That I got to try, beats having to gather and install a series of fridges.
These are brilliant suggestions. Now that you mention it, a tracking system would be a nice addition, Red Dead Redemption 2 has the right idea.
I like the idea of calming a hostile NPC back to civility, or even beating them into submission. There are a handful of martial arts that would complement this system. Having the ability to knock out NPCs would be a game changer, strip them of their weapons, tie them up, extract intel. Pair that with functional two-way radios and suddenly CDDA is becoming a lot like Metal Gear Solid.
I was just thinking about how stealth should become a proficiency while also allowing for more actions to become silent while sneaking, like shutting a door or curtain. On the other hand we need more sounds from activating things like opening lockers, wardrobes, dressers, and drawers. Wearing filthy clothes should mask your smell from zombies, further enhancing stealth. Then once the zombies can no longer smell you, crawling under a bed or cramming inside a locker could become a viable means of escaping. Instead of taking up the whole wall, most windows should only be the top half of a wall, this would allow for being undetected while crouching under a window to close the curtain in the middle of the day.
First thing first, we need an actual reason to implement opening action for them. Making furniture into individual containers and making it so you cannot see whatâs inside a kitchen counter from 2 houses over would be a good first step, I think.
Looking forward to this. Rolling around with an uparmored, self healing tank with the capabilities of a full machine shop is a bit wild.
Gasoline spills should probably evaporate in a reasonable time frame.
Since ferals are techically still living humans. We should be able to convert them into living bloodbanks mad max style. Just chain them up real good and put a few syringes in them. The best part is that as ferals they donât need food or water and are immune to disease and temperature.
Makes me think that you could also use them as a source of antibodies. Just keep injecting them with various poisons or pathagens untill they are immune and than extract the antibodies from their blood. This is the way that antivenoms and some vaccines are made in real life just with horses.
Did you just make a terrible suggestion, and then repost the same suggestion here?
But it doesnât affect whether he can ask questions
NPCs being slightly smarter than people born with extremely severe cognitive disorders.
Granted, thereâs a fair number of true imbeciles in RL, but I like to imagine that a zombie cataclysm would weed out the bulk of them, if nothing else.
This actually works exactly as you describe it currently, for most windows/countertops.
You should be able to remotely controle hacks directly. The value of this for military purposes is so clear that there would be no way they wouldnât have put such a function in military grade camicasy drones.
UAV? Thatâs a good idea. Use batteries or UPS for long-range detection or⌠Attack? Oh⌠In reality, you can exceed 1km, if your device has such powerful performance
You should be able to skin most zombies. That you arenât able to skin skeletal zombies with ossified skin or that certain zombies like acid zombies donât have usefull skin is logical. But most zombieâs seem to have skin that is intact and you are already able to skin zombie animals. So make us either able to skin most zombieâs or make us unable to skin all zombieâs.
Iâm not sure you could reasonably make use of any old zombie skin. Tanning something that has started to rot is a losing battle, and rotting skin on its own doesnât really have any uses since its falling apart.
Shouldnât all zombies give out (rotten) or (old) corpses instead of (fresh) in that case?
Probably. AFAIK, those suffixes are just in relation to the decay timer for an item. You can absolutely have a freshly made rotting corpse, if it was a rotting zombie beforehand.
unpulped zombies shouldnât start rotting (or give rotten material) until pulped since they are still âaliveâ. this would also obsolete the min-max solution of building a secure room in your base for zombies to revive so you can kill them âfreshâ.
You should be able to assign beds and recreation areas in an area for NPCs.
Imagine, youâve managed to get 3 or 4 NPCs. You take them to your communist dictatorship Utopia/ Dr Moraeu genetic experimentation compound/ CBM practice subject dwelling/ whatever.
But while you have a few beds and chairs around, they fight over one chair and share one bed.
You should be able to say, âHey⌠hereâs your room and bed. Hereâs the common meeting area, etcâ
As far as I understand itâs really a bug. It seems companions assign themselves to a bed and then stick to that bed, which means all of them assign themselves to the first bed constructed, rather than moving to a free one when it becomes available. Having them sort it out themselves would be far better than you having to manually assign beds to them (although I wouldnât be opposed to the player being able to override the automatic allocation).
Allow us to remove certain mutations. Like donât want a tail just cut it off. Donât want long fingernails just trim them. Donât want claws just pull them out whole.