Worlds collide

What about a non-sentient goo that’s contained in a jar or cartridge that you shoot on enemies to deal the damage to them. Say you attach a lighter at the muzzle of the goo launcher so it burns and sticks to enemies or you can make it acidic for a better way of quietly burning through walls.

The goo launcher itself could look like Spider-man’s web shooter only bigger and not so concealed or a gauntlet.

[quote=“ajwilli1, post:21, topic:2779”]What about a non-sentient goo that’s contained in a jar or cartridge that you shoot on enemies to deal the damage to them. Say you attach a lighter at the muzzle of the goo launcher so it burns and sticks to enemies or you can make it acidic for a better way of quietly burning through walls.

The goo launcher itself could look like Spider-man’s web shooter only bigger and not so concealed or a gauntlet.[/quote]
So thats basically a flamethrower, not much new there, though I do like acidic goo that can stick to things and melt them. Would be a cool way to get through those metal walls.

[quote=“Zarthull, post:22, topic:2779”][quote=“ajwilli1, post:21, topic:2779”]What about a non-sentient goo that’s contained in a jar or cartridge that you shoot on enemies to deal the damage to them. Say you attach a lighter at the muzzle of the goo launcher so it burns and sticks to enemies or you can make it acidic for a better way of quietly burning through walls.

The goo launcher itself could look like Spider-man’s web shooter only bigger and not so concealed or a gauntlet.[/quote]
So thats basically a flamethrower, not much new there, though I do like acidic goo that can stick to things and melt them. Would be a cool way to get through those metal walls.[/quote]

Yes but a sticky no-mess flamethrower now only 19.99! I think acid would also work well against zombs melting the corpse so you don’t have to butcher all the time, but the acid would take a while and its a silent killer.

More importantly who actually gets as far as playing 3 years + of ingame time?
Theres only a few of us that actually made it thru a single year then got bored or had to restart cause of new updates causing compatibility issues in the saves.

[quote=“xLemor, post:24, topic:2779”]More importantly who actually gets as far as playing 3 years + of ingame time?
Theres only a few of us that actually made it thru a single year then got bored or had to restart cause of new updates causing compatibility issues in the saves.[/quote]
Actually surviving a year is fairly easy. Surviving without getting bored, on the other hand, is not; and will hopefully be something that is remedied as we add more end-game content.

At first i saw this game as a realistic zombie apocalypse simulator with some stuff to spice up the action and make it more fun. The portal stuff should be made really rare , not to destroy the fact that it’s a zombie apocalypse , not a demon invasion.

And all it takes to make the game 10 times harder is to reduce animal spawns to realistic amounts , or make animals static spawned and make them reproduce on their own to increase the population or if you go on nuking the forests , make their populations get destroyed.

Yeah, woflsipder’s onto something there: basic resource scarcity is all that’s really needed to make life much more difficult.

Under the OP framework, I don’t think anyone could make it to year 5 without extensive upgrades and extremely careful/tedious play. Without Rain or rivers, the player’s dependent on bionics and bottled water, for instance.

Well that’s what the human settlements or Edens are for they still spawn all the earth stuff so you aren’t completely screwed.

Hey Glyph, if your pretty much against the inexplicable powers and such, then why are artifacts, which are for all intents and purposes, magical by human understanding, then why are they still in the game?

Artifacts are quite a bit different, and their inscrutability is tightly tied with their thematic role in the game - they aren’t overtly controllable, the player can’t make or seek a specific type or power out, and there’s costs.

They are different because they are intended to be inscrutable, to make the player wonder how they could be and just how different things are in this alien world that they came to be. That they are very much not of this world, and of something beyond it, they (much like the portals themselves, or how the slime makes things mutate the way it does, or where it gets so much energy, or how the necromancer and master powers work) are the kind of “magic” that actually reinforces the feel of the game - the player should be able to eventually understand the action of the things he can control, but the player should never be in control over the forces that are rending the world apart, and the fact that these forces are outside the players understanding is important - it’s not that they are magical, it’s just that they are so alien that they might as well be. The artifacts are the players opportunity to interact with the forces in a more personal way, but it’s hard to say he really controls them even if he possesses them.

I really like the idea of fungaloids and similar changing the environment, as long as it is done in a way that is still an ecosystem, just an alien one- like the poison forests in Naussica.

Stuff like giant insects, raining spores, and changed plant life could create something that is just as beautiful as it is hostile.

Yes, that is exactly the sort of thing I’d like to say as well. Maybe not quite AS overall peaceful as the Nausicaa forest was, but… yeah. Pulling a strong inspiration from that.