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VASH581

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  1. Like
    VASH581 got a reaction from GodHatesHaloWaypoint in "Bloodlust" trait.   
    Why would bloodlust people hate killing zombies? They suddenly lost interest in blood & gore just because it's from a creature that "ONLY" looks 99% like human? That makes no sense!
     
    This means players can't even defend himself against any zombie anymore any can only run like a coward even if there's only a couple of zeds, something that doesn't look like a bloodlust people would behave.
     
    I would suggest: stress/anxiety/unhappiness slowly increase when you're not killing anything, killing zombies or animals slightly decrease them while killing human greatly decrease them.
  2. Like
    VASH581 reacted to TehaGP in Rear Vulnerability for Zeds   
    Just like when the Zeds get behind you and drag to the ground, they should also have a rear vulnerability (other then the insta stab with the knifes)
    When behind a Zed and unnoticed, if you press and push him with your bare hands (Pressing SPACE or CLICKING ) he should insta fell directely to the ground

    Suggested by Arkhnen: Attacking a unaware zombie with a blunt weapon should also make him fell to the ground
  3. Like
    VASH581 reacted to Zeantra in bicycles !!   
    ok, just putting this out there, i would LOVE to see bikes, maybe they could have little saddle bags, or something, and you could still get grabbed off if you went too slowly, maybe, but it doesn't require gas, you can just pedal your way through the exclusion zone....  
  4. Like
    VASH581 reacted to Nemesis6 in Military incursions / convoys   
    I've been fiddling with this idea in my head - Once in a while, military "cleansing" brigades will blitz neighborhoods. I was thinking humvees with gunners, from which hazmat-clad soldiers may occasionally disembark, depending on the level of infected, I.e if there are too many, they won't risk it and will leave the work to the turret gunners. Basically, they come in and basically fuck stuff up with automatic weapons of all kinds. Another spin on this idea is that instead of cleansing, the military will occasionally move convoys with either humvees or trucks through. Although by definition not hostile in this scenario, they will fire at anything close to the convoys, survivors or dead-heads with heavy mounted weaponry.
  5. Like
    VASH581 reacted to Optimism in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
  6. Like
    VASH581 reacted to xXxFANCYCAPYBARA36xXx in Regeneration of resources in nature.   
    theres a point where you get so deep into fucking the player over in every way you can that you eventually do the most dramatic yet pointless unrealistic changes to the game and make it overly tedious and frustrating to play where its no longer fun and more of a painful chore than entertainment.
    youre a single guy in the apocalypse at the moment, you cant outfish an entire lake like that in the average playtime, probably not even in the current record playtime which is something like 1 or 2 years of survival..
  7. Like
    VASH581 reacted to Brex in More Defenses   
    Hey y'all. It's BIT (Brex Idea Time) again!
     
    One of my favorite places to fortify during the fall of Knox County is the Muldraugh Police Station, as I often RP as the last surviving police officer in Muldraugh and make it my mission to reclaim the police station and turn it into a functioning safehouse. Problem is, it's not the most defensible location. Lots of smashable windows in the front, and a waist-high fence around the perimeter of the station that does f**k all to keep out the zeds. 
     
    Now, usually, I just board up/sheet up the windows and proceed to either A) tear down the useless waist-high fence and replace them with walls, B) simply build the wall in front of or behind the fence, or C) just say "f**k the fence" and leave it as is, dealing with any zombies that enter the perimeter as they come. 
     
    As you can imagine, none of those options are particularly viable. Option A is time-consuming, Option B is awkward, and Option C is a death sentence. That got me thinking about how to improve and expand the available defenses that can be built and utilized to protect your safehouse, wherever it may be. So here are a few suggestions I came up with: 
     
    1) Plywood boards. As anyone who lives near a coastline in America can tell you, plywood is the cheapest and most readily available material to use in order to board up the windows of your home in the event of a hurricane. In-game, plywood boards would be an alternative form of barricading windows, slightly stronger than simple planks but much weaker than metal sheets. All you'd need is a hammer, nails, and a sheet of plywood (which could be scavenged from any warehouse or hardware store.) It would also solve one of my biggest peeves in-game: barricading over broken windows, because wooden planks (and sometimes even metal sheets) tend to "float" in the air when placed in certain types of broken windows, especially if the windows are cleared of glass. A plywood board covering up the hole would be a viable solution, covering up the hole in the window while also serving as a decent barricade. It could also work for certain doors too:
     

     
    2) Traps. While there are a few trap-like tools that experienced survivors can craft in the base game, they're not the best at keeping out zombies from your base. So instead of flame traps made of bottles of vodka or pipe bombs crafted from cans of hairspray, lets keep it simple. How about bear traps? A ditch filled with wooden spikes? Trip wires? A highly-skilled carpenter or engineer could go full-out Home Alone and create a whole host of booby traps to kill Zombie Harry and Zombie Marv. 
     
    3) More perimeter defenses. Like I mentioned above, the ridiculously short fence around the police station in Muldraugh is a bit of a peeve of mine. So instead of tearing it down or trying to build around it, why not include certain ways to improve perimeter defenses? How about some wooden spikes surrounding the perimeter? Piles of barbed wire in front of the fencing, a la Rainbow Six: Siege? Maybe with certain fences you can even build on top of the fence, such as adding wooden barricades or barbed wire to keep zombies from climbing over as seen here in my second favorite zombie game of all time, State of Decay: 
     

     
    Now I know that some players use crates and boxes as barricades to block zombies from climbing over waist-high fences, but that to me seems more like an exploit of the zombie's pathfinding AI rather than a legitimate strategy to keep enemies at bay. I mean, they're just f**king boxes. There should be an option to construct additional defenses on top of or around waist-high fences in order to keep zombies from climbing over without having to waste time and effort building an entire damn wall. 
     
    4) Junk walls. For that perfect post-apocalyptic look, just cobble together whatever scrap 'n crap you can carry and construct a shoddy makeshift wall that, while not particularly strong, serves as a cheap temporary barrier between you and the zombies until you can create your real walls. It can be made of practically anything: logs, metal sheets, planks, siding, plywood boards, scrap metal, you name it. One or two zombies against a junk wall isn't much of a problem, but be warned: a horde of those f*ckers will tear it down like it was made of tissue paper. It's only meant to serve as a temporary barrier until you gain the supplies to build actual walls. For a decent idea of what I'm talking about, take a look at the junk walls from the game Fallout 4: 
     

     
    5) Using furniture to barricade...properly. The addition of movable furniture to the game allowed for players to use everyday objects as measures of protecting their safehouse from the zombie hordes, as seen here by a player barricading the wide-open plaza of the Sunstar Motel:
     

     
    That's a good start and is definitely what most people would use to barricade their homes in the likely event that they don't have access to wooden planks, a hammer, and some nails. But it's still rudimentary; furniture and objects can only be moved from their original position to a new position. I think it should go a little further than that. How about overturning sofas and beds to block hallways and act as cover from gunfire? Bookcases and refrigerators that can be pushed in front of windows? Chairs that can be wedged into doors to keep them from opening? The possibilities are endless, but I recognize that this particular suggestion may not be entirely possible, given the nature of sprites and object manipulation within the game. It's not a huge deal, but the devs did say they want to implement the ability to use furniture as barricades...well, I'm just trying to expand on that idea a little.
     
    6) Concertina wire. Often mistaken for barbed wire, this can be used a form of fencing or other barricade, and is actually much harder to penetrate than barbed wire. Stick a ring of it on the walls and fences around your safehouse or set it up just outside your front step and watch any unfortunate bastard who wanders into it get caught and bleed like a stuck pig: 
     

     
    I believe the item "Razor Wire" is in the game, but it doesn't really have much use at the moment. Well, razor wire could be used to construct razor wire fences such as the one in the picture above, keeping out (or at the very least slowing down) and intruders. 
     
    7) Tire-stack fences and barricades. Players who have been experimenting with the recent vehicles test may have noticed that, for all the benefits of finally having a car in Project Zomboid, they don't really make for the best fortifications. Being physics-enabled objects, they can be hard to manipulate into proper positions and can experience glitches when used to seal off a doorway from the outside. Besides, good luck finding enough workable vehicles to build a proper perimeter out of. You can't even use the vehicle wrecks as there are no tow trucks in game. But you should be able to use something else: the tires. 
     
    We've seen dozens of eco-friendly aficionados do all sorts of crazy things with tires, but one of the most common uses for old tires outside of recycling is for holding back earth or water in retaining walls like these:
     

     
    Now, I don't know about you, but a ring of tire stacks filled with earth sounds like it would form a damn-near impenetrable barricade against both zombies AND gun-toting survivors. Hell, as seen in the photo, they may even be used as miniature growing plots! Instead of retaining water or earth, these tire walls would retain the undead. 
     
    8) Turrets. What's that? You found a Humvee on the highway with the Browning still attached? And it still has ammo? Well how about you relieve that vehicle of its precious cargo, set it up on top of some sandbags, and lay waste to any zombie hordes that step within a hundred-foot radius of your safehouse. But be warned, zombies are attracted to noise, and a .50 caliber machine gun is LOUD. 
     
    9) Noisemakers. Got a horde on your tail and don't want to lead them back to your safehouse? Getting royally f*cked by an unfortunate house alarm or by some d*ckhead flying overhead in an Apache? Well why not make some noise of your own? Set up anything from fireworks to remote-controlled explosives in specific areas, and trigger them in order to get the zombies off you. With proper planning, you could even control the movements of the horde and perpetually keep them away from your safehouse, barring any unfortunate circumstances beyond your control. Just be careful: noise carries in Knox County, and you may end up attracting a lot more danger than you intended if you're not careful.
     
    10) Body walls. Yeah, you read that right. Body walls. Piles of corpses stacked thirty feet high around your base. A scene straight out of 300 or Game of Thrones. You've slaughtered so many zombies and now their decaying corpses litter the ground around your safehouse. Now you could do the smart-but-boring thing of burning and burying the bodies, or you can do the dumb-but-awesome thing of literally stacking their bodies on top of each other to form a barricade around your safehouse. Not only is it a testament to your zombie-killing achievements, but it has one more practical purpose: masking your smell. Now this would NOT work like in The Walking Dead, where covering yourself in zombie guts or keeping de-jawed zeds on chains close to you would make the zombies think you're one of them and not attack you. The zombies of Project Zomboid operate on sight, hearing, AND smell, so if they see your ass or hear your f*cking around, they're gonna come after you. But having a wall of rotting corpses potentially robs the zombies of one of their keenest remaining senses, tricking them into thinking that the only thing in the area is smelly rotten death. And zombies can't eat smelly rotten death. Again, if they see or hear you, they'll be on you like white on rice on a sheet of paper in a snowstorm. But otherwise, they might just pass you by...provided you don't stink even worse than a literal pile of walking corpses.
     
    Well, there you have it. Ten ideas for improvements to base defense in PZ. Have you guys got any other ideas for stuff that can be implemented to assist in defense?   
  8. Like
    VASH581 reacted to Brex in Alternative Unlocking Methods   
    One of the most irritating things about PZ is how you go about opening locked doors. Currently there are only three ways to get through a locked door: find the key, break it down, or disassemble it. Sometimes if you're lucky the key will spawn on a nearby zombie, but oftentimes you're sh*t outta luck. Breaking down doors takes a toll on your weapon health and is time-consuming, plus it leads to insecure rooms (especially if you're trying to open a locked door in your safehouse). Disassembling the door is also time-consuming, requires specific tools, and can't be done on every type of door. 
     
    With that in mind, I have a few suggestions on alternative methods to opening locked doors: 
     
    1. Kick that f*cker down. Or use your shoulder. Depending on your Strength and Fitness you should be able to kick open a locked door without injuring yourself. Of course this means the lock will be probably be busted, but at least you'll still have a door intact. 
     
    2. Lockpicks. The most obvious solution, and could even be a brand new skill. Probably wouldn't work on all doors but if you've got a screwdriver and a paperclip, I'd say go for it. 
     
    3. Breaching charges. Again, if you're not interested in being able to lock the door when you're done, this one's for you. Though it'll probably attract a LOT of attention. 
     
    4. Shotgun. Blow off the lock with your trusty boomstick. Again, will destroy the lock and probably attract a f*ck-ton of zombies. 
     
    5. Fire. Thermite, acetylene torches, any sort of flame you can get your hands on to melt or cut through the lock. Warning: chance to set fire to the surrounding area. 
     
    All of these seem like more reasonable alternatives to breaking the door down or disassembling them. What do you guys think?   
  9. Like
    VASH581 got a reaction from DramaSetter in More Starting Scenarios   
    Antibiotics (When NPC are added in the game)
    Based on the flash game Dead Frontier: Outbreak 2

    Your family, along with a group of friendly farmers, has managed to secure and fortified that big farm with a well. The crops are growing nicely and you have plenty of weapons and bullets. It's seems as though you can survive happily ever after... All too soon you realized things wasn't that simple. A deadly plague has spread across the farm and without antibiotics, everyone will be wiped out within days. You are the only one who's still healthy enough to travel so the fate of this safe heaven now lies in your hand...

    This scenarios is like an RPG. You start at the farm NW of Muldraugh. The farm has some supply and weapons for you to take but every firendly NPCs there except you have sick moodle that can only be cured by antibiotics. Your mission is to travel between cities, bring back as much antibiotics as possible and cure the disease. Most of the drug store only has little to none antibiotics left but there will be quests that reward you with large amount of antibiotics. The loot you found other than antiboitics could also help you with these quest.

    Here are some quests ideas:
    1. Somewhere in Muldraugh you'll find a crash car surrounded by zombies. After clearing them you can rescue an injured NPC. He will tell you he's from a survivor group live in GIGA mart. If you treat his injuries, find a new car to carry him and drive him all the way back to GIGA mart the group will reward you with antibiotics. Good choice if you're profession is a doctor or a driver.
    2. The prisoners has taken over the prison and turn it into raider camp, with large amount of medical supply stored in it. There will be hostile NPC armed with variety of weapons roaming the prison and the town near it. You can choose to stealth kill them, get in gun-blazing or place a noice-maker at specific spot, attracting a massive zombie horde to the prison and snatch the med during chaos. Good choice if you're combat related profession or an engineer who can make noice-makers and bombs.
    3. You meet a group of neutral NPC who set up a base in the town SW of Muldraugh (I don't know its name). They want to contact the military with the communication system their electrician built. The problem is the said electrician died and no one else know how to use the generator. They also need a radio to finish the system and they need to defend thier base and couldn't leave. First you need to install the generator for them, then you need to get them them a working radio either by finding one or making one. Once it's done the'll reward you with antibiotics. Good choice if you're an electrician.

    There could also be some random NPC who will trade you small amount of antibiotics with all kinds of stuff like food or weapons.
  10. Like
    VASH581 got a reaction from JM_Forest_64 in More Starting Scenarios   
    Antibiotics (When NPC are added in the game)
    Based on the flash game Dead Frontier: Outbreak 2

    Your family, along with a group of friendly farmers, has managed to secure and fortified that big farm with a well. The crops are growing nicely and you have plenty of weapons and bullets. It's seems as though you can survive happily ever after... All too soon you realized things wasn't that simple. A deadly plague has spread across the farm and without antibiotics, everyone will be wiped out within days. You are the only one who's still healthy enough to travel so the fate of this safe heaven now lies in your hand...

    This scenarios is like an RPG. You start at the farm NW of Muldraugh. The farm has some supply and weapons for you to take but every firendly NPCs there except you have sick moodle that can only be cured by antibiotics. Your mission is to travel between cities, bring back as much antibiotics as possible and cure the disease. Most of the drug store only has little to none antibiotics left but there will be quests that reward you with large amount of antibiotics. The loot you found other than antiboitics could also help you with these quest.

    Here are some quests ideas:
    1. Somewhere in Muldraugh you'll find a crash car surrounded by zombies. After clearing them you can rescue an injured NPC. He will tell you he's from a survivor group live in GIGA mart. If you treat his injuries, find a new car to carry him and drive him all the way back to GIGA mart the group will reward you with antibiotics. Good choice if you're profession is a doctor or a driver.
    2. The prisoners has taken over the prison and turn it into raider camp, with large amount of medical supply stored in it. There will be hostile NPC armed with variety of weapons roaming the prison and the town near it. You can choose to stealth kill them, get in gun-blazing or place a noice-maker at specific spot, attracting a massive zombie horde to the prison and snatch the med during chaos. Good choice if you're combat related profession or an engineer who can make noice-makers and bombs.
    3. You meet a group of neutral NPC who set up a base in the town SW of Muldraugh (I don't know its name). They want to contact the military with the communication system their electrician built. The problem is the said electrician died and no one else know how to use the generator. They also need a radio to finish the system and they need to defend thier base and couldn't leave. First you need to install the generator for them, then you need to get them them a working radio either by finding one or making one. Once it's done the'll reward you with antibiotics. Good choice if you're an electrician.

    There could also be some random NPC who will trade you small amount of antibiotics with all kinds of stuff like food or weapons.
  11. Like
    VASH581 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Good suggestions,
     
    I already have the USAS-12 and the Pancor Jackhammer, so why not put in the AA-12.
     
    I'll skip the M110 as I already have the SR-25, which by game standards is the same exact weapon. (The only difference is the buttstock and the rail system, both of which can be modded in the game once I add the new attachment system.
     
    The DTA HTI I'll add.
     
    Yes, to the MSR and the MRAD as well.
  12. Like
    VASH581 got a reaction from Asparagus in You know you play too much Project Zomboid When...   
    You know you play too much Project Zomboid when you're trying to find Spiffo in toy shops.
  13. Like
    VASH581 got a reaction from lucy the axe in You know you play too much Project Zomboid When...   
    You know you play too much Project Zomboid when you're trying to find Spiffo in toy shops.
  14. Like
    VASH581 got a reaction from Warfire300 in Hydroelectric Power Plant!   
    Hello everyone! With electrician and generator being added, I have come up with this crazy idea: adding an abandoned hydroelectric power plant that can be reactivated!
     
    Muldraugh is too flat to build a dam, so the power plant I'm talking about is Run-of-the-river type of hydroelectricity(The type you see in The Last of Us). It can be located on the riverside far from the city. In order to repair it you need a bounch of player/NPC electricians and a lot of electronic parts. After successfully repair the hole structure, the electricians can then operate the facility and started to generate a steady supply of electricity. It require a large crew to operate and occationally require maintaining with electronic parts.
     
    I think it will make the game more interesting not only because you need no fuel to generate electricity but it also encourage banding with people/NPC or raiding this place. It can also serve as an achievement for the long term survivors.
  15. Like
    VASH581 got a reaction from Sharpened Pata in You know you play too much Project Zomboid When...   
    You know you play too much Project Zomboid when you're trying to find Spiffo in toy shops.
  16. Like
    VASH581 reacted to MyTJ in Unbarricading with crowbar   
    Hi everyone.
     
    Got this idea while reading oooooooooott suggestion http://theindiestone.com/forums/index.php/topic/13497-barricading-one-side-of-an-entrance/.
     
    I honestly don't know if the suggestion was already made and I don't think it's implemented in the game.
     
    The idea is simple, crowbars are excelent (better than hammers) at removing nails and plank.  They should not only be usable to unbarricade stuff, they should be faster too.
  17. Like
    VASH581 got a reaction from hrot in Where is my nut?   
    Since every tree in this game are pine trees or something like that, it make sense if we can find some pine cones or acorns or some other nuts when foraging, right?
     
    Just think it as a salty, nonperishable version of  berriy. Can be eaten directly or added in the pie or cake. Can be used to trap squirrels.
     
    I hope you like it!
  18. Like
    VASH581 reacted to Thuztor in Improve the skill books   
    That would be nice, yes.
    What do you think about my textures?
    http://theindiestone.com/forums/index.php/topic/11959-book-textures/#entry152991
  19. Like
    VASH581 reacted to EllEzDee in What do YOU do when you are bit?   
    Ragequit.
  20. Like
    VASH581 reacted to Mr_Sunshine in What do YOU do when you are bit?   
    Take the antize- oh wait wrong game..
     
    Probably set my entire safehouse on fire, shooting my shotgun wildly from the rooftop so that it draws them into the burning house, with everything dying in a blazing inferno. 
  21. Like
    VASH581 got a reaction from JaviLander in Marijuana mod: Cultivate it yourself!   
    Hi, thanks for making this cool mod. I just came up with a new idea, a new usage of Marijuana: Hemp Fiber! 
     
    For non-smokers, Marijuana is also a good sorce for sturdy but cheap fiber. In real life you just need to get some stems, remove the periderm, dry them, squeeze them with something like rolling pin, and boom, hemp fiber is complete. I think it will be pretty cool if this mechanism is in the game because that way I can make my own rope, twine or even sheet for crafting and repairing! Isn't that awesome?
     
    Hope you like my idea.
  22. Like
    VASH581 reacted to Eblanc in Being able to shoot from higher floors   
    Shooting down to street level from higher floors.
     
     
     
     
     
     
     
    -------------------------------------------------------------------------------------------------------------------------
    One of the many strategies I've used, is rush with a buddy to a 2nd story building and barricade the door leading to the ladder. Sometimes there is a LOT of hordes waiting for me outside. It's kind of frustrating being able to see some of them but not being able to shoot.
     
    So what if, When standing next to a window, if you shoot it shoots on the first floor. 
     
     
    This would work very well once, hunting rifles come out, you just sit on your safehouse, and if you see a zed. just Shoot. 
     
     
    I would also like to implement the idea of being able to peek and look down windows. Because sometimes that's where i'm jumping down to, and sometimes there's just zombies waiting for me there.
  23. Like
    VASH581 reacted to Art Falmingaid in "unemployed" gives trait points to spend   
    I am aware that there are many profession threads, but I found none with this specific suggestion.
     
    The fire officer, police officer, park ranger, and construction worker all offer unique traits and no points to spend.  The "unemployed" profession should behave as if it were the custom profession choice and offer a fair amount of free trait points since it offers no other benefit.
  24. Like
    VASH581 got a reaction from 123Imirish in Fire extinguisher   
    Hello PZ community!
    Have enough with those nasty fire that burn down everything just because we forget to turn off ovens? That's why we need this "weapon"...
     
    Fire extinguisher
     
    A common fire protection device that can be found in stores, schools and hotels. Pretty useful in wipping out fire......and zombies!
    This weapon have two states: full and empty.
     
    Fire extinguisher (full)
    Once equipped as primary, we can just aim it like a gun, click and hold to discharge agents. The content left will be shown as it's durability. The agents released can, of course, putting out fire or create smog to block enemys' vision when you're in trouble. However, it will make some noise, deals no damage and can't be refilled.
     
    Fire extinguisher (empty)
    Once depleted, the empty vessel can be swang like a blunt weapon. We can either smash zombie skulls or ram the doors open just like a sledgehammer. It does have limit durability and short reach though.
    (Noted that we can't swing an extinguisher without depleting it. Part of it because it's hard to code and part of it because in real life, we may mess up the formula inside and cause it explode...)
     
    What do you think?
  25. Like
    VASH581 got a reaction from Anvilman6 in Fire extinguisher   
    Hello PZ community!
    Have enough with those nasty fire that burn down everything just because we forget to turn off ovens? That's why we need this "weapon"...
     
    Fire extinguisher
     
    A common fire protection device that can be found in stores, schools and hotels. Pretty useful in wipping out fire......and zombies!
    This weapon have two states: full and empty.
     
    Fire extinguisher (full)
    Once equipped as primary, we can just aim it like a gun, click and hold to discharge agents. The content left will be shown as it's durability. The agents released can, of course, putting out fire or create smog to block enemys' vision when you're in trouble. However, it will make some noise, deals no damage and can't be refilled.
     
    Fire extinguisher (empty)
    Once depleted, the empty vessel can be swang like a blunt weapon. We can either smash zombie skulls or ram the doors open just like a sledgehammer. It does have limit durability and short reach though.
    (Noted that we can't swing an extinguisher without depleting it. Part of it because it's hard to code and part of it because in real life, we may mess up the formula inside and cause it explode...)
     
    What do you think?
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