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bobchaos

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Everything posted by bobchaos

  1. Alternative energy is often discussed on here. Solar would be too weak to provide decent energy when taking into consideration the level of energy produced by 1993 era solar cells. Wind requires something pretty massive to be effective, not something 1 man can put together on his own in a world without heavy machinery. Same for hydro. All of these would also likely require new mechanics be implemented to manage their outputs since it would vary according to the weather. Ethanol might be a better option. High level cook makes it, and an engineer can convert an engine to use it or something such. It's still a hard sell from a realism point of view but its easy to implement as a game mechanic.
  2. Hush! We don't speak that word out loud 'round these parts... As far as I'm concerned TIS can take their sweet time with dragons, I just want them to be awesome when they do come out.
  3. And the worms have a full life cycle in there: they eventually add themselves to the compost while a new generation keeps on aerating! While composting doesn't have to be complex for home gardening needs, @King jjwpenguin is correct that optimal results require a lot more attention than just throwing bio-waste in a bin. See here for details: https://en.wikipedia.org/wiki/Compost
  4. Walking the strange lands of the interwebs Sounds to me like these illnesses would make for some very interesting playthroughs. It would certainly break the monotony of the late game: "It's morning, better go check my farm! *barfs everywhere on contact with light, collapses from exhaustion and pain on the roof from migraine headache*"
  5. After the first few hours, you'll know if you get zombified as it will say so next to your health meter. If you have a fever but do not get the zombified status within a day or so, having the max food moodle will keep you alive. You raise your chances further by using sleeping pills between meals. While you sleep you regenerate faster/lose less health to the fever. You won't be able to change the bandages, but a common infection won't kill you nearly as fast as the fever will, might as well just change the bandages when you wake up and disinfect as needed. So in short: Check for zombification, eat until stuffed, pop a pill, sleep 6-7 hours, check bandages, rinse and repeat until fever is gone. If you get zombified status, might as well go drink some bleach :/
  6. My issue is with migraines. It's not exactly a common condition, and while the stress of a zombopocalypse would certainly make it more brutal, most people don't get migraines without some other pre-existing condition. It would make for a neat trait tho. Photophobia: +4 points, too much time outdoors can trigger a crippling migraine; Prone to migraines: +10, randomly gets crippling migraines. Note the term crippling having suffered from them myself for a solid 12 years, I'm in a good position to tell you you kinda pray for death the whole time... It's like half your brain's trying to force it's way right through your skull, pulsing at the rhythm of your ever-more panicky heart Here's another fun symptom to add to the list: feels like your eyeballs are gonna pop right out of their sockets Regarding feedback, I think the reason you're not getting much of it is because you're not putting these ideas in line with existing game mechanics. Are these new disease moodles? traits? traits that give moodles? etc... I'm fair sure I get what you're trying to say but I did have to read twice to make sure of where each part would fit in the game o.O
  7. 2 issues with this: not every player wants to take basic electrical engineering class to play PZ (which is why those skills are represented with a simple value on your character), and all these renewable power sources would not have been readily available in the mid 90's. They did exist, they just weren't wide spread. That said, it would make for an AWESOME mod I like engineering
  8. As I recall it goes like this: when a zombie hits you, it rolls to determine if it's a "punch", a scratch or a bite. This roll is affected by thick skin, I just have never seen any values on that. If you get a scratch, a second roll is done to determine if you will zombify. This roll is also affected by thick skin (-10% reduction according to the wiki, thx for looking that up King Kitteh!). Finally, if you get a bite, it's a second roll with a flat 96% chance of zombification with no possible modifiers (that I know of). So the roll that determines damage is separate from the roll that determines whether you zombify or not. FYI, even if you're lucky and do not get infected from a bite, you are still extremely likely to die from the massive fever you're still going to get. You're not pulling through unless you have a huge food supply you can afford to eat up within a few days :/
  9. I honestly can't recall, I was searching the forums for the reference just now XD sadly I gotta head in to work now, but I'll keep l;ooking tonight so I can edit my post with exact values
  10. you've got the right numbers for a normal character. Thick skin reduces the chance of infection from scratches to 15% but does nothing for bites. It does make you less likely to receive a bite tho, I just can't recall the exact values.
  11. could be as simple as allowing you to cancel while the animation is playing. Maybe if you move in the direction opposite? It would certainly have saved a few of my characters from month long recoveries and/or death :/
  12. Just a little bit of attention might drive sales. New screenshots would certainly be a quick win. I don't think the current page is actively driving away customers, and the user ratings and reviews are pretty unanimous for anyone that looks further than the screenshots, but some people put a lot of stock in graphics quality. A bit of eye candy might get those guys to jump in too.
  13. Depression gets very interesting as a game mechanic when you consider the wide range of potential symptoms and co-morbidity. Doubled with the fact that it's all happening in a truly hopeless, zombie-crowded world, the devs could really go nuts and have fun with this (at our expense of course! ). I think it would be best represented by progressively but randomly adding symptoms from some large list. As the moodle increases in value, you get tacked with more symptoms. You never get them all, but just 2 or 3 at max moodle could be quite crippling.
  14. If you want to break through a skull (or spine for that matter), you need force, and it's very difficult to channel force appropriately without being firmly planted on the ground. In most martial arts, and pretty much all those that focus on using weapons, when you're attempting to deliver a powerful blow you do so by pushing hard against the ground with your legs or by getting a hand from gravity (striking from above), in which case you still need to be on solid footing so you can control your weapon and not hack your own damn leg/break the weapon on the ground if you miss. Can you move while swinging a weapon? With training, probably. Can you deliver a killing blow while doing so? Probably not. And these guys are zombies, anything short of a killing blow won't do you much good. Before you go naming some obscure martial art that relies on movement like capoeira or whatnot keep in mind the character is not a world renowned black belt, he's an average joe.
  15. It's based on a real world place, they can't just add water bodies willy nilly take a look at the real place! https://www.google.ca/maps/place/Muldraugh,+KY,+USA/@37.9580952,-85.8190288,130621a,20y,270h/data=!3m1!1e3!4m2!3m1!1s0x886920e97d5031c9:0x70e1eb33a4c46c0!6m1!1e1 You'll notice that link zooms out to include Louisville and Fort Knox, cuz apparently we're getting those too sometime in the future Of course the game is set almost 25 years ago but it's not that long, it's not like the cities would have doubled in size during such a short timespan. *edit* if you zoom in on the banks of the Ohio river around WP, it really looks like most of it is setup as a beach, explaining the absence of vegetation and its return once the humans stop trampling the place and uprooting more adventurous little plants.
  16. I'm fairly sure the reason we don't have books for electrical and first aid and such is simply because it's a low priority for the devs. I refuse to believe it never occurred to them o.O When we get closer to feature completion I assume all these "obvious" missing items will come out in one go. In the meantime I bet they wouldn't be hard to mod in if someone hasn't already. As for using reference material, I like to think they already exist in the form of recipe books. You don't have to keep them on you after you read them, but it's the same basic principle: having reference material allows you to do stuff you couldn't otherwise. Perhaps we could add recipe books for items you would learn anyhow through leveling. For example, maybe you could find a "Wood stairs" recipe book that allows you to build stairs before reaching lvl6 carpentry. Conversely, maybe those things that can currently only be done via recipe books or professions (bread, pipebombs, etc...) could be learned naturally through leveling.
  17. This one is discussed on a regular basis. No word (afaik) form the dev as to whether or not they like it tho. Here's my own take on it: http://theindiestone.com/forums/index.php/topic/17268-bobs-crazy-ideas/ (idea #6)
  18. You might as well wait for TIS to implement proper vehicles. The problem with vehicles is not adding the objects and/or mechanics, it's the fact that they move very fast, requiring the game to load a whole lot more than it does when you're on foot.
  19. Now I'm sorta worried the next time we hear from you it will be through the newspaper with a headline like "Man found with chipped stone embedded in skull: Believed to have been felling a tree with makeshift axe"
  20. Sounds to me like there's more to felling a tree than finding a fire axe and wacking at the tree with it
  21. Could be a performance issue, or it could just be so that zombies don't level every loaded cell whenever you go to sleep o.O Anyone knows?
  22. On the on hand, I'd really like to see various quality of craftables be introduced, probably by adjusting starting durability/damage according to the quality of the parts and the skill of the user. Most of the stuff required is already in game, would just need to add the durability property to things like stone to represent their "quality" and adjust the crafting mechanics to calculate an average of the parts' durability, adjusted by your skill level, to generate the final stats of your crafted tool. On the other, I don't think a crafted axe should ever compare to a proper tool, manufactured by a machine and designed by an engineer with access to all the tools of his trade. Don't matter how perfect a rock or how sturdy a stick, you'd never be able to make something comparable to a fire axe with random stuff you found in nature and hand tools only. Maybe if your character had access to a machine shop (that would actually be pretty cool: high lvl skill + geny powered machine shop = craft regular items like a fire axe ). *edit* Hell even the fire axe is a bit OP. You ever felled a tree? It's a good thing they can't move (much) cuz they are insanely hard to kill o.O I'm not sure what a fire axe is made with these days (well, in the 90s I should say) but i'm fair sure you still need to put it to a whetstone pretty much after every tree.
  23. I think my fridge is defective, it's making an awful lot of noise o.O Any engineer out there who wants to visit my apartment in downtown WP to have a look at it? XD Think I'ma start keeping all my windows closed, the wind howls pretty loudly too :/ *edit* worth noting I'm complaining about the volume but if those sounds existed previously they were so discreet I'd never really heard them. It's a nice touch and it's great for immersion!
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