Cataclysm DDA
Skill based values for the identification of item types and info.
Identification of items should be dependent on skills.
For example the mechanics skill:
0- Engine
1- 2/4/6/8/ect engine
2- Rough power and other stat estimation
3- Engine size and enhanced estimation
4- Ect
Electronics – Should also tie in with mechanics skills when constructing various electronics associated with vehicles.
0. Circuit Board – Radio – Flashlight
- Power board – radio board – ect
- Battery storage and rough estimation of amount left – High Medium Low
- Enhanced battery size and charge estimation
- Ect
The introduction of a literacy skill.
Increases slightly upon reading a book or accessing a computer, Grants a small bonus to comprehension and with higher levels allows you to read higher level books at lower comprehension.
For example if the player had high enough skills in literacy, he/she should be able to read say, mechanical mastery even though they were level 0 in mechanics, but at a slower rate.
Get rid of NPCs for good.
I know there is a setting to turn them off, but for the time being all they do is take up compiling time and result in countless bugs, not that whales original contribution of the npcs (not to mention the game itself) is terrible, it requires a lot of work and quite possibly a rewrite to make it functional
A functional power system.
Since cataclysm has no power system I think it would be wise to flesh out a new basic idea that can be adjusted to suit the development process.
Let’s say the map is divided up into power regions, with a region that contains 18X18 tiles.
If there is a power plant within the 18X18 grid it increases the value of the region by say, 100.
Knowing this, power plants should be rare, say 1 per large city.
The amount of houses/buildings within a certain area reduce said value, let’s say 1 per house and 2 per square of a larger establishments eg mansions hospitals or megamalls.
Power should be able to be transmitted across power regions at a cost of 5 per region.
Some areas would be switched off by default, for example sewerage treatment plants which can make clean water at a cost of quite a bit of power, other systems could also be valuable resources for the survivor, machine shops, various factories and such.
Every few power regions, a substation may exist, allowing the player to interact with the power grid on an extended basis, say redirecting power, or switching off specific regions.
Thoughts?