Yeah, it is.
Could be (maybe) doable with Generic Guns, though.
Well we wouldn’t need recepies if we could disassemble/reassemble the guns through the 'a’ctivate menu - that could be an option
[quote=“CJ99, post:9661, topic:42”]As far as I know, there’s no weapon maintenance. Though we do have a firearm repair kit and I don’t use guns much, so I could be wrong.
I think the main problem with disassembling guns is item and recipe bloat. While the item bloat could prolly be lessened to an extent, the recipe bloat is unavoidable. You would need a separate recipe to rebuild every single gun in the game. And that’s a lot of guns.[/quote]
There is weapon maintenance, your gun will lose durability after excessive use or if you take/deal physical damage with it equip, much like most melee weapons, I believe.
Basic repair using firearm repair kits, yeah. Anything more involved like wear-and-tear that needs specific actions to repair it, or replacing with parts, no.
Also can’t clean your guns. ;_;
[quote=“Random_dragon, post:9665, topic:42”]Basic repair using firearm repair kits, yeah. Anything more involved like wear-and-tear that needs specific actions to repair it, or replacing with parts, no.
Also can’t clean your guns. ;_;[/quote]
That would be a pain in the ass if the Ross Rifle (WWI Bolt Action) was a weapon you could find in game, a few specs of dust get in the chamber and you could make a few sandwiches with the ammount of jamming.
I’d like the idea of being able to keep your weapons clean, though. They should likely use different mechanics than condition though. Different penalties that MIGHT increase odds of misfires or damaging failures, but the primary effect (from my experience) would be a slower action, gradually making more parts more reluctant to move
unless it was an AK-47, you could stuff Twinkies in that thing until it was coughing sugar and it would still operate as good as it should be.
Would be an issue with cold also.
When it’s around -10C a well oiled assault rifle has a nasty tendency to get rather hard to operate.
unless it was an AK-47, you could stuff Twinkies in that thing until it was coughing sugar and it would still operate as good as it should be.[/quote]
Ah yes, don’t remind me.
We need Glock cakes in this game.
One thing I’d like to see in game is choosing the method of suicide:
Commit Sepuku?
Use Glock 18?
Use Taurus Raging Bull?
Use Pipe-bomb?
And then a reflection of that method if/when you find the body.
Call me sadistic but it adds a little realism, you can’t just up and die on the spot.
I almost wish we had a retire option though. o3o
Retire like what? Okay i retire from surviving lol.
You mean as in making you char a part of the world huh? Just the term doesn t sound right to me… well its not my mothertounge so what do i know…
Well, like with the optioon to retire adventurers in Dwarf Fortress. At its most basic, render them as an NPC. Some sort of epilogue similar to the ones NPCs get could work too, depending on whether it would make sense given circumstances.
Basically it’s more that it seems odd that once you get a comfy survivor’s hideout and get bored with the game, your only option is suicide. o3o
Well i guess it can be interpreted as YOU retiring … meaning relinquishing controle over your survivour.
Maybe game would create a little story of what happens to character after he retires based on his stats, mutations etc?
It would be more satisfying than “Start a New Game”.
Actually you can, it’s just the methods are generally neither quick nor clean and are usually rather painful. Some ways include:
Biting through your own wrists to bleed out.
Crushing your own larnyx/breaking your spine with a sharp blow.
Jamming your fist down your throat or otherwise placing an obstruction that won’t automatically be removed when you go unconscious.
They aren’t nice ways to die, but they are possible.
Actually you can, it’s just the methods are generally neither quick nor clean and are usually rather painful. Some ways include:
Biting through your own wrists to bleed out.
Crushing your own larnyx/breaking your spine with a sharp blow.
Jamming your fist down your throat or otherwise placing an obstruction that won’t automatically be removed when you go unconscious.
They aren’t nice ways to die, but they are possible.[/quote]
Yeah but what I mean is those aren’t immediate, like the game says it is.
Another thing to add onto my last idea is a chance at failure in suicide, like if your first aid skill is 0, you won’t know what’ll kill you immediately, and you’ll end up either mortally injuring yourself or just plain refuse to kill yourself and lose a lot of mentality points. It could also work how optimists have a hard time trying to kill themselves since they try and live life to the fullest while staying in better temperament than others, while people with mood swings, bad tempers and/or low mentality from doing something makes it easier to attempt suicide.
Now that I go over what I’ve been writing, I have no idea how this system would add anything since killing yourself doesn’t give you any aftermath- and I feel really nasty for being so thorough.
Same lunacy behind my wanting some mechanic for quitting an adventurer without suicide, it seems more immersive for the ending to make sense.
Are there any advantages to placing roofs on vehicle tiles that are on the outside (not having an enterable interior)? Would it help slightly with durability?
Also I’ve noticed I’ve been getting positive messages after I wake up in-game. (Your body stretches with ease, and you feel ready to take on the world.) What’s that do?
Far as I can tell, roofing over the outside walls doesn’t do any good. It might randomly take a hit, depending on how the code for collisions and zombies smashing vehicles works. Roofing over an exterior DOOR is good though, ensures the adjacent indoor tiles still count as indoors if the door’s open.
As for the messages? Your healthiness stat is going up. Keep taking your steroids vitamins son.