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Comrade Crimson

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  1. Like
    Comrade Crimson got a reaction from myhappines in Varied body types   
    Hiya, I'd like to request various body types and requesting potential modellers to make some for the sake of variety amongst humans/zombies in game, and alongside that, to add the "Tall" and "Short" traits.
     
    Tall is trait where you move faster and have farther reach and therefore a positive trait. Short is a negative trait, a bit slower speed and less melee reach.
     
    And the various body types are dependent upon the perk chosen by the player or NPC entity as follows:
     
    Skeletal/malnourished- Chosen if someone is feeble or at an incredibly low weight/fitness level. Character is almost skeletal in appearance, should have a very agonizing/pained looking walk.
     
    Thin- Chosen if someone is weak and at a low weight, normal fitness. Character is rather thin of both body and limbs.
     
    Lean- Chosen if someone is weak or low weight, but good fitness. Character is a bit muscly looking texture wise but their limbs and body is somewhat thinner.
     
    Average- No traits one way or the other, average fitness. Character is basically how they are portrayed ingame vanilla.
     
    Muscular- No traits one way or the other, good fitness. Character is rather ripped and muscular, their walking gait is fairly confident and sturdy, occasional flexing.
     
    Chubby/Stout- Stout/fat trait/higher weight with good fitness. Character is a bit chubby but has decent muscles for their arms and legs.
     
    Fat- Overweight trait with high weight, average fitness. Character is rather portly/rotund, walks relatively normally if with a tad wider gait, somewhat thick limbs.
     
    Obese- Obese trait with incredible high weight and/or poor fitness. Character is morbidly obese and very rotund, thick limbs and a large round torso with a large gut+breasts, walking animation is more akin to waddling than proper walking.
     
    A tall order for this one, but if it could be tied with nutritional levels that'd be incredible. I think though just having a preset appearance tied to a perk would be good enough though in my honest opinion.
     
     
  2. Like
    Comrade Crimson got a reaction from DramaSetter in Traps,Trenches and Siege equipment etc.   
    Right, so I had the thought where one could make some defensive constructions for one's lil stronghold, and some other nifty traps for animals and trespassers alike.
     
    What I was thinking is suggesting the following:
     
    Bow mechanism traps, like the one in this video:
     
     
    And defensive trenches, where someone can dig them and zombies will fall in them but can't get out properly, and possibly could have spikes to have them get impaled upon some sharpened wooden poles. From what I understand there is an issue with digging down/making basements in the game so visually perhaps we could just have it where if zombies or people run into the spiked trenches they will play an animation of getting impaled in it, or they could even make a moat by filling said trench with water.
     
    Which brings me to my next suggestion.
     
    Drawbridges, and buildable ladders and ramps. Say you want to have a mechanism controlling a bridge that you operate via a crank or rope of some kind? Want to secure your fort for the night and close it down? Well with a drawbridge you can, as the bridge would lower and act as a floor to walk across such dangerous things such as spiked trenches or moats.
     
    And on that note, what about more variations of doors, or perhaps full on gates? Reinforced doors and gates should be an option for any post apocalyptic frontier stronghold, we are after all surviving in a zombie apocalypse with hordes of ravenous corpses and opportunistic survivors and raiders and their own warbands, seeking to pillage our own crafted or siezed homes for their own prolonged survival. And maybe making doors out of scrap metal wouldn't be a far fetched idea either, as we already have plenty of mods that include forging into the game.
     
    And say you got a really tempting fort to siege perhaps? Perhaps that fellow whose got his drawbridge closed up or his sheet rope all tucked away and maybe there is a gap, maybe a ramp you can deploy would be in order to walk across a pit, or a ladder to climb up a wall? We of course in the game right now can make stairs and little siege towers and ramparts to get inside a base but its all very ad hoc and hardly transportable by any means, as you have to lug around several planks of wood and lots of nails just to construct a siege tower, which is hardly efficient when in real life the equipment to besiege a fort on a basic level wasn't terribly complex.
     
    Obviously building siege engines in this would be a stretch, so catapults, trebuchets, ballistas and full battering rams are likely a no go, but I then thought as well, what if we had police battering rams in game? And maybe a person could make a basic one man battering ram for themselves, where it takes a lot of exertion to swing it but it can smash through doors specifically with relative ease.
     
    Crowbars to some effect should also have an animation to try and wedge doors open, with great exertion of course and would add more use for them ingame.
     
     
    Sort of like these if you will:
     
     
    Which would be able to be found here and there as police, fire departments and military all utilize tools like these for very practical purposes.
     
    And maybe some defenses for a perspective stronghold? Perhaps some pitfall traps made for a 2nd story floor or higher with trench spikes below said pitfall or just the sheer drop alone doing the job. A person walks on said floorboard and then it drops, and perhaps the way to avoid it is by perhaps visually looking carefully at the floorboards and then seeing how it doesn't quite look right, and maybe to counter this, safety ropes could be introduced to where you tie yourself to a wall, window or some other object. Such a thing would have uses outside of sieges too, maybe you're constructing a tower to oversee your humble abode or climbing a structure and you risk plummeting to your death, so instead you get some rope or lots of chord or clothe to make a little safety rope tied around yourself, with primitive versions ensuring you don't fall to your death but may hurt you from the sheer amount of constriction applied when you fall and snap back, while more advanced versions are a proper harness that'll prevent you from falling down and stressing your body from the snap back of the safety rope. Once your fall has been stopped, hanging there, you can perhaps climb your way back up or just simply let yourself down.
     
     
     
     
  3. Like
    Comrade Crimson got a reaction from grammarsalad in Digging underground, Caves, Mining and Smelting   
    Well with metalworking at the very least, I think improvised weapons like with grinders and the like isn't too far fetched. I also think that digging basements wouldn't be too far fetched.
     
    As for minecraft like comparisons, well in my humble opinion its just a matter of how you implement it. Minecraft is very arcadey about how it goes about, where as this would be intensely realistic.
     
    There could be other reasons you may want to mine underground through stuff too, perhaps a sewer collapsed and you want to clear away the rubble and repair it a bit, and use the tunnels as a means to get about more safely than walking on the surface like in old bunkers, keeps and castles. A good amount of Britain for instance has these underground tunnels between important buildings of state and many ye olde castles and hillforts, hillforts being well within the construction levels of the zombie post apocalypse as its mostly just forts upon hills manmade or otherwise made of wood, palisade walls and perhaps a stone keep if were getting real fancy, had small little tunnels built here and there between outside and inside sometimes.
     
    But I see your folks point. I still think at the very least the dangers of going underground like toxic gases should be apparent, because sewers with all that filth sitting stagnant would surely produce a lot of methane and I can't imagine the air quality being healthy down there. One would be nauseous at the very least.
     
     
  4. Like
    Comrade Crimson got a reaction from Geras in Swimming and drowning   
    I think that swimming should be a skill of its own that characters can select, and perhaps have some benefits associated with it.
     
    Perhaps with swimming someone can do harpoon fishing or scavenging in water, sort of like foraging, and people with higher swimming skill can swim across more difficult waters (I.E rapidly flowing rivers) without being swept far downstream, and for those with no swimming skill or people who are too exhausted, as higher swimming skill means you get exhausted slower, will start to drown and flounder in the water. I think that zombies should naturally float as well and bob up and down in the water due to how bloated they can be perhaps, or just simply drag you down- which would mean there should be different depths of water and perhaps a sense of transparency with water to show silhouettes underneath.
     
    People who die in water will flounder first and then sink below, and either disappear into the depth or simply rise up after sinking and be face down, arms and legs pointed downward as they float lifelessly in the water. Could also be really terrifying if someone is swimming and one of these "drowned" corpses suddenly wakes and thrashes and bobs towards the hapless player swimming.
     
     
  5. Like
    Comrade Crimson got a reaction from Liva98989 in Swimming and drowning   
    I think that swimming should be a skill of its own that characters can select, and perhaps have some benefits associated with it.
     
    Perhaps with swimming someone can do harpoon fishing or scavenging in water, sort of like foraging, and people with higher swimming skill can swim across more difficult waters (I.E rapidly flowing rivers) without being swept far downstream, and for those with no swimming skill or people who are too exhausted, as higher swimming skill means you get exhausted slower, will start to drown and flounder in the water. I think that zombies should naturally float as well and bob up and down in the water due to how bloated they can be perhaps, or just simply drag you down- which would mean there should be different depths of water and perhaps a sense of transparency with water to show silhouettes underneath.
     
    People who die in water will flounder first and then sink below, and either disappear into the depth or simply rise up after sinking and be face down, arms and legs pointed downward as they float lifelessly in the water. Could also be really terrifying if someone is swimming and one of these "drowned" corpses suddenly wakes and thrashes and bobs towards the hapless player swimming.
     
     
  6. Like
    Comrade Crimson got a reaction from grammarsalad in Swimming and drowning   
    I think that swimming should be a skill of its own that characters can select, and perhaps have some benefits associated with it.
     
    Perhaps with swimming someone can do harpoon fishing or scavenging in water, sort of like foraging, and people with higher swimming skill can swim across more difficult waters (I.E rapidly flowing rivers) without being swept far downstream, and for those with no swimming skill or people who are too exhausted, as higher swimming skill means you get exhausted slower, will start to drown and flounder in the water. I think that zombies should naturally float as well and bob up and down in the water due to how bloated they can be perhaps, or just simply drag you down- which would mean there should be different depths of water and perhaps a sense of transparency with water to show silhouettes underneath.
     
    People who die in water will flounder first and then sink below, and either disappear into the depth or simply rise up after sinking and be face down, arms and legs pointed downward as they float lifelessly in the water. Could also be really terrifying if someone is swimming and one of these "drowned" corpses suddenly wakes and thrashes and bobs towards the hapless player swimming.
     
     
  7. Like
    Comrade Crimson got a reaction from grammarsalad in Digging underground, Caves, Mining and Smelting   
    While I am aware that basements and sewers have been suggested, and that I have suggested trenches and the like in my other topic:
     
    What if we had any naturally occurring caves (I am not familiar with Kentucky so I don't know if they would have any) as well as the ability to dig down and perhaps make mines underground whether for simply making a cellar, an underground bunker or to achieve the process of mining ores.
     
    There could be various equipment all to do this, each transcending in their rarity in order:
     
    Shovels, already ingame.
     
    Picks, for hard rock, modestly rare.
     
    Jackhammers, rare.
     
    Bulldozers for lifting huge amounts of soil, very rare.
     
    Dynamite/explosives, incredibly rare.
     
    Drillbits for mining, extremely rare/nigh unique.
     
    Being able to mine ores with various tools like drillbits and picks and potentially even jackhammers would be interesting, as one could merit ore. Obviously this would make a lot of noise so it'd constantly attract zombies. And digging underground there is the risk of cave ins, where players will have to build wooden supports or other forms of supports in their tunnels and chambers underground, lest the ground collapse on them.
     
    A smelter forge could also be built, and such a thing has already been suggested by other people who want to craft armour and melt down metals so the suggestion wouldn't vary much from there.
     
    I also think that having toxic gases could be a thing underground where if you open up an area there is a chance you open up a gas pocket, and either require a gas mask/respirator of some sort to survive it or you take damage the longer you spend in it, as well as becoming nauseous.
     
  8. Like
    Comrade Crimson got a reaction from DresdenBBQ in Digging underground, Caves, Mining and Smelting   
    While I am aware that basements and sewers have been suggested, and that I have suggested trenches and the like in my other topic:
     
    What if we had any naturally occurring caves (I am not familiar with Kentucky so I don't know if they would have any) as well as the ability to dig down and perhaps make mines underground whether for simply making a cellar, an underground bunker or to achieve the process of mining ores.
     
    There could be various equipment all to do this, each transcending in their rarity in order:
     
    Shovels, already ingame.
     
    Picks, for hard rock, modestly rare.
     
    Jackhammers, rare.
     
    Bulldozers for lifting huge amounts of soil, very rare.
     
    Dynamite/explosives, incredibly rare.
     
    Drillbits for mining, extremely rare/nigh unique.
     
    Being able to mine ores with various tools like drillbits and picks and potentially even jackhammers would be interesting, as one could merit ore. Obviously this would make a lot of noise so it'd constantly attract zombies. And digging underground there is the risk of cave ins, where players will have to build wooden supports or other forms of supports in their tunnels and chambers underground, lest the ground collapse on them.
     
    A smelter forge could also be built, and such a thing has already been suggested by other people who want to craft armour and melt down metals so the suggestion wouldn't vary much from there.
     
    I also think that having toxic gases could be a thing underground where if you open up an area there is a chance you open up a gas pocket, and either require a gas mask/respirator of some sort to survive it or you take damage the longer you spend in it, as well as becoming nauseous.
     
  9. Like
    Comrade Crimson got a reaction from grammarsalad in Traps,Trenches and Siege equipment etc.   
    Right, so I had the thought where one could make some defensive constructions for one's lil stronghold, and some other nifty traps for animals and trespassers alike.
     
    What I was thinking is suggesting the following:
     
    Bow mechanism traps, like the one in this video:
     
     
    And defensive trenches, where someone can dig them and zombies will fall in them but can't get out properly, and possibly could have spikes to have them get impaled upon some sharpened wooden poles. From what I understand there is an issue with digging down/making basements in the game so visually perhaps we could just have it where if zombies or people run into the spiked trenches they will play an animation of getting impaled in it, or they could even make a moat by filling said trench with water.
     
    Which brings me to my next suggestion.
     
    Drawbridges, and buildable ladders and ramps. Say you want to have a mechanism controlling a bridge that you operate via a crank or rope of some kind? Want to secure your fort for the night and close it down? Well with a drawbridge you can, as the bridge would lower and act as a floor to walk across such dangerous things such as spiked trenches or moats.
     
    And on that note, what about more variations of doors, or perhaps full on gates? Reinforced doors and gates should be an option for any post apocalyptic frontier stronghold, we are after all surviving in a zombie apocalypse with hordes of ravenous corpses and opportunistic survivors and raiders and their own warbands, seeking to pillage our own crafted or siezed homes for their own prolonged survival. And maybe making doors out of scrap metal wouldn't be a far fetched idea either, as we already have plenty of mods that include forging into the game.
     
    And say you got a really tempting fort to siege perhaps? Perhaps that fellow whose got his drawbridge closed up or his sheet rope all tucked away and maybe there is a gap, maybe a ramp you can deploy would be in order to walk across a pit, or a ladder to climb up a wall? We of course in the game right now can make stairs and little siege towers and ramparts to get inside a base but its all very ad hoc and hardly transportable by any means, as you have to lug around several planks of wood and lots of nails just to construct a siege tower, which is hardly efficient when in real life the equipment to besiege a fort on a basic level wasn't terribly complex.
     
    Obviously building siege engines in this would be a stretch, so catapults, trebuchets, ballistas and full battering rams are likely a no go, but I then thought as well, what if we had police battering rams in game? And maybe a person could make a basic one man battering ram for themselves, where it takes a lot of exertion to swing it but it can smash through doors specifically with relative ease.
     
    Crowbars to some effect should also have an animation to try and wedge doors open, with great exertion of course and would add more use for them ingame.
     
     
    Sort of like these if you will:
     
     
    Which would be able to be found here and there as police, fire departments and military all utilize tools like these for very practical purposes.
     
    And maybe some defenses for a perspective stronghold? Perhaps some pitfall traps made for a 2nd story floor or higher with trench spikes below said pitfall or just the sheer drop alone doing the job. A person walks on said floorboard and then it drops, and perhaps the way to avoid it is by perhaps visually looking carefully at the floorboards and then seeing how it doesn't quite look right, and maybe to counter this, safety ropes could be introduced to where you tie yourself to a wall, window or some other object. Such a thing would have uses outside of sieges too, maybe you're constructing a tower to oversee your humble abode or climbing a structure and you risk plummeting to your death, so instead you get some rope or lots of chord or clothe to make a little safety rope tied around yourself, with primitive versions ensuring you don't fall to your death but may hurt you from the sheer amount of constriction applied when you fall and snap back, while more advanced versions are a proper harness that'll prevent you from falling down and stressing your body from the snap back of the safety rope. Once your fall has been stopped, hanging there, you can perhaps climb your way back up or just simply let yourself down.
     
     
     
     
  10. Like
    Comrade Crimson got a reaction from psykikk in Zombie detection and escalation minigames   
    I think zombies should generally be more attracted to moans in general. When I am smashing a zombie in the head with my golf trophy, making the TF2 Sniper proud and the stinker is moaning with their HUAH! and exasperated cries of death, other zombies within the vicinity should IMMEDIATELY be drawn to it and investigate. Zombies do not moan or scream all the time and naturally a zombie is going to be alerted when it senses something it normally doesn't, even if its coming from one of their own.
     
    Because how else would a zombie die? Trip down the steps and split its head open? It probably wouldn't make as much moaning and sound as it would getting bashed in the head by a survivor.
  11. Like
    Comrade Crimson got a reaction from Gustav in Wild animals and you- who let the dogs out.   
    Very risk versus reward with these sort of things- horses would be hard to train, but they could be useful. Having herd animals definitely is a strategy for the long term I think, and one if you can get it to work will help out significantly. It'd also encourage players to expand their land instead of just walling off their farm and house and having an ultimate self sustaining super fort, animals need to move and graze new pastures. Meaning players have a chance to die out in the field again.
  12. Like
    Comrade Crimson got a reaction from Gustav in Wild animals and you- who let the dogs out.   
    The zombie apocalypse would bring about many changes. Shuffling, man eating corpses, rotten food, the power going out... and nature reclaiming the land.
     
     
    Obviously there would be some trouble for some animals to survive being eaten by slow lumbering zombies. Some small pets trapped in a house may be fairly unlucky. But a fair many pets as well as wild animals may be able to evade the zombies, be able to escape their pens and holdings/houses and escape into the wild.
     
    Which comes to my suggestion- the chance to see feral dogs and cats running about with varying degree's of hostility. You may encounter the friendly but spooked man's best friend of a dog or a curious cat. Or, you could meet that starving hound with fleas, rabies and anger issues that lives with a pack of other similar, ravenous individuals that want to rip your face off. Many disasters (such as Hurricane Katrina) saw dogs forming packs within a matter of days, and cats are already feral and not fully domesticated and would escape the first chance they get. (It's scientifically proven dogs mourn their pet owners and will not eat their bodies unless they are starving, while cats have been known to chew off and eat the faces of their owners if they died within their house.)
     
    So alongside these animals roaming freely, some friendly and some not, maybe even some being able to be food sources or companions, we also got to think- Hey! This is Kentucky! There should be sheep, horses, pigs, chickens and cattle on some of these ranches right? Some animals may very well just be butchered or not be able to escape. But some may very well just bust down their holdings, especially if they are panicked and in a herd. Seeing feral farm animals about every once in a while or potential in farmland area would be fairly interesting because it provides the player with multiple agricultural or food options.
     
    And eventually, as nature fully reclaims the towns of Muldraugh and West Point (and others,) wild animals from the outskirts would most certainly come trying to find scraps and wandering around freely. Which adds a whole new level of danger and potential while playing.
     
    I am not saying these encounters should be common, but having them ingame would be something not only realistic, but quite cool. And adds a whole new dynamic to potential hunter trappers, herdsman and farming style gameplays, or the fact you may just end up being dog chow.
     
    Lemme know your thoughts.
  13. Like
    Comrade Crimson got a reaction from Footmuffin in RELEASED: Build 30.12   
    With the whole concern of people levelling up their first aid, I wonder if we'll encounter twisted doctors out in the wastes- like a zombie apocalypse Mendels or somesuch that "experiments on people by sawing off limbs and injecting them with stuff...
     
    Now that's a scary thought.
  14. Like
    Comrade Crimson got a reaction from uberevan in Combat re-think for the announced big rebalance [OFLGBKYBYGT]   
    I also think zombies should be more of an actual object, more solid to speak- I should NOT be able to run through a crowd of them and only being slowed down briefly. I should be bumping into them, getting moshed and then violently mobbed by them, zombies should not be easy to run through if they are clumped together and I think a collision system would fix a lot of the problems of the game being too easy off the bat.
  15. Like
    Comrade Crimson got a reaction from Vonholtz in Blankets, Sleeping bags, Maybe even a Snuggies   
    Oh no, not at all. Mind- I am surprised I haven't heard of that movie given I am a fairly big Charles Heston fan (I have seen I Am Legend though, and read the book. Great book, no denying that.)
     
    I remember his role in the old planet of the apes movies and such. He was in Soylent Green too wasn't he? Coulda sworn he was, there was some fairly good actors in that.
  16. Like
    Comrade Crimson got a reaction from Jamesonline in Nick's PZ Server [Canada] [Soft RP] [PVP/PVE]   
    Jamesonline, saw this server on the server list thing.. noticed your doing youtube videos. If you need a legit rough sounding, wily person for your thing my skype is Comrade.Crimson, wouldn't mind doing this on the side.
  17. Like
    Comrade Crimson got a reaction from Vonholtz in Blankets, Sleeping bags, Maybe even a Snuggies   
    Snuggies included- I want to see old fart zombies in cultist robes.
  18. Like
    Comrade Crimson reacted to Vonholtz in Blankets, Sleeping bags, Maybe even a Snuggies   
    Ok yes I have put in a few suggestions. I get more likes then feedback on my suggestions, But this will not stop me from making what I think are good suggestions.
     
    So what is my latest suggestion well it simple. My current game I have made it 3+ months. And my toon starting to get cold every night. Now a sweeter will fix it. But I some time forget to put it on (I am running a rain parka mod). So I was thinking to help later with cold blankets, sleeping bags, and a snuggies (realy that parts a joke).
     
    You just put the blanket or sleeping bag in your inventory and when you go to sleep it keep you warm at night. It may only work when you are sleeping. I am not sure if it should work at any other times. So what do you all think?
  19. Like
    Comrade Crimson got a reaction from Johnny in More moveing zombies   
    I remember those days... it made me terrified being on the second story of a house waking up to constant banging on the door and windows and then seeing them flood in. Had to jump out the 2nd floor window just to escape, and just barely.
  20. Like
    Comrade Crimson reacted to cuddlepums in Military Protection Zones/Towns   
    Alright first of all I know military aid is in the commonly suggested list and stated as a No, but here this idea out but first here my argument the military not helping out any survivors is very unlikely in this sort of situation in my opinion. This is idea is not just straight up military aid either with the military handing you care packages and guns to go slaughter infected and live in a lovely little town, so please just here the idea out cause and try to keep and open mind please and thank you.
    The Idea:
    Okay well the idea is that the military will come in after a couple months in game and start establishing a safe zone/town as a haven for survivors, and there base of operations. These safezones will have some sort of wall/fence surrounding the perimiter, housing for survivors, military laws and enforcment with severe punishments if you and or others do not comply, and designated building such as storage areas, trade areas, armorys etc. While living in these zones you will be given jobs to help the community thrive if you complete your jobs and abide by the law you will recieve some sort of compensation, you and the other survivors will be set on schedules to perform your duties, and will have curfews. If you are not in the safe zone and indoors after curfew you will receive punishment. (Also there will only be one military safezone aloud in a game, if destroyed it will be destroyed forever and no others will be constructed.)
    The laws of military safezones will consist of:
    No assault or murderering of fellow survivors and or military personel if caught or proven guilty it will result in execution. No theft/theivery if caught or proven guilty stealing it will result in banishment and or being executed depending on how severe. No vandalism of military property if caught or proven guilty will result in execution, or probation depending on severity. If found to have been scratched or bitten by any infected it will result in execution, if unsure of the origin of the scratch or bite you will be watched by military personel until a given time if no signs of infection appear you will be free to go. If found outside after curfew it will result in probation, or execution depending on severity. Your character in the safezone/military town:Upon entering the military town/safezone you will be greeted and thoroughly searched for signs of infection, and valuables, ALL of your items will be confiscated but some of your items will be given back except guns, ammo, and any very dangerous weaponry, or items the the safezone severely needs such as food or medicine. After going through entry you will be given the laws of the safezone/town and will be given a job depending on your skills. Then all you must do is abide by the laws of the safezone and perform your duties and you will be fine. (Until some giant zombie horde comes of couse)
    Alright well that is it and by the way this idea was heavily inspired from the Last Of Us and I think its a pretty good idea but I am not the rest of you, so what do you guys think?
  21. Like
    Comrade Crimson got a reaction from Bolgfred in A few suggestions   
    *Wants to play as a woman with a giant beard, please mod this in, would be hilarious*
  22. Like
    Comrade Crimson got a reaction from ApolloDiaspora in Chain Mail   
    I think the problem with this is that you won't find any competent chainmail in Kentucky.
     
    And then add in the problem of: They aren't adding OP items ingame...
     
    Now what I'd like to see- Firemen suits. Thick, would be able to be found in a fire department.
  23. Like
    Comrade Crimson reacted to Some Clever Username in Communities   
    WOW! I'm full of ideas today! Anywhere here's what I got to say:
     
    If your with a bunch of NPC's you may propose to them to help you build a community. Of course it would be hard and they would need to want to make a community too. You could also be in a group that decides to do this.
     
    A community would be just a big group with lots of farms and supplies and a whole area walled off. It would be the ideal safe place... for now.
     
    Building it:
    You would pretty much need just a walled off area. The leader (whether it's you or not) of the group creating the community would be in charge of where the walls and farms are, also where the sleeping areas are and where the gun stash and food stash are. Imagine a bunch of NPC's clearing out an area of zeds as well as chop down trees and build walls. It would be sweet! You've got a job and so do other survivors while you create the ideal safe place!
     
     
    Growing It:
    Each community should have a max of survivors they will let in before they turn people away. The max is an estimated number that the leader will come up with depending on supplies. If your the leader than get out that calculator! Whether your intentions are to bring yummy humans to your camp or to give people a safe place to live, you should add signs with directions to your community so people will come. Whether their intentions are good or bad they may still follow the directions to your palace.
     
    If your on your own or with a group and you come across a sign, you may have an argument about it being a pipe dream and if it's safe blah blah blah. If you head there, it may have fallen by then or it could still be up, who knows?
     
    Also, letting people in could be a risk so remember that...
     
    Naming It:
    You could even be given the option to name the community if you are the leader. A box could come up where you type in a name. Since there will never be voice actors, it will just be inserted into dialogue. Of course, people will name it things like "Tit Town" but hey, you made it so do what you want to do.
    Examples of dialogue:
     
    Have you heard of (Add in name here)? It's supposedly some huge camp up/down/out (North, South, West, East wherever it is on the map) = "Have you heard of Tit Town? It's supposedly some huge camp up North."
     
    NPC leaders would name it randomly out of a couple of choices like Hope or West Point if it's in West Point.
     
     
    Community Life:
    Jobs should be assigned such as a wall guard to protect people from zeds around the walls and even from humans. Guards should also patrol streets and act as police officers.
     
    Farmers would help farm crops and take care of cattle (If added)
     
    Construction workers would help build more walls stuff if needed.
     
    Leaders will give orders and anyone without a job would sit around and chat as if everything is normal until...
     
    The End:
    ... zombies break in form the AI director or another group has destroyed the place. Even a famine or you where an evil asshole and caused the place to fall yourself.
     
    Zombies would run amok and chaos happens as you run for your life.
     
    Bits And Bobs:
    Other thing this could add
    Hearing about the community from other survivors Bite checks( when letting people in) WW3 in Kentucky So, what do you think, too much? I think this would be great to add in, in the future. It doesn't have to be right when NPC's come out obviously but later on down the road...
     
    Thanks for reading!
  24. Like
    Comrade Crimson got a reaction from Tyler the Super Ranger in Sport based Occupations   
    I like the idea of some of these, but I think they should be modified:

    Like for Hunter, instead of the fade out thing (which is essentially a free eagle eye perk) I'd like to see Hunter have better luck with trapping, and maybe have it also where they do bonus damage/can kill animals easier.
     
    Quarterback I love especially, football is big in the US and even if you aren't in NFL you might be a college player or highschool or something.
     
    Bodybuilder/Fitness coach, instead of doing a lockout free strength trait, I'd say give them the perk where they get less tired when over encumbered then other people would, since they lift so much.
     
    Gamer I wouldn't have it where they panic less or moodlets affect them less, because if anything gamers are fairly jumpy people. What they do excel at is hand eye coordination and quick thinking for the most part and professional ones are endurant in terms of going without food n such for a fair while without noticing it, so what I suggest is that Gamers don't get as unhappy or as much stress from lack of food and water, and that they get a happiness boost from eating chips. (They'll still need it obviously.)
     
    As for the unnamed I kinda took ideas from it for the gamer.
     
    Chef weapons bonus with frying pan and knife is good, but they should also cook faster and/or use less ingredients/portions of an ingredient when making meals.
     
    Gravekeeper/Morgue worker could also be another one, they get less depressed then normal and they aren't as panicked by seeing the zombies, given they work with corpses on a daily basis.
     
    Having Professional Movers could be a cool job as well, and for them their bonus would be they move furniture faster and with less effort. They also get a small strength bonus off the bat.
     
     
    And for another job suggestion...
    Bartender. Gets a bigger happiness bonus from drinking booze and bigger thirst quenching as well from alcoholic drinks.
     
     
  25. Like
    Comrade Crimson reacted to Strang in Hiding Places   
    How about being able to hide in certain places such as , in dumpsters , under beds, in some cabinets , in showers, and in closets . This would allow you to hide from players and eventually npcs, either to wait for them to turn their back and get the jump on them or wait till they leave. Being in these places should effect panic levels, the longer you are in there the more panicked you get , and if someone is close by while you are hiding you should become extremely panicked, and begin to make some noise. If you pick the overweight trait you may not be able to fit in some tighter places, while picking athletic should allow you to get into smaller spots. Also if you pick the clostropgobic trait, you should become panicked quicker. Players should get the option to check hiding place to see if anyone is there.
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