I have a strange idea
Is about a new CBM full metal body
It changes your keyword to Robot
Makes you unable to bleed
And all over your body you have
Large amount of natural armor
But you need a life support system
Which takes a small amount of power
If your energy runs out, you die within an hour
You can not Heal naturally you need to use that nanomachine son
EMP grenades effect you like other robots
And when you run, it takes a small amount of energy not your stamina
I got the idea from a dream I had
My profile picture also comes from my dream
I think it sounded like a fun idea but I can not program it
Itâs a bit long very sorry for that I didnât realize it
Iâve probably once mentioned it somewhere, but if it was easier to code in Iâd already implement prosthetic limbs that would work in such manner. Unfortunately it would require to dabble with mutable anatomy (which by itself is not a small task), and would also require to ensure that a metric ton of interactions with body functionality recognizes artificial limbs and acts accordingly.
Yeah I am not a programmer but even I figure that but it would take a lot of Work to make prosthetic limbs sounds also very cool It was just a weird dream I had is it normal to dream about Cataclysm Dark Days Ahead?
If a zombie hulk had that kind of strength I think that would be more of a problem for the zombie hulk than for you. Given that it would rip its own tendons, break some of its own bones and cause some internal bleeding. Nothing that would kill it or the blob couldnât heal but it would slowly incapacitate itself just trying to run after you.
edit: I do see the brute versions of zombie moose and bear being capable of this.
A measure of the character mind. We already have morale. So if sanity were implemented it would compliment it well. Hallucinations. Crippling fear; crouch in a fetal position whispering âCanât sleep. Clown will eat me!!â lol
Reminds me of Lovecraft horror stories that were made into games.
Loud noise attracts monsters. Turn on a car stereo and the zeds should have a high chance of drawing to the car instead of the player actor. Iâve tested it numerous times in game and this doesnât actually work. Sadly.
Activate an alarm clock(analog with actual bells) and throw it some where. It goes off an attracts the the mobs that were after you. Granted this should have a percentage scaled to proximity to the loud noise. Closer to the source noise. The more likely the mob may be interested in it, over player actor.
All armored mobs should have a second health meter to diminish the armor in order to eventually be able to kill the mob. The mob should not be inifinitely indestructible to all form of damage below the kill threshold or whatever it is called to do minimum damage to it.
If I use a .22 on armored zombies and the hide reflects the shot. That shot should chip away at the armor to a degree, even if it takes 1000 rounds to do it. While some damage may almost never do enough to diminish the armor they bear. A .50cal shouldnât be the only solution to killing certain monsters. The .22 was just an example of function. It could be anything lower than a 50cal scaled to the power of the monster in question.
I think an anxiety metric would fill a similar niche while remaining somewhat grounded. Basically, if your character is too stressed for too long, youâll start accumulating anxiety. The more you accumulate, the longer it takes to alleviate. High anxiety would inflict pretty severe penalties. Anxiety accumulation & alleviation should be heavily influenced by character traits. There are already several traits that could hook into this and enhance role-play.
Iâm not imagining something extra to micromanage, anxiety should only be an issue under certain conditions. If it does start building, you might have to devote some extra time to meditation, prayer, drug use, etc. But I donât think it should influence a daily routine all that much. Talking to NPCs should work wonders for it. A lot could be done with this. Going to list out a few possibilities off the top of my head:
The magnitude of âfear statesâ can be determined by anxiety level. An anxious character would have more extreme reactions to spooky incidents.
This can give greater mechanical depth to traits like Rigid Table Manners and support new ones, expanding role-play options. Maybe Squeamish characters donât even like carrying dirty items, and they will build anxiety very slightly while theyâre carrying dirty stuff.
Wearing damaged items could be slightly stressful. Performing any sort of time-intensive task while you can see a monster (even if it canât get to you) should be at least mildly stressful. Just being naked, barefoot, etc out in the open. Failing lockpicking multiple times in a row could be a little stressful. Lots of possibilities here. Again, most of these situations shouldnât require immediate attention, theyâd just become problematic if left unchecked for a while.
All that screaming from Mi-gos could become a slight hazard if your character is stuck listening to it for too long. I know that would drive me nuts.
Inebriation should make it almost impossible to build anxiety, but thatâs obviously a trade off. Just an idea here, but maybe drunkenness could suppress anxiety effects. Since anxiety should take a while to alleviate, characters can get drunk as a short term solution. The built up anxiety is still there, but you can basically ignore it while youâre drunk.
Essentially, the anxiety system Iâm imagining would introduce some long-term consequences for prolonged states of misery/stress. Mechanically, something similar to the new stored calorie system, but as an accessory to character role-play instead of a regular survival metric. In other words, introduce consequences that are a bit more âstickyâ than morale debuffs, inflicting severe penalties when left unchecked.
This doesnât need to be life-threatening on its own. Being anxious just makes a bad situation even worse. And again, you shouldnât need to micro manage this to the same extent as food/water/etc. If you character is just reading books, building, and killing a few handfuls of enemies here and there, it shouldnât matter (other than by certain traits, etc).
Anyways, Iâd prefer that to the typical âsanityâ bar you usually see. It can accommodate all the sanity bar stuff, but itâs a lot less abstract and complements several features already in the game.
You are all forgetting that people who survived the cataclysm have already seen some shit. Mix in possible after effect of blob psychosis and the fact that people get desensitized to these kinds of things is they see them enough and suddenly everyone doesnât bat an eye at the things happening around them since it Is a daily occurrence.
âoOOo, lOOK aN eLDrItCH MoNsTEr fORm anOthER DIMeNsiOn HaVENât sEen ANy of THosE BefORe.OOoOooooHHHHHhhhhâ
Cool high-level recipes. Especially for electronics and computer skill. I was thinking of makeshift power Armor, make shift robots and scout/suicide drones. Some more things like explosive and electricity traps.
Well the sound effects have differentials on hostile creatures. The music gets more tense when your character is surrounded. So we Sooooorrrtttaaaa have something similar already. Atleast the trappings of it. But not the mechanic of fear. Anxiety could be chilled with medication and give rise to their usage. Adverse effects of too much would play a role as well.
Common phobiaâs like arachnophobia, entomophobia (fear of incest), eldritch phobia (fear of nether creatures) etc. If you see the creature you have a phobia for you get a big morale penalty and get various effects afterwards such as shortness of breath (decreases stamina regen) the shakes, a chance to freeze (no dodge, block an waste some movement points) etc.
Iâd like to see sawdust as a byproduct for recipes involving cutting wood. Also, planing tools for shaving/smoothing the planks you cut from logs. Maybe wooden wedges required for splitting said logs. Hell, more realistic woodcraft tools and techniques in general.
Iâd like to be able to fold and wrap jackets around my waist to carry them more easily without being warmed up as much. Like how a scarf can be tightened or loosened.