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Everything posted by grammarsalad

  1. grammarsalad

    Using PZs Engine for a PNP Type Game

    I mean, that would be cool. But it would be a heckton of work.
  2. grammarsalad

    New Recipe/Magazine Retention

    Maybe actually using the skill or ability could also increase retention time. So, if you actually start building a bunch of metal boxes, you get the hang of it for longer.
  3. grammarsalad

    The most reasonable suggestion ever made!

    All perfectly reasonable suggestions imo
  4. grammarsalad


    I completely agree. The game needs more ways to hurt yourself
  5. My sense is that the trait in the game includes all blood (as you cannot perform first aid on another).
  6. 879. Shoes should wear out over time and not all shoes should fit your character. Wearing shoes that don't fit should cause pain and reduce running speed. Going without shoes, on the other hand, should run the risk of damaging your feet.
  7. 876. Occasionally, it would be cool to come across a crashed helicopter. 877. Clothing should rip and need to be sewed. 878. You should be able to wrap a sheet around yourself to get some warmth
  8. 848. Also, to add to this, it would be nice to have a sandbox option to have some zombies actually get stronger/faster over time. (maybe they're particularly well fed...) 849. You should occasionally spawn with a digital watch. I know that I had a digital watch in the 90's.
  9. grammarsalad

    Defecation v1.2

  10. grammarsalad

    Trapping skill: zombie sized traps

    It occurred to me that the skill Should be useful for trapping larger ' game' at higher levels. You Should be able to create pit traps, or those 'sharpened tree branch stabby' traps, and so on. These should probably require a recipe. Also, you Should be able to create non lethal traps, and keep mice as pets.
  11. grammarsalad

    Farm animals

    Great stuff: "...Cereal or popcorn to tame, leave a trail into a wire cage... " Excellent way to expand the trapping system: non lethal traps. Actually, the skill Should be useful for trapping zombies and other survivors (lethally and non lethally) at higher levels
  12. grammarsalad

    car batteries

    There should be an electrician recipe to convert a car battery to a short range power source (like a generator but more limited). It should require a battery charger at various intervals
  13. grammarsalad


    I really like everything about this except making sewing a skill. It's not that It isn't a skill; it clearly is. It's just that it's not that useful in terms of survival.
  14. grammarsalad

    Driver proffesion and skill.

    Well yes, it should be a combination system. But driving really is a skill, and there is a substantial difference between a professional and an amateur. I mean, sure I'm a decent driver, but I'm not going to be able to compete in the Indy 500 no matter how good my ride is
  15. 839. Dirty cookware. Once we use a frying pan or cooking pot (etc.) they should become dirty (cleaned using dish liquid and water). Using dirty cookware introduces (or increases) the chance of getting sick from eating the cooked food
  16. 827. Eating yogurt/cereal/soup/etc. with a spoon. I was eating yogurt today, and it struck me that it would be a lot more difficult to do without a spoon. So, I was thinking, what about this: eating most foods is slower and you don't get the full nutrition value from the food-- spillage and whatnot--if you don't have a spoon equipped. If you have a spoon available, you will equip it when eating the appropriate food items
  17. grammarsalad

    Late game security

    Great ideas
  18. grammarsalad

    S.P.I.F.F.O as S.P.E.C.I.A.L

    This is a cool idea. Honestly, I do think that the game could use a few more stats.
  19. grammarsalad

    Something Easier to Carry Bodies

    We need to start finding bodies in trunks...
  20. grammarsalad

    More Zombie Sandbox Options

    Don't forget, they can also smell you. Cut your finger on a broken window and they all come alive, and track you like a pack of wild dogs. Also, it would be cool to have a setting to make senses randomized such that only some zombies were blind and/or deaf (while others are eagle eyed echolocators.) Yeah, we NEED roaming hoards. And, even when urban concentrated, they should occasionally wander through the forests. It's way too safe in the wilderness. Excellent suggestion! But one of the great aspects of the game is the mystery surrounding the ... Infestation. Instead of explicitly starting that the disease/curse (etc.) is viral or fungal in nature, there could just be additional infection options.maybe there could be (at least) two additional options in zombie lore: 1) Infected areas. High chance of infection by being in an infected area presumably through contract. Certain heavy (and hot!) clothing protects 2) airborne. Like 1, except gas masks protect and the areas change over time. (both toggle yes/no and moodles, and maybe some tech should indicate that you are in an infected area-- get away quick!) Also, it should be possible to play with both 1 and 2 >:)
  21. Looks like a fun suggestion. What about a randomization where you can't See the options, and a randomized option where you can (and that you can tweak)
  22. grammarsalad

    Character Voice Lines

    Excellent suggestion!
  23. 458. Hot-wire cars with the electricity skill
  24. grammarsalad


    Voice actors are quite costly, I imagine. Something like this would add to the atmosphere of the game, while (presumably) keeping costs down.
  25. grammarsalad

    Tree scratches

    Okay, so we can officially add disease to the list of hazards...