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playwars

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  1. So, I have a few questions. By military aid, you mean the military directly intervening, not mil-spec medical supplies, correct ? Also, aren't specific named weapons already in the game right now ?
  2. I've always like the principle in the old DayZ mod of the crashed helicopters, and I'd love to see Project Zomboid have some crashed aircrafts. After all, even if flights have been banned and a no fly zone installed, we do still get stalked by a helicopter during the game, and I doubt the military would stop reconnaissance or air resupply missions, and as the situation deteriorate attempt evacuations and even outright bombing runs. This suggestion is written like a wiki article as it is easier for me to formulate it that way. These are linked to various metagame events in my More Metagame Events suggestion. Crashed transport plane : The wreck of a large transport plane -possibly a C-130 Hercules although only an aeronautics afficionado could tell for sure given the state of the plane- can be found north of Muldraugh. The aircraft seemed to have attempted an emergency landing in the fields for unknown reasons, which failed catastrophically. The aircraft's wreck is spread over hundred of meters, having left a trail of debris and destruction in its crash. The crash has attracted a significant amount of zombies, and even long after the event, the infected still linger in the surrounding zone, making it a higher density zone than normal. The wreck contains several interesting loot, in particular several intact crates can be found in the debris, some containing food, and a handful containing medical supplies. Various bits of scraps and parts can also be salvaged near what remains of the engines, and there is an arms locker near the remains of the cockpit. Beware however that there is a small chance that military zombies will spawn near the cockpit. Landed Cessna : A cessna 402 twin engine transport plane is landed at the abandoned airfield south of valley station. Despite not having technically crashed, the airplane is inoperable, the reason which is evident by the abundance of corpses strewn around it. It seemed that a pilot and some associates violated the exclusion zone, and were subsequently overrun by the infected after landing. Given the state of the cessna's engines and front, it appears the plane plowed through several infected when landing, destroying its engines. Several melee weapons such as baseball bats and fireman axes can be recovered here, presumably the weapons packed by the plane's occupants and perhaps even survivors who attempted to reach the plane. Reconnaissance plane wreck : A crashed U-2 spy plane can be found south of riverside, in the woods between riverside and doe valley. It appeared to have been headed straight back from the secret military base near Rosewood, but crashed for unknown reason. The wreck itself has a small number of infected around it, but it has a significant chance to spawn a handful of military zombies, and the wreck of the plane is a good source of scraps and salvaged materials. Crashed news helicopter : Presumably the helicopter from the helicopter metagame event, the crashed news helicopter is located east of riverside, next to the river. It is haunted by a fair amount of infected pulled from the city by the commotion, and the wreck itself has a fair amount of batteries and electronics equipment, although it is otherwise unremarkable in terms of loot. Crashed military helicopter : A crashed helicopter, presumably a CH-47 chinook, can be found just north of the military homes embedded into the exclusion zone, having crashed into Louisville's suburbs. The wreck has a high chance of having military zombies spawn nearby, and several vehicles are stopped nearby, indicating that people either rushed the wreck to loot it, and never made it out, or attempted to aid or seek the protection of the soldiers there. The wreck has a few crates that can contain weapons and ammunition, but not much else. Crashed bomber : A crashed B-2 Spirit bomber (as far as anyone can tell from what's left of it) can be found south east of Louisville. The 'wreck' is truly more a collection of scrap metals and parts of a wing with an engine still attached, the plane having presumably crashed with its full bomb payload and subsequently detonated. The area has a few scraps, but is otherwise unremarkable except for the high zombie concentration due to the stupendous cacophony caused by the plane's payload detonating. Presumably the aircraft was slated to destroy Louisville's bridge, but it is impossible to tell.
  3. Hello ! I always loved the concept of the metagame events in project zomboid, and I'd dearly like to have some more implemented into the game. Here are some suggestions (as usual, they are worded like wiki articles as it is easier for me to formulate them that way). Some of these events are linked to my Falling Skies (Crashed Aircrafts) suggestion. Unique metagame events : Landing Cesna : During the early days (days 0-3), a cessna will fly in from the north and attempt to land at the abandoned airfield south of valley station, attracting nearby zombies. It is a relatively small and minor event, to avoid overwhelming the player from the get go, and could serve as a warning/prelude to the helicopter event. A few hours before it arrives, the same warning on the emergency broadcast that is given for the helicopter is sent. Transport plane crash : During the 4th day, a transport plane will fly to and crash north of Muldraugh, causing quite a ruckus and attracting many of the zombies in the surrounding areas. Jet interceptors : An hour after the helicopter event has ended, jet sounds can be heard from presumably a fighter aircraft. A few hours afterwards an explosion can be heard, presumably the news helicopter being shot down by the military. Exclusion zone overrun : During the 5th day, the exclusion zone's primary checkpoint is overrun during the morning, as the sounds of a riot lure in the infected, which causes a massive firefight, which can heard even from very far away, luring in even more zombies and causing the military to fall back. Military helicopter crash : An hour after the firefight of the exclusion zone overrun event has ended, a helicopter will make its way to the military homes, part of the exclusion zone border south of Louisville, and crash in the suburbs north of said homes shortly after taking off again (~3 hours after originally coming in). Bomber crash : On day 6, with a cataclysmic detonation that can be heard map wipe, a B-2 Spirit bomber crashes south east of Louisville with its entire payload, causing it to detonate and create a massive crater. Bridge destruction : On day 7, in the evening, the military opens fire with artillery and uses demolition charges to destroy key bridges, causing a distant rumble that can be heard from most of the map. Depending on where you are positioned, the sound will come from, and attract the zombies to, the nearest bridge. Spy plane crash : On day 30, in the middle of the night, a U-2 reconnaissance spy plane will crash south of riverside, in the woods between riverside and doe valley. Repeatable metagame events : All of those events are effectively alternatives to the current screams and gunshots metagame events. Explosion : A loud explosion, like that made by a heavy bomb, can be heard, with jet engine sounds heard briefly before and after the detonation, presumably a military bombing run. Grenade barrage : A series of small explosions, presumably grenades, can be heard, causing the zombies to migrate. Sirens : Before day 9, sirens can be heard in the distance, attracting the zombies. Sustained gunfire : Sound from a sustained gunfight, like a full on battle against the infected or even other humans. Can last for up to an hour before stopping abruptly.
  4. I've always wondered what you could find below the secret military base near Rosewood, and here are my suggestions for that ! Additionally I have added some suggestions pertaining to the military radio transmission and its mysterious coordinates, although I know the area it pertains to has not yet been added to the game. These suggestions are written kind of like a wiki article because I'm more confortable writing them that way. Locations : The lab : Situated under the Rosewood secret military base, the lab is a massive underground installation, presumably set up and operated by the US government. While its original purpose is unknown, it was clearly converted into researching the Knox infection. To enter the lab, one needs an Access Keycard, which is only dropped by zombie scientist, zombie commandos, or zombie agents, and use it on one of the secret base's elevators, either before power is cut out, or having repaired and refueled the base's generators. Be very careful about heading down before amenities are cut out, as you might get trapped underground in the lab if power is cut but you have not restored the generators ! The lab is separated into 3 distinct areas, each a different floor. The first floor, which you arrive in upon taking the elevator, is the administration area. It is filled with a variety of offices and regular zombies, with a small chance to spawn scientists, agent and military zombies. Notable places there are the locked guard post at the entrance, containing an arms locker and serving as a spawn location for agent and military zombies, as well as the director's office, which always has a X-12 canister on the desk, as well as a pistol and some ammo in the desk. The second floor is the research area, accessible through a different elevator and once again requiring an Access Keycard and working power to activate. This floor is filled with scientist and agent zombies, and contains a wide variety of labs, cells and pens. The labs usually have dissected bodies or still 'alive' zombies attached to examination tables, with various machinery strewn about them. The cells usually house a single zombie, either attached to the bed or roaming around. Those roaming are all scientist, agent or military zombies, implying that they were members of the staff presumed to be infected and kept in quarantine, and who turned after the facility was overrun. This floor has several locations of interest. The first one is a large research room, which can spawn a variety of medical supplies as well as canisters of X-12, and contains signs of a gunfight, with multiple bodies, including bodies of commandos, and can spawn zombie commandos. The next one is a fortified and locked medical storage area, whose shelves contain obscene amounts of medical supplies and can contain some canisters of X-12. The last one is the armory and checkpoint leading to the elevator to the third floor. Several arms lockers are contained there, as well as a handful of X-12 canisters. It is a spawn point for military zombies. Going down the utilitarian, almost industrial elevator leads to the third and final floor, the great pen. The upper level of that floor is a series of catwalk roamed by military and agent zombies, as well as several bodies of the same people. Below is a level packed with hundreds of zombies in a single massive horde, presumably the reservoir of test subjects for the facility. There are several cages and cranes on the catwalks indicating that the soldiers were tasked with grabbing infected, caging them and then getting them to the upper floors for research. It is possible to go down into the great pen via several ladders lining the walls, although it is not recommended to do so. It should be noted that in terms of respawn mechanics, zombies will crawl out of air vents throughout the facility, slowly repopulating it with zombies. This can be stopped by killing all zombies in the great pen. The extraction point : At the coordinates Lat 37.892809 Long -85.974709, Chaffee Avenue, Fort Knox, a group of dead and zombie commandos can be found, alongside a pile of regular bodies and a crashed black hawk helicopter. Near one of the bodies is a Biohazard Container, containing several canisters of X-12 and the Unknown Sample. New Items : X-12 Canister : The (it's not a real one, read on, I know it's a no red item for the devs) 'cure' the government developed to the zombie virus. In truth, X-12 is a highly experimental bio/chemical weapon. X-12 canisters are throwable weapons. When used, X-12 canisters release a relatively small cloud that lingers for an in game hour. Whenever a zombie passes through that cloud it will take massive damage and quickly die. However, the weapon is flawed, and any given zombie has a 20% chance to take no damage and only be knocked on the ground for the duration of the cloud, feigning death, and getting back up once the cloud has dispersed. Any players/survivors passing through the cloud will be killed in very short order unless they are wearing hazmat gear. Zombies wearing hazmat gear will be unaffected as well. X-12 can be used as a component in a variety of throwables, with varying effects. If used in an aerosol bomb for example, the cloud will be much wider to account for the explosive dispersion, but last half as long. If used in a fire bomb it will cause the fire to become 'affected' by X-12, making it deal gigantic amounts of damage to zombies, but 40% of them will not receive any extra damage outside of the usual damage caused by fire. If used in a smoke maker, the cloud will linger for four hours instead of one, at the cost of a 30% zombie immunity to it. The main utility of X-12 is that it allows for the elimination of large groups of zombies with minimal collateral damage. Of course, that is counterbalanced by the rarity of X-12, its dangerous spawn locations, and the immunity chance zombies have. Unknown Sample : [REDACTED] Commando Body Armor : Commando body armor can only be found on dead or zombified commandos. It covers the upper and lower torso, as well as both legs and arms, and gives : Insulation : 0.9 Wind resistance : 0.6 Bite defence : 50 Scratch defense : 75 Bullet Defense : 150 It cannot be repaired with tailoring. New Zombies : Zombie scientists : zombies scientists are normal zombies wearing a scientist labcoat or, more rarely, a hazmat suit. They have a low percentage chance to drop an Access Keycard, or some medical supplies when killed. They have a small chance to spawn in various medical facilities and near ambulances outside of the lab. Zombie agents : zombie agents seemed to have served some kind of special government agency in life. They wear a formal suit and tie, sometimes with sunglasses, and can carry pistols in their holsters. When killed they have a low percentage chance to drop an Access Keycard, or some ammo. They have a small chance to spawn at police stations and government facilities outside of the lab. Zombie commandos : zombie commandos appear to have been part of an elite force sent to retrieve something from the secret lab. All zombie commandos wear Commando Body Armor, making them impressively resilient to guns, albeit not so much for melee weapons. They also have a high chance to be carrying an Access Keycard, an M16 and an M9, with their respective ammo, plus some medical supplies. If runners are enabled, zombie commandos are always runners.
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