammo bandoleers and mag pouches” I was thinking that since we have sheaths for knifes and holsters for pistols, that we could get sheaths for other blades like the broadsword or machete, and that we could have slings for rifles and shotguns.[/quote]
Scabbards are already in.
i hate zombears but i allways see enemis like this
[
]
…
…Z…
…@…
…B…
it wuld be cool large enemys like the fungal spire wuld be like this so simulate hao large is it
…
…##… that giant thing is the fungall spirs only no other tmonster or thing connected to it
…#FF#…
…#FF#…
…##…@…
… \
and worms wuld be long thats 1 worm not alot of them the # its the bodi And the W is the head
#####W…@…)…
it wuld be nise so you dont allweis see 1 tile enemys
Modify message
Multitile stuff ain’t simple to code. Ease up.
i now but it wuld be cool like cars there conected togheter and move as 1 all the parts i am a coder and i now its hard
If you know it’s hard (so, not simple) and that the thread is for simple additions, then you’re knowingly out of scope. Kindly stop doing that, please.
face palmi forgot i hate wen this happens sorry :C
Not completely simple, but not fiendishly difficult, and probably really useful to new players:
The tileset version already tells you about a square when you hover over it, but what about if right clicking the tile brings up a menu of the list of things you can do to the tile/furniture/items on that square?
[quote=“Ice-o-metric, post:156, topic:5570”]Not completely simple, but not fiendishly difficult, and probably really useful to new players:
The tileset version already tells you about a square when you hover over it, but what about if right clicking the tile brings up a menu of the list of things you can do to the tile/furniture/items on that square?[/quote]
Isn’t that part of the “action menu” that was being talked about a while ago in another thread?
Correct me if I’m wrong but I believe this is planned.
[quote=“ChristopherWalken, post:157, topic:5570”][quote=“Ice-o-metric, post:156, topic:5570”]Not completely simple, but not fiendishly difficult, and probably really useful to new players:
The tileset version already tells you about a square when you hover over it, but what about if right clicking the tile brings up a menu of the list of things you can do to the tile/furniture/items on that square?[/quote]
Isn’t that part of the “action menu” that was being talked about a while ago in another thread?
Correct me if I’m wrong but I believe this is planned.[/quote]
Not specifically, but you’re correct that most of the ground work for this has been laid already (by cib to give credit where due), there are functions to check “what can I do with this tile”, so hooking it up to the mouse-driven interface should be… well not that hard really.
By the way, in general the idea for this thread was to hold lists of changes that a new developer could try and tackle. From that point of view it’s an abject failure, there are some simple requests in here, but the vast majority range from difficult to impossible.
That’s true. But I think that’s a problem generated by a few factors. One; the title is ‘needful things’. Everyone has their own conception of need, and two, most people don’t know the difficulty of what they’re suggesting. They’re going to toss out the thing they think will improve the game the most. I think, for future threads, you need to narrow the scope considerably to create a better focus on specific niches that you think need addressing, and cycle through them.
Like: Week 1: Simple Additions: Crafting tools, and so on.
Just my two cent.s
Flannel jackets need to spawn. I’ve never seen one outside of starting as a lumberjack (and I’m okay).