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Found 2 results

  1. Something I already posted in the pz suggestions, but also wanted to share. I'd love simple electrical systems in zomboid, in order to make traps and such. The basic idea is to be able place down electrical wiring and connect different components with each other to make a system that fullfills a need. Ideas for some components are buttons and switches, and placeable motion sensors/pressure plates (which give a electrical signal when activated, so any lamps hooked up to the circuit light up) This would allow a number of things like: Zombie trap systems (main reason I wrote this post). In combination with the addition of more devices, electrical wiring makes you able to design their own traps. The motion sensor, when hooked up to a lamp, allows a player to check for zombie activity without being in line of sight of the zombies. Another example is a lever activated noise generator system, which could be an effective way to clear an area you frequent. The ability to hook up a generator to multiple buildings, and devices that are out of it's normal range, like a lampost. Servos as a crafting item that can let certain things move, like gates, or even spears? This system is meant to spice up the mid to late gameplay, and should be locked behind a higher electrical skill to compensate for potential OP-ness. This would also make electrical a more interesting and desired skill and greatly expand the functionality of zombie traps. The degree of complexity is up to you. Do individual wires have to form a closed circuit for a contraption to work, or is just hooking a wire up enough? Do we need to care about voltage and ampere? Do wires have to be insulated to prevent shocks and be protected from rain? Can circuits randomly short? I don't know, but you guys probably do. I'm thinking of Ark in terms of placing down cables, and Prison Architect and Minecraft in terms of functionality. (kind of) The most important thing is that it allows for creativity! Like how they do it in Minecraft. It would be another specialization a player could get into without punishing those who prefer not to use it. I think it would fit in nicely with the more complex crafting specializations from Build 42. Feel free to adapt this idea to however you please, I wrote this for the devs to see but I'd love to see what you guys can do with it. I couldn't find anything on the workshop that does this and I think it's a creative idea that adds a lot to the game while being pretty simple. I hope gives you inspiration for a mod.
  2. While it would likely be game-breaking to have an invulnerable vehicle you could rampage with, there is absolutely a sensible path to up-armoring a car. I used to play the tabletop game Car Wars which dealt, in less detail actually, with vehicular combat, but a significant portion of that is adding armor (and weapons) to a vehicle. Given how the current vehicle UI is so detailed, with all of its parts-- except it appears that quarter-panels don't exist, nor do bumpers or a front grill-- it would be logical to add new vehicle slots for welded attachments. The slots could be used for armor of various types (even cloth would prevent your being seen inside a car, while limiting your view, of course). The trade-off (just as it is in Car Wars) would be weight-- good armor is quite heavy and would affect every aspect of vehicle handling. As for weapons, it's also not that out of the question to either mount certain kinds of weapons (e.g., a flamethrower) to a vehicle, or to provide for the ability of the character to fire their handheld weapons both from stationary and moving vehicles in any direction, if the vehicle configuration allows (e.g., I remove all the glass and replace it with metal that has firing slots in it). I'm not so hot on the mounted weapons thing, but it seems logical that someone would/could do that in the "real-world" situation. The armoring is much more sensible, particularly on the front of the vehicle. You all have done such a great job with the vehicles-- I'd love to see that extended further.
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