We make bad suggestions and come up with horrible ideas

[quote=“DemAvalon, post:3875, topic:3101”]Chicken walker from this:

to this:

[/quote]

I wonder if it can be tamed…

Time Dilation causes your survivor’s head to explode due to how fast they breathe in relative to the actual flow of time.

Nah, cuz your head would also be affected. You should suffocate instead since the air won’t move in and out of your lungs fast enough. Also, you should get terrible chafing as your cloths remain in the normal time stream possibly causing them to fall apart after extended use.

Nah, cuz your head would also be affected. You should suffocate instead since the air won’t move in and out of your lungs fast enough. Also, you should get terrible chafing as your cloths remain in the normal time stream possibly causing them to fall apart after extended use.[/quote]

Time Dilation, in canon, doesn’t actually stop time: it speeds the user up to the point where that’s how it seems to them. Think Quicksilver from X-Men Days of Future Past. That’s why the muscle damage happens.

Nah, cuz your head would also be affected. You should suffocate instead since the air won’t move in and out of your lungs fast enough. Also, you should get terrible chafing as your cloths remain in the normal time stream possibly causing them to fall apart after extended use.[/quote]

Time Dilation, in canon, doesn’t actually stop time: it speeds the user up to the point where that’s how it seems to them. Think Quicksilver from X-Men Days of Future Past. That’s why the muscle damage happens.[/quote]

Crank the realism up to eleven: Rewrite the game to emulate the fact that the military totally has the technology and resources (solar powered laser turrets, CQC specialists, tanks, drones,
tank drones, everything) to wipe out droves of zombies with little resistance.

[quote=“harison86, post:3887, topic:3101”]Crank the realism up to eleven: Rewrite the game to emulate the fact that the military totally has the technology and resources (solar powered laser turrets, CQC specialists, tanks, drones,
tank drones, everything) to wipe out droves of zombies with little resistance.[/quote]
The issue for the cataclysm wasn’t so much the zombies alone but the widespread portals that allowed essentially every horrible thing from the sub prime to enter our world and essentially wreck everything that moved.

[quote=“DeWolf, post:3888, topic:3101”][quote=“harison86, post:3887, topic:3101”]Crank the realism up to eleven: Rewrite the game to emulate the fact that the military totally has the technology and resources (solar powered laser turrets, CQC specialists, tanks, drones,
tank drones, everything) to wipe out droves of zombies with little resistance.[/quote]
The issue for the cataclysm wasn’t so much the zombies alone but the widespread portals that allowed essentially every horrible thing from the sub prime to enter our world and essentially wreck everything that moved.[/quote]

What I got from this is that there is a distinct lack of portals spawning demonic horrors. Also, has anything been done regarding multi-tile monsters? I want to fight a tyranid carnifex.

[quote=“Theundyingcode, post:3889, topic:3101”][quote=“DeWolf, post:3888, topic:3101”][quote=“harison86, post:3887, topic:3101”]Crank the realism up to eleven: Rewrite the game to emulate the fact that the military totally has the technology and resources (solar powered laser turrets, CQC specialists, tanks, drones,
tank drones, everything) to wipe out droves of zombies with little resistance.[/quote]
The issue for the cataclysm wasn’t so much the zombies alone but the widespread portals that allowed essentially every horrible thing from the sub prime to enter our world and essentially wreck everything that moved.[/quote]
As far as I know no on the multiple tile monster entities. Also I should have mentioned that most of the portals that were in the New England area did close and as such most of the more sub prime dependent monsters disappeared.

What I got from this is that there is a distinct lack of portals spawning demonic horrors. Also, has anything been done regarding multi-tile monsters? I want to fight a tyranid carnifex.[/quote]

Why content youself with such small creatures when there are

Why content youself with such small creatures when there are [/quote]

I think we need to add in these kinda clips first:
https://imgur.com/gallery/BtHjghX

Otherwise an encounter will feel like that scene in atlantis where he’s says he needs like 200 sticks of dynamite to open the door.

on a side note i found this and though it should be shared:

[spoiler=‘Upgrade Opportunity’]

Hamburger helpers are already in cdda, I think trying to eat them will occasionally cause you to be attacked instead[/spoiler]

Acid rain that deposits acid onto the ground

Acid rain that removes building roofs.

[quote=“Theundyingcode, post:3892, topic:3101”]on a side note i found this and though it should be shared:

[spoiler=‘Upgrade Opportunity’]

Hamburger helpers are already in cdda, I think trying to eat them will occasionally cause you to be attacked instead[/spoiler][/quote]

Oops, wrong pic. this is is what I meant to share:

That’s terrifying on multiple levels

That actually looks quite realistic.

I take no credit for the image’s creation.

I will take credit for the looks on people’s faces after the ‘hamburger helper’ from the vending machine turns out to be “slightly” different than expected.

I couldn’t get acid hail working properly when I tried to implement it a while back.
Basically it would drop hail on the ground that would sit there for 2-5 turns and then explode in an acid splash. I couldn’t get the various parameters to balance out so it would be threatening yet escapable. Either it was instant death or trivially avoidable.

was the hail falling to thick? Or to damaging? It sounds like a really interesting game of minesweeper that is constantly changing. would be a really interesting rare event, or an area effect around dangerous areas, in a sort of noob warning zone. Keeping it livable but heavilly stacking so even experienced players need to be careful would have been very interesting.

Found this on reddit, I believe it will be appreciated.

I was just thinking that apparel could come with detailed pockets and pocket space such as:
Trenchcoat:
Side pocket (left) (open) (0.5L/1L) Contains: plastic bottle of clean water.
Side pocket (right) (closed) 0L/1L (empty)
Inside pocket (left) (open) (0.75L/1L). Contains: USP .45 ++++
And so on.
Various apparel have pockets of various sizes. Hiking backpacks could have 4-8 small side pockets (plus a big main compartment). Potentially have differences in pocket accessibility: quick/normal/slow access. Alternatively assign each pocket a numerical accessibility value. Backpacks should be very slow to access.
Pockets have various sealing mechanisms: strap and plastic buckle (slow, silent), snap buckle (fast, makes noise), leather strap and metal buckle (slow, makes noise), velcro (fast, makes noise), normal button (slow, noiseless), snap button (fast, makes a little noise), an open unsealable pocket (fast), zipper (moderately fast, makes minimal noise).
Skilled tailors could change the sealing mechanism.
Pockets left open could potentially drop their contents under heavy action (running, melee fighting), depending on item bulk. It should be possible to overfill a pocket with a large item, such as by placing a plastic bottle in the small chest pocket (left) of an office shirt, thus making the bottle half exposed, and making the pocket unsealable. The more the item exceeds the pocket capacity, the more likely the item is to drop out. Inside pockets should have more resistance against unintentional item discard, even when unsealed.
Certain backpacks, bags, briefcases and jackets could have hidden compartments. Their bulk and contents are hidden unless (and until) specifically checked. That should make finding containers with hidden compartments bit more exciting. We could have two types of hidden compartments: rigid and soft. Soft compartments with items inside them should be easier to spot. The bigger the item volume, the bigger the chance to spot. Only briefcases could have rigid hidden compartments, and always remain equally hidden regardless of item volume. Upon cutting up or disassembling an apparel with an unfound hidden compartment, the contents could be found, and possibly damaged in the process.
Next up: Ability to sew items inside apparel…

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