Jump to content

ApolloDiaspora

Member
  • Content Count

    584
  • Joined

  • Last visited

About ApolloDiaspora

  • Rank
    That Fish in the Ready Room
  • Birthday 06/06/1990

Profile Information

  • Gender
    Man
  1. I find a nice tall glass of aqueous Sodium Hypochlorite solution works wonders for staving off zombification, albeit for a short time
  2. Sounds like a nifty little anti-feature to stick in the game. Buckets are kinda rare (but useful) as-is. Being able to melee-thonk one down tight over a zombie's head should prevent it from being able to bite you, provided it's wedged on tight enough and doesn't come loose. Would be interesting to see how much that would affect a Zed's ability to track and pursue you though. Also... You've only made one zombie a little less dangerous than the others. Not too good of an idea from a survival standpoint, but, I love it. Find a zombie, call him Frank, cram a bucket over his head and listen to th
  3. Haven't played Zomboid for a while, but the last couple of times I played, I played in West Point. Sure, finding building supplies is a bitch, but there's generally more loot and !!FUN!! to be had given the building density. I tended to set up a base about here. Build walls between the three buildings, barricade the downstairs windows/doors and hang sheet ropes out every window. Plenty of space, and you don't need to fortify everything from the ground up. As an added bonus, given the parking area to the north, it's easy to follow the road east into the centre of town and back again without g
  4. Making charcoal shouldn't be too hard in a survival situation, you're just making a fire burn for a long time in an oxygen poor environment to reduce complex organics (i.e: Cellulose) into mostly carbon. I'm certain a quick Google search would turn up ways to do it. As for why you'd need charcoal? I'd say several reasons. Using kettle BBQs or wood-burning stoves scattered around the map (this also means you should be able to find bags of charcoal floating around as loot items), using in a survivalist's filtration setup if we ever need to purify water, and, well, charcoal. By that I mean, t
  5. It might be a bit pricey, but in the distant future (perhaps as a charity/fundraising thing?) I could see a disc copy of Zomboid being given out in a small survavalist/first aid box like this, along with a few survival essentials. Say, bandages, paracord, a tritium beta light (expensive but rather cool), compass, pocket survival guide, and so on. My rambling aside, that looks like damned fine work. Toss in some maps of the game world/kentucky, and I think you'll be good to go
  6. I'll avoid getting into a discussion about depression effects for now, but, I have the solution, nay, the elixir that will help you in-game: BLEACH.
  7. TL;DR - Adding in a few varieties of shoes and socks, each with their advantages and disadvantages, would give the player a realistic (and essential) piece of equipment to scavenge, repair, or craft during the zombie apocalypse. If the medical overhaul allows foot trauma such as blisters, fungal infections and trenchfoot, acquiring good footwear becomes essential, but could be ignored for the most part by beginning players. ========== Had a thought today, inspired by the idea of a character wearing high-heels in another suggestion post. Footwear. We all need it, but not everything you pu
  8. Aaaaand then you need to start sprinting and parkouring through houses to escape hordes and you do something nasty to your ankles. That said, it -could- be an interesting mechanic. Wearing sexy(ish) clothing, including footwear, to gain some small buff interacting with NPCs. Of course, you'd need to change into something more appropriate when heading into combat or running away.
  9. Only if there's Simish cries of pain, one liners, and sobbing when the fridge is empty/there's a bladder malfunction Having a character freak out in Simish when a horde is rumbling up the street? Would be priceless
  10. This sounds suspiciously like lowering one's shoulder and charging in an attempt to barge through a door. Except the door is a zombie. Me liiiiiike. Of course, you'd have to build up some speed first before shoving a zombie out of the way. Cue "I'm the Juggernaught, Bitch!" in all caps over global chat
  11. Yeah, taking control from the player is kinda a dick move in a game like PZ - Screw up once, and you get a nice bite on your crotch. Tripping/stumbling/falling would be nice to have, but only under certain circumstances, such as the ground being really tangled up, or the player having suffered damage to their legs (Which would mean we'd have a legitimate excuse to use crutches ). I dunno. I think I brought up the idea of a gravely hillside in a similar topic. A player would know to move slowly through the area, planting each step carefully, but the zombies wouldn't. They'd flop and skid and
  12. Including mild and severe forms of asthma and hayfever... I can see them being traits to take at character creation. Depending on the season, and the severity you choose, your perception would decrease a bit, you'd cough/sneeze/sniff, and have your ability to run long distances affected to different degrees. It would probably act like a mashup of some of the existing negative traits (overweight, short-sighted), but the negative effects would only kick-in during certain times of the year, in differing parts of the map. Come to think of it, hayfever, or a similar allergy, would work best in PZ
  13. Bonus point if you find a membership card for a hunting/fishing/firearm appreciation group in the wallet. There's now a possibility of the stiff's house containing valuable, useful loot items. Or not. The fact that the person was a card-carrying member of the NRA doesn't mean you could find guns at their house. After all, it might have been looted, taken with their family, and so on. Risk and reward! You could head across town to someone's house/meeting point/campsite, only to find the supplies long gone, or a hostile NPC group squatting on the territory. It'd be especially fun to see othe
  14. Been multiple discussions about restoring power to the map after it goes down. In short, you're not going to repair and operate a power plant without an army of trained people. A rag-tag group of survivors simply won't cut it. However, the plant itself would be a veritable goldmine for a survivor group. Think about it. A coal fired power station is going to have coal, heavy machinery, tools, and vehicles scattered all over the place, not to mention the security barriers in place around the facility. Plus you can cannibalise the plant itself for parts. High grade steel cable, copper wiring, a
  15. I predict a tsunami of bitten crotches.
×
×
  • Create New...