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Jingles Sideways

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  1. You can't really contract waterborne diseases from rain. Ah I see what you missed there. It's not that the rain gives you a disease but you are now covered in a vector for waterborne disease. So if you got coughed or sneezed on you would have a larger chance of contracting it. Not really, being wet would hardly make it easier for germs to infect you, unless you are cold and wet for long periods which could weaken your immune system. which is what the soaked moodle is simming isn't it?
  2. The idea was to sim a normal person learning to do an achievable skill; but something that takes years of in game time to master. Anybody with enough time, motivation and reference material can achieve these things. But that would be the draw back, your toon would have to spend long hours studying, (A good time to use the fast forward , if you feel like your enough supplies) which may down the line become critical. The reason I came up with the idea is that when you're setup with a fortress, water yard and farm; and have cleared your area out to a safe workable state, I feel that the game is played more month to month rather than day by day and it's really only freak extreme events that threaten your existence. I feel that when survivors are added and tasks are automated that this effect could be magnified. That given I thought it would be appropriate to add a long term goal.
  3. I said dehydrated bleach, not just dipped in bleach, about 50 mgs of powdered bleach taken 12 times is going to do a lot more than just scrub your throat clean. Probably wouldn't be a very effective weapon, good way to give raiders a new axe. Also on on what basis did you make that judgement? Like you decided it would be giving raiders a free axe. Why?
  4. You can't really contract waterborne diseases from rain. Ah I see what you missed there. It's not that the rain gives you a disease but you are now covered in a vector for waterborne disease. So if you got coughed or sneezed on you would have a larger chance of contracting it.
  5. Rigged Shotgun: 2 Planks + fishing line + sawn off shotgun + nails Shotgun placed head height adjacent to door frame. Trip wire added to doorframe , secured with a pulley to ensure the force pulls on the trigger. Counter weighted Axe Axe + Fishing Line + 2 planks + nails You been watching the latest season of The Walking Dead? Then you know this one if not. It's just an axe connected to a pulley and counterweight hidden by a sheet, you trip the wire, you get an axe to the face. I'm not shittin' you! Sand bag snare Sand bag + sheet rope + nails A slipknot on the ground camoflaged with what ever is on the surface with a snare switch holding a sand bag in a tenuous postion, break the twig, by stepping in the noose sand bag goes down, you go up. Loot trap Piece of loot + pressure activated explosive (grenade or something) Pick up the loot, lose your face. Poisoned food Some food + a syringe + bleach Leave out a mock food stash for people to raid, they'll overlook your real stash and take themselves out to boot! "Medicine" The medicine you want it to look like + bleach + cooking pot + sugar + craft knife + glue Dehydrated bleach covered in your medicine of choice with a lovely sugar coating popped back safely into the blister pack. Make survivors sicker the more "Medicine" they eat, just don't mix it up with your stash!
  6. Skills! I want to add new skills to the char sheet. I have an idea of a couple skills and I want to make a mock up mod and play test it to see if id actually add to the game or be a chore. I also want to be able to switch on and off xp gain for the skills based on a scaling variable. I did read some of the tuts on offer but couldn't find any info on this. Help please?
  7. I started a new thread on the science skill thingie. Somebody had a good idea of dividing them up into engineering and medicine. I'm going to check out the mods section and see if it's not too much trouble to add skills to the toons roster just so I can mock up the basic elements of it.
  8. +1 on the idea I think it'd work well. As when you are a lone survivor it'd be a chore so your more likely to end up looking like a grubby urchin as well as it making you a vehicle for all sorts of nasty bugs! And when survivors are back in you could asign it to one of your group who is too old, weak or sick to go on more dangerous missions but they would still contribute. Which give me another idea. If that sick person is doing laundry, they can cough, sneeze, transmit bodily fluid on to those clothes.
  9. Yeah I agree pasta and rice need to be in. I mean if you've gone to a cash and carry (I'm not sure what they are called in the US but it's a supermarket for retailers and catering firms) They have those HUUGE sacks of rice easliy enough for a months worth of huge bowls of rice. Pasta too should be knocking about as well as the "pasta sauce" that is ubiquitous in peoples kitchens now. Also you could make fresh pasta a recipe something like flour+egg+water+cooking 1= fresh pasta
  10. A compost heap made from a few wood planks to keep it in place, place your rotten veg in it and leave it to rot down into compost which you can then fertilize your crops with. Boom! Farmer! Mabey it could need like 1 carpenter and 3 farming?
  11. You can also make yeast cultures on agar jelly if you know what your looking for.
  12. The idea behind the "key books" was the education requirement as it would take a looooong (I think on refelction 15 days should be how long it takes to read each book as it should take into considration consolidating the knowledge) time to read them. As for paracetamol it can be manufactured without complex equipment (go check out how it was discovered) and also if you read the post you would see that for complex medicines you would need static (i.e BIG UNMOVABLE) equipment such electron microscopes etc. so you would have to secure a lab location or now with the engineering. I really like the idea of splitting them into engineering and medicine as it would nerf the usefulness a lot by adding long time requirement to learn. The idea behind it was for players in late game a way to start truly rebuilding. As for complex machines you could have to secure a factory (locations that are already in game, logging yard, auto shop etc.) to use the big static equipment. I think the idea of needing facilties would work well with the upcoming ability to clear a location. I think it could lead to some really interesting emergent gameplay. Edit: Oh yeah nearly forgot, while it is true that most antibiotics now come from GM bacteria they used to be manufactured by testing different cultures on a target culture until you found one that was effective then maintaining batches of the bacteria that made your drug as you'll note that antibiotics predate genetic modification, so you need no more equipment than a sterile surface to work on and some agar plates (can be manufactured using anything with bone marrow, grisly implications)
  13. This is a repost of an idea I had in another thread, but I think it deserves it's own thread.I think the game is missing a science skill that would act as a aggregate score for the players scientific knowledge. With it you could identify what disease people have by looking at wounds or symptoms (or tell the difference between zombie fever and flu fever), make basic medicines and antibiotics (Like paracetamol) will a low skill and no equipment or targeted medicines (when proper disease is implemented) with high skill and static equipment. Or the making of munitions? Pipe bombs that go off in your hand or false duds that go off after a few mins rather that right away could be the result of a low science skill. A scientificly minded individual would also know how to create a generator using magnets, copper wire and a motor. In short there need to be a skill to cover the more technical aspects of life, just because the zombocolypse hit doesn't mean modern knowledge has evaporated it just means you have to find the reference material. I think it could be leveled through a combo of reading books (they would act like keys to each level and take a long time to read. Like 3 days if you were to read them in one sitting) and practice would give you xp. So yeah, tell me what you think!
  14. Adding yeast would be a good idea I think, with it you could bake bread (water, yeast + flour for dough, add heat source for flatbread) and modifying a rain barrel to make a still for Moonshine! (water+sugar+yeast+time = booze!) Which you could get drunk with or stuff a rag in the bottle and make some firebombs! (Could even add sulphides as an optional requirement to stop the mash going rotten)
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