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Rad5002

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  1. Sounds pretty cool, I'd support this.
  2. I think with a little tweaking to it, it could have potential. Though it sounds like it might an extra lot more work for the devs. Much like a toolbox would be smaller than a garbage bag but dedicated spaces to the items stored inside.
  3. I'm not sure how easy it'd be to code, nor if it'd impact saves with the reloading difficulty changes. I'd love it. That would also be awesome! I'm guessing for safety regulations they probably won't be inside the clip in houses but I'm not sure on the firearms safety regulations of the state it's based in so yaknow. My main reasons for the magazines is that I can really only shoot 16 shots before needing to head somewhere safe to fully reload etc, so I started stocking up on magazines and having them all reloaded. I'm not sure if it automatically reloads the magazine with the most ammo in it or not though. That'd be pretty cool.
  4. I'd like this. Even for RP purposes and such I'd think it'd be a cool idea.
  5. That sounds pretty good. What would it be under? It's own skill tree, or under strength/sneak etc?
  6. So, I was scouring the common ideas that are either N,V, or M and I couldn't see this on there, nor the first 5 pages on the suggestions. So I thought I'd post it here. What about pistol magazines as loot drops? I love to play the game with the reloading on hardcore. But I find it kind of annoying that the only way I can get more pistol magazines are by ejecting other pistol magazines. I know it's not a very big thing because it's limited to pistols, and only on normal/hardcore only but eh. I can see why it'd be kinda hard too as if they were available on "easy" reloading difficulty then that might cause some confusion. But for now, ideas?
  7. I would like this as well, as having dual kitchen knives and wanting the put the near broken one in my bag but failing is pretty annoying at times. But also because naming weapons would be pretty fun!
  8. Rad5002

    Firearms

    So I was thinking for some time how the weapons could be made slightly more effective with more of a downside. Such as a few more weapons to the game, or allowing certain levels of accuracy to change the effect on zombies. Such as crit. hits on the head, making zombies going into crawlers, that sort of stuff. So what I would out up for discussion would be slight more additions to the firearms. Only a few, and nothing overpowered. I'd suggest the addition of an Sub-machine gun (Semi-automatic only) It'd be an improvement over the pistol in most ways, and use the exact same 9mm ammo. For instance, range could be increased, the magazine could be increased to 30 although the accuracy would be exactly the same. However, there would be a few downsides to this. It would be louder than the pistol, causing more zombies to hear it. Level 2/3 accuracy (Or reload) would be needed. I assume a sub-machine gun would be harder to aim than a pistol and so without the correct accuracy/reload level then the player would just not be able to use it 'stating something along the lines of I don't trust myself with this' or something. Also, it could not be equipped with a silencer. Which brings me to my next point. Silencers. Silencers could be extremely rare, accuracy level one and to of read a book on equipping silencers. This would mean that people who use handguns (As it'd be for handguns only) could use it to be more silent. It'd be as loud as a melee weapon then, or a little louder. The downside could be that accuracy is reduced, and the handgun's 'life' is reduced from 1/60 to 1/20 or 1/15. Lastly, what about skill books for guns, only causing a slight xp boost. Sorry about the rant about guns, I really enjoy using the guns in PZ, and I find having the sandbox settings of Zombies - Insane, high health and extremely strong with loot abundant to be quite fun!
  9. Expanding of fast reader perk, what about an occupation or starting trait specific to a class that let you read faster, and get double the normal co modifier (or similar items). It wouldn't be too useful for the experienced players as they could already get used to the game and play other more useful classes while new or inexperienced players can use the class to get a step ahead and help with the sort of late game stuff?
  10. Ah with the boxer, it was more about pushing large zombie groups that caving the skull in. But thanks!
  11. I like the juices idea a lot. I think I use +1
  12. Hey, so I saw a number of other suggestions and future implemented additions the to game, and I thought about a few more potential traits and occupations to the game. Sadly, I have never made it late game. I do sandbox with insane amount if zombies and no infection trying to survive as long as I can. Thus a lot of these are probably for earlier than later in game. Anyway, onto the occupations Sales pitcher. "Used to trying to sell to customers, they learnt first-hand experience about convincing others about a certain thing" - Affects NPC, possibly making them trust easier (Unsure how NPCs will be implemented, nor the affect of brooding traits on it etc) Electrician "Building a career in electrician appliances, they know a thing or two about how to wire things together and the necessary safety hazards" -Less chance of electrocution. -Finds more wires/electrical crafting appliances. (I saw the possible suggestions of welding, and electricians) Teacher/professor "Used to writing out information in note form for others to use and learn from, they can write down their knowledge for others to learn. Of course, not form is not all..." -Can use pen+empty notepad to write a notepad about revelant known skills for others to get a small multipler from (Thinking if a master, can write up to expert level in that skill. Also, it only gives makes it 1.5x xp bonus, rather than the 3, useful for multiplayer or NPCs if they can learn skills) Boxer "Practising in the gym made them stronger, faster and deadlier with their fists and upper body strength" -Unarmed combat is faster -Deals more(?) unarmed damage. Nurse "Used to attending injuries, they gained knowledge about medical needs for the injured" -Can apply bandages better -Makes 'medical bandages' rather than 'rag bandages' Doctor "All that medical knowledge and university courses meant that they had a good career helping others" -Can make mixtures (Berries, water, other items?) that slow down health drop rate (Keeping those NPCs alive when sick) - Can aid in injuries healing faster. - Can diagnose if someone is infected. Vet "Working with animals meant that they knew how to care for them and treat them. Now, it can mean acting how to appear friendly to nearby critters" -Allows walking up to animals, rather than them being frightened away. Chef/cook "Making food people enjoy. That was their way of life. Getting it just right, and above what others can do" -Permeant 1.75x xp modifier for cooking -Harder to burn food -Cooked food has higher positive mood lets. Scavenger "Living life with just collecting what they could. Unable to carry the heavier items much with them, they stored the smaller items more" - Objects 1 lb or less have their weight halved. Sorry about the huge spam. To be honest, I had a few ideas from the zombie survival guide, world war Z (book) and resident evil outbreak characters. I didn't want to put them separately, so I thought I'd create this to put them together.
  13. Rad5002

    Nailgun

    Thank you for enlightening me, and being pretty calm about it. Lot of respect for you guys I checked the suggestions and the top 3 pages before suggesting, guess I shoulda done more to stop spam. Ah shucks, thanks for the welcome
  14. Rad5002

    Nailgun

    Just a random thought, what about a Nail gun. I'm not too sure on the coding, so I don't know about separate ammunition etc, as I think it's either electronic or gas-powered. But, of course nails are highly needed (I've seen from other stories and suggestions and guides). It could be something like this: Nailgun. 30 nails at once. Requires a new battery every 90 nails (Unsure if can be implemented). Very weak. Not very accurate at longer ranges. Quieter, but still a small sound. I have a few ideas about it, but I'd rather see if this idea is okay or a flunk before posting anymore just in case.
  15. With the toilet flushing what about instead of hygine reasons, rather to get lower moodles, such as sick. Nothing drastic, just lowering it slightly (Throwing up) or maybe seeing if you're zombified when sick by seeing the sick a different colour (If this contradicts the 'not knowing how/what it is, then ignore). So essentially it drops a moodle slightly for a small sound to alert nearby lurking zeds.
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