There’s also the potential challenge of what happens when a area of water is opened up to empty space. Does it just keep generating water till that space is filled? Empty and spread out, or stand still unchanged by the gaping hole next to it.
Just to rephrase. These are potential outcomes, not solutions.
My real preference would be to turn water into a field with intensity being the water volume in L, so roughly 5000 L would entirely fill a map square. Then we just have some code to have water slop around as appropriate and heavy rains can cause floods and such.
Ooooo, natural flooding would be a cool mechanic.
On the other side fields may be terrible performance-wise.
When the blood loss will become a thing the upcoming wounds system, a blood transfusion would be nice not only replenish lost blood but perhaps clean the contaminants in the blood like blood filter CBM does. With mandatory blood types of course. Also a dialysis machine with the same effect would be nice.
Is this being worked on or are you hoping for a better blood sytem?
Because if this is being worked on. I think adding in IV packs would be a great idea. also this:
1)Blood IV bags ; rotten unless kept cold. Refridgerators that still function in a hosptital because of backup generators could be plausible. Also FEMA camp science stations for the same reason. Labs that are frozen and the lab rooms with a fridge could randomly have Blood bags too.
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Saline Drip bags and Sugar Drip bags for atmosphere or purpose?
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Coconut Water; believe it or not a “Makeshift Blood bag” could be a viable option as well. Coconut water(not milk) was used in place of blood back in WW2 south pacific theatre. It is very common in coonvenience stores and grocery markets and pharmacies. In real life you would need to strain it through a coffee filter or a bit of folded cheese cloth to catch the meaty bits. But it is a real life thing.
In game terms. IV bags could play a long sit role to adding to ones recovery. Idle or reading or crafting.
We also need to be able to craft 40mm EMP, Frag and Incendiary grenades.
One more idea for NPCs. Fetch quests are great and all but how about a delivery quest. NPC gives object to deliver. Also, to which the time in days elapses and the object is not delivered. Both the quest giver and recipient will be aggressive towards the player character.
Lastly concerning NPCs; Player can make an NPC a leader of the group and relinquish control over the base/group/camp. Making an NPC with high Speach skill will make them a better leader if coupled with a high Intelligence. The higher the chance of the group/camp successful and the able to build better constructs. The one main problem is the reality bubble sucking the life out of every cool aspect of this
Not being currently worked on per se yet, as I haven’t seen anyone actually start creating parts of the new system, but the system is an official game goal in Github projects page and there is a lot of diversified discussion here and there in that topic. I like the IV packs idea a lot.
If you wanna toss it on over at the hub feel free.
Thought of another thing we need in game. Since I’m on a roll for ideas.
When you have a container of water; bottle, canteen, whatever.
We should have an action command to Douse self with water for 2 reasons.
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Douse self with a water retention timer buff. With a point system to allow fire, depending on the heat/intensity of the fire to not afflict as much harm before the liquid evaporates. Make shift fire /heat shield.
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When on fire. Douse self to make a roll to put out the fire. Once again. based upon intensity of the heat/fire. Perhaps other factors. Such as. If you have worn garments holding flammable items. Each turn making a percentage based upon fire/heat intensity adding an IF to ignite or explode.
caveat; worn canteen full of water should make a small roll to putout the fire. But destroy the canteen, because it melted and dropped the water on self. Not 100% plausible. But the lower body makes sense to some degree. Where the HYdration pack on the back makes more sense with a higher percentage roll and more water assuming this is full.
I don’t know if you could easily fit an EMP weapon into a grenade with electronics a survivor could repurpose or manufacture, but a large one is definitely possible, so I would say that at the very least EMP bombs need to be a thing.
Maybe something like an explosively pumped flux compression generator. Have it fry everything electronic in a map tile that is activated. If you are wearing active power armor or RM13 you will take major electrical damage as your suit electronics suffer from induced currents that are transmitted to you through the skin/suit interface. Also, it should severely damage or destroy the armor. Any tools or items that use integrated circuits will take heavy damage, and possibly explode as the chips overheat and copper wiring vaporizes due to joule heating from the massive induced current. Even active simple electrical items should be affected. A flashlight would probably have its bulb burnt out from the sudden excess current.
Well we have grenade variants. So if my toon can make a toss-able version. Stuffin them in a 40mm should be fine. I was pissed after saving 64 empties and thought…I better check the debug to see if they even can be crafted thismorning…sure nuff. Nope. Flechette and shot can though.
Yep, the same thing happened to me.
I definitely agree that the frag and incendiary versions should have handmade versions, albeit slightly less effective than ones manufactured in a factory.
Too right mate. I don’t mind a bit lower effect. Makes it reasonable as long as we can makem.
A hand press should press just about anything. In fact I just thought of a new idea.
Bench Vice: connect to tables to use as a craptastic version of a hand press. Makes a 10% lower quality shell/bullet/cartridge but gets the job done.
Adding a few more:
Doctors at a refugee center may perform treatment and other medical practice upon the player character for trade that would/should be congruous to the medic; Antibiotics, CBMs, as well as other pharmaceutical items. Also, such items should have a LOT more trade value than normal items. It isn’t always easy to find the exact treatment when ill effect settles into your toon.
Caveat: after completing medical missions, the medic may offer CBM surgery.
Survivor Harness(perhaps other garments in need): should allow a swap of applicable weapons/items without need of dropping one held onto the ground when inventory is full.
Shotguns and perhaps other firearms accessory:
Using an attachment for the rail slot or Misc.(or whichever) to add a line of bullets/cartridges.
(picatinny shell holder) The Mossberg 500 can normally have one that holds 5 extra shells while still being able to be slung over the shoulder with a strap or harnessed against the opposite side of this extra carrier.
Another way to put it. No extra encumbrance while the left side(example) is flush to the body with the shell carrier is on the right side. Rifles can also benefit from this if the rifle has a sufficiently flat barrel. 6-8 extra bullets maybe possible in the relative space as the shotgun variant assumes.
I feel that current weapons and tools of war from CDDA reflect reality - that being, weapons of modern warfare evolved from fighting with and against guns, tank, aircrafts and so on.
So why shouldn’t humanity create the best and cheapest anti-zombie weapon - melee, no anti-armor, Anti electric shock and acid.(strangely enough I do not see grenade zombies a lot of late so they will be ignored)
Not even asking much. I think Mechanics are able to create heavy, noisy, pilotable, 4 meter tall metal box + as much circular saw/spinning blades pointing outwards + thickest armour you can scrap off from metal objects on tracks + copper grounding and acid-proofing key parts. Maybe Arms if you are into that.
Whenever factions get fully implemented, the ability to use the Facial Distortion CBM, disguises, and/or a holographic generator equipment item or similar to assume the appearance of a member of a faction. Limited to humans only, as zombies and other creatures would have other ways of detecting impostors.
Being able to infiltrate an enemy camp opens up ALL KINDS of interesting options for players, such as:
- Steal enemy supplies, weapons, etc.
- Sabotage defenses/poison food supplies.
- Assassinate faction leaders.
- Spying/Information gathering.
- Perform espionage assignments for other factions.
If you’ve got the Vehicle Additions Pack and the Tanks mods, there’s nothing stopping you from making a 3x3 vehicle with treads, heavy duty frames, military composite armor and some shredders. I don’t think you can do it at Mechanics 4 but you can do it.
Wow, that was great. it requires Mechanic 5(shredder) or 7(tracks) but it works.
Shredders are breaking down faster than electric car frames though. BRB stat modding.