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lerk

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Posts posted by lerk

  1. Problem currently is PZ's limited on firearms and ammo types for legal reasons. Sure, mods can add others, but TIS is stuck with mostly generic ammos. Not by choice, but by law. For example, our pistol ammo is just that, "Pistol Ammo", when in reality some pistols are strong enough to punch through walls, some aren't. Same with rifles, shotguns, and other weapons. They'd either have to make ALL pistol bullets penetrate walls, or none. I'd like to see it happen but unless we get a wide ammo variety I think it'd be difficult to pull it off in a realistic way.

    Typically a bullet would go through at least one of about any kind of wall (even .22 rimfire) since most indoor walls are mostly drywall and maybe a board in the way they wouldn't stop anything. An exterior wall might stop a .22 round depending on the type of wall, (mine is brick irl) brick could stop low caliber pistols but nothing higher, rifles shotguns and high caliber pistols would punch through it easily. A car cannot stop any bullets at all excluding the engine block; which is why shootout manuals recommend hiding behind the front axle. The highest caliber round in game is .308 this could shoot through multiples of all these.

    Another factor affecting bullet piercing is angle of impact. This can have a massive effect on actually punching through walls.

    A round fired at around ten degrees onto a surface of water will actually skip over it.

    Firing at an angle would greatly reduce the penetration of the round.

    1+
  2. Maybe you cloud click on someone with a gun out to select them as your specific target.

    This would fix friendly fire, and attacking the wrong zombie with your gun.

    when they go behind a wall, you could just track the ballistics of the gun in a sort of free-aim mode.

    Specific accuracy in free-aim would depend on your aim skill.

    After all, even a 9mm round will go through an entire car. (provided it misses the engine block.)

    I like that!
  3. I think we can all agree that a bullet would pierce a wall.

    They are rather dangerous. (citation needed)

    I'm unsure how they would manage to do this as the aiming system currently works in a very strange way.

    That would be kinda like an aimbot :D But the aiming is very alpha like.
  4. -snip-

    The new cover system is out? I wouldn't know because for some reason the "News" tab on game pages in my Steam library are all greyed out.

    I don't think so, actually. Supposedly it's supposed to come out with the animation overhaul. Lerk was most likely refering to when the cover system is released.
    Yeah, i mean that WHEN the new cover system that ist coming is out it would be pretty useful
  5. Well as the title says, i suggest that guns should penetrate walls. Wooden walls are much softer then brick/cement walls or log walls. Rifles have an mich greater power to penetrate walls then an pistol.

    (For that part i dont know if its too hard to code) After an projectile has penetrated lets say 2 walls you dont get as much damage as you would get if it hit you without any wall.

    This would make player made structures not "uninvadeable" fortresses because you cant hide behind an wall if you are attacked. That would be interesting when the new coming cover system is realesed.

    Edit: It would be also useful when you want to kill zeds in houses without risking to get bitten.

  6. Alternative methods to water purification are always nice. The ability to make charcoal from wood and use it to make filters from socks and water bottles would also be nice. Could have it set so that one container drains into another through the filter over time.

    But does it filter out bacteria? I dont know now exactly but i think you still need to boil the water to be 100% sure. But Charcoal filter out any dirt and junk.
  7. I had such an idea too, not as radical but somethink like that for building. First (for exaple an wall) you build an "fundation" you need mostly no skill for that. Then you collect planks and nails and "build it up" now its lvl 1. Again, now you need lvl 3 capentry to make it stronger, or you need more materials,more time and it maybe fails. And even it you can build it without the req. Skill you get much Skillpoints and it will be not as "good" or has as much hitpoints as if you had the skill. Even if you used more materials.

  8. In this game you need to know the Game Operation Flashpoint (not red River etc.)

    If you played it alot (like me) you will remember the radio chatter like:

    1:"Oh No... 2 is down!"

    3:"Dam 1 is down"

    4:"Im taking command, i say again im taking command out"

    3:"11 o'clock BMP 100"

    4:"6 attack BMP 11o'clock"

    6:"Roger"

    BOOOM

    5:"Oh No!... 6 is down!"

    So, you tell a little story with the radio chatter. I love this game and its so fucking hard one bullet kill you. Realesed 2001.

  9. Well, yesterday after cheating and trying with the New beta build, i had an idea, that if you pick for example good hearing, so eagle eyes (or how it spelled) cost from 6 to maybe 10 and the opposide, if you take Bad hearing you can take eagle eyes for maybe 4 or so. The same with jobs.

    Thats good for more characters that arent absolute perfect.

  10. Hello first, its more an question then an suggestion but here is it.

    Do we get (Someday) ADVANCED Medical Options?

    Well im not talking about an heart transplantation but like some kind of intensive care. If you get infected with something and only an doc can help you. Sepisis is very dangerous and in a unhygyenic world pretty common. (Amputation is already an maybe)

    Well yet is it so, if you get shot in MP, you remove the bullet in 5 secounds, maybe disinfect and then stitch or bandage the wound. After about 30 secounds you just done. I know its IMENSIVE Work to code something (have some modding exp. with java) Hopefully you understand what i mean.

  11. Project Zomboid is not about killing countless zombies with powerful weapons, we might see some sort of military rifle, but we wont see overpower weapons like those that you are suggesting.

     

    Also as for your grenades suggestion, sharpel wont do shit against zombies i believe, a grenade possibly would only at most torn one of his limbs and he will keep coming, as for the flashbangs, i have no idea of what a flashbang can do to a zombie.

     

    We will see crossbows and bows later on, but not right now, we wont see air drops and Fort Knox is where we will see all the military action mostly.

     

    Look over here please:

    http://theindiestone.com/forums/index.php/topic/192-commonly-suggested-suggestions/

    They are a confirmed No by the devs.

    Well, he explained it exactly. But i'd like to have some smg's (mp5..) Well, thats coming after fort knox.
  12. here is my Suggestions:

    -Chainsaw-great damage weapon and very effective tool with gas as fuel

    -Machineguns,grenades and military bases where we can probably found that items

    -Adding armor to game-armor might derease damage and infection chance

    -Self generating world map with waypoints option(shows only visited areas)

    -Land mine

    -Damage bonus in sneak attack

    -Zombie dogs

    -Any mutated zombies

    -Bow and/or Crossbow

    -Zombies might decompose faster during summer and slower during winter

    -sewer under streets where we ca go and explore and subways

    -brass knuckles

    -sniper guns with scopes and sniper mode to kill on big distances

    -suppressors for weapon(in military objests for example)

    -crouch mode(we can pass under windows easier without detection and we are harder to detect in tall grass )

    -semi-auto shotgun

    -ability to use two one-handed weapons at once

    -electro fences

    -revolver

    -gas stations

    -exploding objects

    -ability to throw some objects(to distract zombies for example)

    -weapon stores

    -airports

    -docks

    -zombies can group in hordes in some situations

    -rocket launcher and other explosive weapons(might be very useful to eliminate hordes)

    -stadium

    -cars with alarms

    -hygiene(we can easier attract zombies,so we need to take shower)

    -butchers

    -bear traps(can crush zombie bones and will slow him down)

    Dam, over the half of these things is an NO from the developers. Read before post http://theindiestone.com/forums/index.php/topic/192-commonly-suggested-suggestions-read-before-posting/

  13. Windows 10, again not very good. MUCH better then Win 8 but still not good for me. I want an Computer, not an Smard Phone Computer mutant. For me its like call of duty, lets say windows 8 is Ghosts and 10 is advanced warfire, many dont like either of these, but many say aw is better.

  14. Hello, i think its not very realistic if someone who has simple claustrophobic would panic in an warehouse or normal house. I do think that is possible with our engine, so i suggest that an claustrophobic only panics if he is in an small room (maybe 2*2?) And maybe an new trait that has extreme claustrophobic whitch is it like it is now.

     

    (

    - Level 1: big rooms - like warehouses and so on (more than x square tiles) make you anxious (uncomfortable?): "Confined space makes me anxious"

    - Level 2: average-sized rooms - living rooms, etc. (more than y to x square tiles) make you agitated "Walls are a little bit to close" or "Walls are closing on me a bit"

    - Level 3: small-sized rooms - bedrooms, etc. (more than z to y square tiles) make you stressed "Walls are definitely closing on me!" or "Walls are way to close!"

    - Level 4: tiny rooms - bathrooms, toilets, closets (from 1 to z square tiles) make you freak out "I want to get out!"

    ) Form Geras.

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