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Hicks233

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  1. I'm not sure what would be the best name for a feature like this. I just remember in the strategy game Stronghold that there was a feature where you could enable a menu when you were ready to select and spawn an attacking force to challenge your castle and test what you'd built. Was just thinking that it would be handy for the player, when they've reached a point of self sufficiency and want to test how well prepared they are that they can then spawn a horde that would home in on their location or perhaps trigger a series of fires on the map, or adverse weather conditions? Perhaps choosing the size, type of zombies and their focus/direction of movement. I suspect it would be more suited to single player sandbox as a feature than multiplayer, particularly if you have an admin taking advantage of the feature in a competitive game. In single player though it would be a good way to allow the player to test what they'd built or to increase the challenge without having to start a new game.
  2. This is one of the things that frustrates me about the game more than most. The concept of levelling and restricting abilities based on numbers in general does. I think the way that generators were implemented was the most sensible, practical and encouraging. If you are of a profession where you work with generators you'll know how to operate one. You can pick it up and carry it regardless but to use it you'll either need to have been trained to use it or to have read its user guide. Compare that to carpentry or (admittedly in infancy as a feature) electronics. You can pick up a microwave, put it down and use it. You cannot however *pick up* an oven until you've dismantled x number of radios. You can build a staircase after having sawn x number of logs. The two have no correlation. Blueprints, instruction manuals, training from npcs would all go a long way to feeling more natural. It does raise the potentially uncomfortable issue then however of "why even have numerical levels?" Skills and knowledge can be recognised as either possessed or not. You either know how to make or do something or you don't, reading an introduction to trapping would give you a basic understanding and basic types of traps you could build, same for cookery and carpentry. You cannot however have "level 3 carpentry" it doesn't exist. You *could* have a NVQ Level 3 qualification in catering if you were to study it here in England which would have then provided you with a whole host of skills and knowledge related to cookery, or perhaps a City and Guilds Level "x" in Electrical and Gas fitting but as for a arbitrarily determined number based of repeating an unrelated action? There’s only going to be so many electrical appliances available for people to take apart and I’m yet to learn how to make a noise distraction device no matter how many times I change the plug on my lamp. Poor lamp… Also I tried petting next doors dog for five hours in hopes of being able to rear chickens to a “Level 2 standard” but it didn’t work. Surely they’re both forms of animal husbandry?! – See the problem? Perhaps it's best it goes the way of the Dodo in this instance. Having not dismantled sufficient CD players I'm not allowed to move an oven and there's no instruction manual I can read to tell me to strip the wire endings, attach them to a plug to use with a socket or to wire it into a fused hardpoint. Not bitter at all… I can't see the levelling system being removed but as for an alternate way of utilising it I'd go for something like this. Schematics, recipes and construction blueprints are learnt from skill books, user manuals and from dismantling objects or taught by NPC's. Building and taking apart these things gives experience. The experience can be used as before to increase the level/proficiency of the related skill. Increasing that skill however increases the speed with which the action is performed, an improvement to the player’s mood and satisfaction of a job well done, less sense of boredom or exertion and potentially the quality and number of components recovered from dismantling an object or the number of resources required to produce an item as well. In short the higher your proficiency at crafting the more you get back and the less you waste building things. If you know how to do something though then regardless of level you can do it - you just might be more wasteful as you do so. As another aside your suggestion of creating blueprints is an excellent idea. We have paper and pencils and if you were to create and store blueprints you could then have a new character learn from those records.
  3. It would be handy given that they are existing items in the game as well. Just needs the recipes and testing.
  4. Draining would be very handy for things like cereal. To have the opposite though and rehydrating, it would be handy to have powdered milk obtainable.
  5. We can boil water using campfires and stoves but I was thinking that we could use planks and nails - perhaps a bin bag also and have the added function of slowly removing window panes and using the saw on bathtubs and sinks to gain pipes to then build solar stills. A slower but less attention hungry method of purifying water. The added bonus would be having the ability to source pipes from plumbing to make pipe bombs also.
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