Jump to content

Search the Community

Showing results for tags 'mechanics'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 22 results

  1. I'm in a situation where I have two chevy D6's ones engine is 84% but has a good body and ones is 100% but has a bad body, what I propose is a level 5+ mechanic ability to swap engines, of course you have to have a engine hoist which could operate like the green trash bin you could move. You need to drag it lets say like 1 tile or closer to the front or engine bay of the car, if you have a mechanics level of lets say 4-5+ you can choose to "extract" the engine where you could take it out of the car (It sets the engine to 0% and makes it unrepairable in the mechanics window) and set it down on like a pallet or something (This could just act as a tile) or you could drag it to a car without a engine (Of the same make or model, or engine type, and perform a engine "Insertion" which requires the same level as a extraction but sets the cars engine to the engines condition and makes it repairable again. Of course you can only insert a engine if the previous engine is removed. With removed engines on a tile or hoist maybe it could increase repair times? Or maybe you could break down the engine to earn more mechanic XP and/or metalworking XP. IDK, this is just a thought ig. goodbye
  2. Vehicle mechanics in PZ is absolutely outstanding, and in my opinion, one of the most fun aspects of the whole game. I've observed a certain detail about it and came up with this suggestion. Removing "Engine Quality" and adding a car part named "Starter Motor" Like in real life, the starter motor would be a car part located underneath the hood. With a proper level of mechanics skill and the correct tools, it could be replaced or fixed, and it should obey the car categories (Standard/Heavy-duty/Sports). Engine quality would no longer exist, and chances of successfully starting the car's engine would be determined by two factors: the starter motor health and the remaining charge of the car battery. This would provide a more immersive experience in car mechanics, without making it excessively realistic and fun-spoiling. I always enjoyed the way emergency vehicles often have higher chances of reliably starting the engine, as I assume these vehicles are regularly maintained in real life, but on the other hand, I see no reason why civilian vehicles cannot have engine qualities higher than a 60. If a player is s mechanic, it should be fun and rewarding to have the possibility to excel at maintaining your civilian vehicle, making it as reliable as any police cruiser. Please tell me any thoughts about my suggestion!
  3. Hello devs! I not sure that someone suggest the same that I want to suggest to you, you already have 302 pages of suggestions and I think that it is... not so good )) I played pretty much in zomboid and every time I get in the problem with "For what I'm playing?". I like mechanics, I like the atmosphere, but after 300 hours I not feel that I want to return to the game, because I not feel that I need to do something I see no any goal to get Current goal of the game is to NOT PLAY into the game (Just enter the game, die, this is your goal, better just not to play, right?) And I want to suggest the reasons to play that I think can make the players as I'm want to play this game much longer, to spent another 100+ hours in zomboid, in the game that we all likes So, first things first, I write here goal that can be implemented in game and below the description of this goal I written about your "good suggestion" checklist The main goal - vaccine and the path to find the solution to stop zombie apocalypse From start we will not even know that it is ever possible, but further we investigate the Knox the more we will find. Finally we will find that some researchers already trying to solve this problem, military base or military camp can have notes about this, or just get information in police departments After that we will enable relay towers (one, few or all) and at the place where relay is, or if we come to some scientic lab or scientic camp, we will take conversation with scientists or so, and said that we will be ready to help them with investigation of zombie virus You goes to the world of zombies and trying to find some samples of zombie virus from specific zombies (or just from simple zombies but lots in numbers) across the world or do some field scientic job in specific zones to help the scientists develop the vaccine And finally you find the solution how to save the world of this zombie virus, the ones that already becames the zombie will left as they are, but new ones will be fully immune to the virus, so world will be safe because of our heroic deeds Mechanics that can be added for this suggested main goal: Zombie will have evolution during the time (just spawn new much stronger by deleting two or so) this will increase interest of the late game, also zombies in the points of interest will be much stronger than original ones, of course I can suggest zombies like brutes, bombers, runners or so, playing will be much interesting with the mutated ones (Later I will say to you about your love to "Romero" zombies in list of "good suggestions") Make virus less lethal, you can delay the time of your zombification, not for always, but with using of some antibiotics you can increase the time of zombification for few days, and maybe if you at the stage 4 (when you working with scientists) you can delay for the whole time that you inject the special scientic medicine (if you have no more left then, uhhh... poor you player :D) Maybe need to add new buildings like scientic base, additional relays (I know that game already have relays, maybe they will fits) and maybe need to add some scientic cars Add events when you get in special locations, or do specific actions at (for example spawn an horde of zombies near to relay station when you activates it) Yea, the all mechanics that I suggest is just - add few buildings (scientic lab, you already added louisville, it not hard for you ), few new types of cars, zombie evolving to few new ones (models, mechanics and animations), medicine to delay zombiefication and bunch of dialogues, and this is really not so much (I'm gamedev, I know) but it will add new breath to the game! Also I can suggest the animals zombies for more horrific atmosphere, animals zombies like dogs, bears, horses, deers and mooses (if you fear of greenpeace or etc. then why you even added ability to chop people in the face by axe, why? xD) The main reason that can stop you from add this is yours "Spirit of PZ" (Especially I can't feel your feeling of "Spirit of PZ", I'm just a player, not developer of PZ) and Romero/Brooks zombies, hope that this really will not be a reason to not implement this mechanics So lets speak a little about your "good suggestion" section Is it somewhat realistic? Yes, pretty realistic, if we count ZOMBIES is realistic then this is realistic too )) Does it fit with the spirit of PZ? I not know what you feel like spirit of PZ - if it is to NOT PLAY INTO PZ then no, it will not fits Would it make the game too easy? I think it can make game even harder, because currently game is pretty easy for me, I can even survive in world filled with runners, lol Would it require rewriting the entire game (like changing the camera view, for instance) No, absolutely not, only hard this that can be is to make new enemies types, that's all Would it add enough to the gameplay that it would be worth taking the time to add? Yes, as I said with that I can play another +100 hours in your game, in game that I love Would it be found in Muldraugh, Kentucky common enough to be added? Hummm I think more yes than no? It not so about my suggestion so I think it can be skipped For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)? If you add the mutants - I think not, it will not fits, but as I said - Zombies is already something unrealistic, dead corpses can't walk, and they decays to bones just for few weeks, so don't be so boring and add mutated ones! (And animals zombies, just imagine to walk around forest and meet zombificated moose, uhhh, goosebumps!) They will make late game more interesting!
  4. It might be interesting to rework how weapons are classified. Currently the classifications feel a little inconsistent, and lead to some dominant strategies For example, Short Blunt and Long Blunt are different categories, but 1 handed and 2 handed axes both use the Axe stat, making axes, a category that is already strong, even stronger. And realistically, theres only so many ways you can swing an object, no matter what it is, so that experience should transfer between types of weapon in some way. So what I propose are the following categories: Short - Applies to all 1 handed weapons Long - Applies to all 2 handed weapons Cut - Applies to blades, like cleavers and swords Chop - Applies to axes Piercing - Applies to stabbing weapons, like knives and spears Blunt - Applies to all blunt objects In this paradigm, every weapon falls into 2 categories, one based on it's length and one based on it's method of dealing damage. The bonus currently applied to damage based on experience level could be halved, but applied twice, once for each category. This way, experience transfers between weapon types on some level, like if you are a crowbar main, but have to switch to a fireman's axe mid-mission, the experience accumulated in Long will give you at least some boost in damage with the axe and you aren't left basically starting from scratch. Same if you have to switch from a crowbar to a nightstick, as the experience in Blunt would carry over in that case. It would be a relatively small change, and wouldn't even increase the current number of categories in the game, but would increase depth and nuance in the current system dramatically, and would more accurately classify the weaponry in the game.
  5. Zomboid lacks realistic ways to deal with heat in the summer. Winter is a serious event, if you don't manage to get some form of heating you will freeze; This makes sense in a realistic survival game. Summers, however, are easy by comparison, as long as your house has power you're good, most houses don't get too hot inside anyways. I think however the inclusion of cooling systems is a much-needed addition to the game if we want to realistically depict surviving in a zombie apocalypse. Heat-Stroke is a serious thing and is a big part of managing one's survival in the summer, especially if there are zombies about. Entering an apartment building and climbing 8 floors during a heatwave when the power is off, would be absolutely brutal for example, many people would struggle and would need to plan for that. Imagine just how hot and humid these rooms would be when it's 30 °C (86 °F) and there's no power. I also think this feature is important because it affects map design, and the longer we wait on implementing realistic interior heating/cooling, the more work mappers will need to do when it is to be implemented down the line. I've attempted to find the code that deals with interior temperatures but it seems to be hard-coded into the game, so this is something that can't be easily modded in; Thus I must appeal to the Indie-Stone gods. Here's why I think cooling is a huge missing piece of zomboid's mechanics. Historical Precedent Before the widespread adoption of air-conditioners in the early 1900s, finding cooling was a huge part of daily life in the summer. Many buildings often got too hot for staying in long term and had to be designed to allow a considerable draft or have other ways of passive cooling. Because summers could get quite hot, people would spend particularly hot or humid days outdoors, at pools, in shaded parks, and at beaches. They would have to dress lightly for the season, and plan activities accordingly if the weather was too difficult. Electric fans helped some buildings keep a moderate draft, helping interior temperatures some, but it wasn't until AC that our behaviors towards indoor spaces changed completely. Now people could stay indoors all summer without worrying about overwhelming heat or humidity, and they didn't have to dress as lightly. Proposal Zomboid needs a realistic interior temperature system, no more magic interior temperatures (although a sandbox option should be there). and with it should allow for the addition of ways to deal with heat. Basic ways I think it could be done is by adding items such as: Fans Standing Desk Ceiling Air Conditioners Window Centralized (Outdoor unit) DIY Evaporative Coolers (Swamp Coolers) Some of these systems rely on lower humidity and so high humidity can be a dangerous phenomenon. Fans and especially evaporative coolers are less effective the more humid it is. Air Conditioners remove humidity from the air as well as cool it, however, they are a bit loud and require electricity. Also maybe outdoor temperatures could use areas (such as forest, deepforest, etc) to determine local temperature, making areas with lots of trees, or areas near water, cooler than urban areas or open fields. I hope this gets attention because dealing with heat in the summer is a big element of a realistic survival game that we are just lacking at the moment. Any thoughts?
  6. As someone who once studied for a bachelor in college towards a field based around electrical and mechanical and another time for construction engineering (even though I dropped out on both), I'm kind of surprised at how little the fields of electrical and mechanical seem to be used for crafting and building currently and how construction besides with wood doesn't even currently exist. I genuinely believe that an "engineering overhaul" could seriously greatly benefit the game a LOT. 1- Research and Development The number 1 thing for this suggestion, that can open a HUGE number of possibilities for the future is this. Whenever you have enough skill level at the needed area, any object of the game should be "researchable". When disassembling an object, there should be a % probability of you learning how to make that object that also grows based on your skill level. For example: When disassembling a door, there should be a certain percentage probability for you to learn how to make that door design that grows to 100% when at carpentry level 10. Some door designs would need extra materials &/or tools, like "glass" or "paint" and "paintbrush" in order to build. 2- More than just cars The field of "Mechanics" in the game seems to currently be related exclusively to cars, but in all honesty, mechanics encompasses a lot more than just automotive vehicles, even though they are a HUGE part of it. For example, the "generator" is an entity that belongs equally to the electrical field as it does to the mechanical field. It is a mechanical engine that produces electrical power. I've always wondered, for example, why I can disassemble a digital watch to get "Electrical" xp but I can't disassemble a mechanical watch to get "Mechanics" xp. There are many things you should be able to build using both for your base. As such, instead of "Carpentry", by right-clicking and opening the menu, it should simply be written "Build". Image example: The #1 "R&D" wouldn't be limited to carpentry, but to anything. For example, at Electrical & Mechanical level 10 (because I genuinely believe it takes expertise in both areas) you should have 100% chance to learn how build your own and with as many objects that exist in the world, this would open a lot of possibilities even with interacting with the pre-existing world. For the "Construction" section, new possibilities of materials would be needed and also one new skills... "Construction" skill. This new skill would gain xp by its own VHS or by building walls(with carpentry) or tearing down walls. The "Carpentry" skill would still handle everything it does related to wood, but this new menu organization would open the way to adding metal gates and metal doors that would use the "Metalworking" skill in the same menu besides other things that might use other skills, like adding "flags" to: Build > Construction > Misc > Flags || That would require dyes and tailoring skill. Materials like "Bricks" and "Concrete" would be possible to make thick and strong walls that zombies can't break by simply hitting them. "Brick wall" would require "bricks"[new], "concrete bucket" and a "trowel" while a "Concrete wall" would need "concrete", "metal bars", wires and a Propane torch. There would need to be a new "glass" material, that could be acquired by disassembling windows or made with its own process. Or metal bars, for "metal bar windows"/"cell window". Also, windows would be either in the "Misc" section of the "Construction" menu, be fused with Door for "Doors & Windows" or have a section of its own and put "Doors & Gates" together. Windows would need to be placed on a wall with a "Window Frame", similar to how doors can only be placed on a wall or fence with a "Door Frame". Wall and Fence could also be fused into a single "Walls & Fences" category. This also opens the possibility for remote controlled or motion sensor gates and doors by crafting small motors and remote controllers or motion sensors and installing them on gates and doors that you built, be them of any type or material, as long as powered with electricity. Things like a sofa, armchair or benches and stools with pillows in the "Furniture" category would require "tailoring" skill levels to craft and provide tailoring XP when disassembled. In "Generators", the fuel mechanical generator that currently we can only find would need several engine parts, metal pipes, Electronics Scrap and both Mechanics and Electrical skill levels. But also, there would be the possibility of wind generators and solar panels (which the modern solar panel exists since around 1950, so is within the timeline)l, each with their own required materials and challenges for maintenance and limitations for energy production. In "Distribution" would be things like: "Utility poles": Would work to extend the power radius of any generator that it is range of. Since the current "Fuel-powered Mechanical Generator" has a 20 tiles 5 floor cylinder radius, as long as this would be within that range, it would extend that power distribution 20 more tiles and also 5 floors, 2 above, 2 below. Limited in distance from the source of electrical power. "Fuse box": Exactly the same as the "Utility poles", but small and intended to be built on walls inside a base, can be useful for bases with many floors, sending the power up the floors or to power multiple houses in a base for players and NPCs alike that are farther from the generator. "Power Substation": Same as above, but distributes the power over a wider area (50 tiles and 11 floors, 5 above, 5 below) and resets the "distance from the source" for the utility poles and fuse boxes. "Battery": Stores power for when the power providers stops working, then it takes over as a new power provider until its charge reaches 0. In "Lighting", would be things like the currently existing Flashlight on a pillar, but also a new more definitive "Light post", that would need a propane torch, metal pipes, wire and Electronics Scrap and a wire cutting tool, but also lamps any other light provider that you can find in the game, such as ceiling lights. These could also have the option of adding "Motion sensors" to them so that they only work when there is a player, NPC or zombie nearby. "Light switch", which would need a way to choose which light sources it is connected to. In "Surveilance", there could be "camera" and those "surveilance stations" that you can find with wall screens inside police stations and a few other areas of the game. By pressing E on them, you would change from character view to the view of the camera, allowing you to see outside your base without needing to go out. Each time you press E it would change camera to another camera within the same electrical grid and pressing any WASD key you would cancel and get back to controlling your character. Also, this would open the possibility of seeing through the security stations already existing in the game which we can only disassemble for now and create a new danger of being attacked by a zombie while paying attention to the cameras. In "Communication" would be the radios and telephones that could become useful with the NPCs update, for talking with NPCs from other bases. In "Industrial" would be any sort of production machines, such as a machine to make nails out of metal plates and/or wires, to make "electronics scraps" and other possibilities, like a machine to make ammunition out of "Lead"[new] and "gunpowder" (which could also have its own crafting recipe, tbh). In "Appliances" would be anything related to home appliances, like fridges, TVs, microwaves and so on. most would require only electrical skill levels, but things like washing machine would require also mechanics skill level and provide both electrical and mechanics XP when disassembling. In "Misc" would be anything that doesn't fit any of these categories, such as alarms(can be used for traps if made to be battery powered and added a timer or used against "raider" enemy NPCs, sending a horde on them), sprinklers (very useful for farming), sewing machine (I'll make a suggestion specific about it and its usefulness soon), wall clocks, fliperama machines and anything else that might fit this category. 3- Very useful professions. As both of its fields of work become more useful, the "Engineer" profession should grow in cost, but also provide more skill points. Instead +1 Electrical and +1 Carpentry, I would suggest that the "Engineer" profession should give: +2 Electrical, +1 Construction, +1 Mechanic, +1 Metalworking & +1 Carpentry || Cost 6 "Can make traps, explosives and operate generators." Similarly, the "Construction Worker" would also have to change. Instead of +1 Carpentry & +3 Short Blunt, it would give: +2 Short Blunt, +2 Construction, +1 Electrical, +1 Carpentry, +1 Strength || Cost 4 "Can build brick walls and knows how to assemble some furniture." These would raise the value of the skills "mechanics" and "electrical", create a very valuable "construction" skill, create huge possibilities for base building and also increase the amount of possible interactions with objects that already exist in the game while exploring.
  7. By customizing cars I don't mean adding spikes to the front of them or things like that but rather something like this, say I have a red pickup truck and I find a white one... I would love it if I could take off the hood of the white one and replace the hood of my red one so I would have a red pickup with a white hood.
  8. There are many things in the world that can be used to improve interaction since the last patch but which have not been given the correct use, things like air conditioning, for example, that just one more sprite in homes that could be very useful on hot days or heating on cold days, it could also be very useful that the clotheslines can be used, and another thing that would be great would be an automatic irrigation system through hoses. In order to automate the farming system a bit in the late game, things like this would greatly improve some issues in the game and make the use of certain items in the world more interactive.
  9. Good day survivors! I was curious what others thought about having an option to uninstall vehicle parts directly to the ground. Vehicle parts, like furniture, are often heavy and even a single tire can have your character struggling with the weight. Furniture that is too heavy can be picked up and then it immediately falls to the ground (as the item) if it is too heavy for your inventory. And even just a minute of stripping a car for parts can have your inventory looking like this: I will concede I don't know the best way to deal with car parts you do want to go straight to your inventory, like taking a tire from one car to immediately put on to another, but that's why I've just considered this as something toggleable in the Accessibility tab. The scenario I'm in is me constantly bouncing back and forth between dropping heavy items and uninstalling parts, but I still usually end up in a lot of pain from the all the constantly adding heavy items to my inventory.
  10. I did a search and I was surprised to see that nobody had suggested GPS and that it wasn't in the frequently-requested things. I'm particularly inspired as my current character is lost AF. I had a look-see, and GPS existed, although it was grossly inaccurate, the receivers were very finicky and heavy, and it was only common with military. GPS then was likely just rough-coordinates on a screen. With one equipped, it might have display similar to the watch, but show coords. Then, using the map (planned), it would show you (roughly) where you are. Keeping true to the real-world function, accuracy is worse around tall buildings, and non-existent inside of buildings. The receivers would be rare loot, of course, and have a few different models of varying weight and quality. If you wanted to be strictly historical, they'd probably only be found with the military. But use in agriculture might have already started (for real), and if you wanted to pull it a bit, you're only talking about a few years difference.
  11. Hi guys, What do you think of a Mod which would allow modifications of cars like adding extra armour, putting metal sheets over windows, making bumpers, spikes or attaching guns ? Basically customising cars ! This would make the mechanics skill more attractive to have (leveling it up doesn't give much as of now) Additionally i thought the it would be a good idea to make the fuel consumption and speed dependent of overall weight of the vehicle. This would balance over armoured and armed cars ;) Do you know if such mod exist already? would someone be interested in making it?
  12. thx google traductor (hablo español :D, que pasa amigoooooo) Sometimes you walk quietly, you turn around a corner and quickly you realize that a horde was having a picnic until you arrived, there is no time to apologize when they are already chasing you, then you decide to enter a house that fortunately has 2 doors open in a straight line and also next to the first door there is a closet, you are lucky! It's not bolted to the floor, and like in a typical zombie movie you take it and stamp it down, you've just locked the door, and that's how thanks to that piece of furniture you can breathe ... for now. The 1rst idea is simple, lock doors using furniture, this taking into account the height of the furniture and the weight, if it has a low or high center of gravity (if you push it from above it will swing and fall? or has its mass close to the ground and that can't happen) you like to freeze EVERYTHING?, but the bottom of your fridge is empty, I tell you once and for all it's going to fall and push you (do you have a refrigerator and also a window/door that doesn't have a barricade? use it! block that window / door using the refrigerator or a closet) The second idea may make things simpler but I don't know, I'll tell you anyway. The 2nd idea is to be able to throw moderately small objects against the zombies, you are tired, you have been running for a long time and you can not anymore, you are cornered, without weapons, almost in your last breath, what could you do? ... then you remember that you have a can of Dog food (add dogs plz) you throw it at the feet of the zombie and in a stroke of luck he slips with the can and you escape from there. That's it, I don't know how balanced doing this is, but it could make throwing objects consume more stamina, and you get tired of throwing things fast, and the thing you throw is almost certainly going to break. I don't know, but for your attention, thanks
  13. If you find a car with a very low engine quality < 15% and repair it to 100% using engine parts, you will not be able to start the car. This also assumes you have gas and a good battery in the car. The Java code appears to be using the vehicle.engineQuality attribute to determine engine state but any repairs you do only effect the engine part quality, a separate attribute on the engine part. I would expect vehicle.engineQuality to update as repairs are done or the Java code to use the engine part quality.
  14. As I was patiently spamming "Remove Grass" from a large field, I thought, wouldn't a lot of these nice homes have lawnmowers to do this job? Maybe just a cheap push job (that is tiring to use but makes little noise) or a gas-driven model (that makes a ton of noise). Maybe a big house might have one of those fancy ride-on mowers, which might be a bit quieter than the push model - but I'd need to know a lot about mechanics to keep it going. While I'm thinking about the grass, I'm wondering if putting up barbed fences will slow down the zombies [still not implemented??]. If I had a spare mower and a decent level of skill in making traps and wiring stuff up, I could use the blades to create a zombie trap - with a motor, maybe even a nasty spinning blades job I could install in my base in that bottleneck... Now if I was a real expert, maybe we could get all Mad Max on this town and stick some spinning blades on my truck's front bumper... EDIT: oh yeah, the ride-on mowers are rare, but the best bit is, you can't lift them into the back of your truck... you have to drive them home
  15. So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings. All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30) Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details: TL;DR By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything. More game mechanics: Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  16. So in this thread I don't want to discuss the inevitability that cars are coming to PZ. We know cars are coming and you can test them right now. This thread isn't for that. This thread is for people to discuss the future use, mechanics and ideas surrounding cars. As the discussion evolves I'll be adding things to this list. Cars and the like have an incredibly high value in this game, especially with customization and fleshing out the fun parts of using vehicles. They should be balanced, but also they shouldn't end up like guns. Remember that cars are meant for transportation, and that if they don't fulfill that purpose because they are too risky to use, then people won't use them. Categories include (subject to change) Types of Vehicles Car Modifications Maintenance of Cars When the Gas Runs Out / Usage of Wrecked Cars Please note that "Mods" in this topic revolve around modifications to the cars, not installed or Workshop mods that change PZ. TYPES OF VEHICLES More than cars and vans, there should be other vehicles that we can choose from as well. Motorcycles Dirtbikes Bicycles ATVs (4x4) Snowmobiles (Winter) Massive trucks (10+ Wheeler) Pickup Trucks Moving Vans RVs / Campers Buses Car type allows for easier sleep depending on the car. Cars provide less sleep quality than RVs Can't sleep in ATVs Sleep in Buses Different performance based on the ground type Cars and motorcycles perform better than other vehicles on pavement "Capacity" vehicles like Moving Vans and Trucks only perform okay on pavement, and terrible offroad. Their strength is massive storage space. Offroad vehicles such as Dirtbikes and ATVs perform well... off road. They are great for country-based bases. They perform well on road too but not as well as cars. Snowmobiles for the winter. They perform extremely well on snow, terrible on everything else. Buses extremely slow CAR MODIFICATIONS Depending on how high your skills are, there should be ways to modify your car. Reinforcing the dash, bumpers etc with steel/iron in order to take more damage Mods influence weight of the vehicle Lowering weight such as removing the back seats of cars and vans increase storage capacity and increase fuel efficiency, but are countered by only allowing one or two people in the vehicle. Increasing the weight by adding grills, reinforcements, loading the vehicle up with supplies, and having multiple people inside should decrease fuel efficiency, making it more costly to bring that tricked out Mad Max vehicle across the map. Cosmetic ways to modify your car with paint would be a nice touch, and could make people recreate their favorite pop-culture cars without Indie Stone getting hit with copyright. MAINTENANCE OF CARS I suggest that the "Metalworking" skill should be changed /renamed to "Mechanic", "Engineer" or something similar. Metalworking is underused at the moment apart from making metal walls and such, or reinforcing windows. Cars in 1993 don't have the vast array of electronics that modern cars do. If someone can do mechanical work on a car, they can figure out how to weld sheet metal. This will make the "Engineering" skill as robust as the carpentry skill, which is well-developed into the "house building" skill that it is. This enhances normal gameplay since we aren't getting a new category, the skill tress will become more complex and will encourage players to decide what they should spend their time on with better rewards. Like the "Farming" skill, those who are well trained can start identifying parts of the car that are damaged or need replacing. Having more information allows for better repairs, and more effective repairs that last longer or replace more condition. Car parts should have condition, and much like Fallout weapons being jammed at a certain condition, car parts should backfire, fail or make more noise depending on the condition of the parts. Modifications are locked behind skills Easier mods such as taking out a seat could be skills for level 1-2 Harder mods such as attaching spiked bumpers (that reduce zombie collision damage) should be regulated to 6-10 Higher skills also allow for better extraction of parts from ruined or spare vehicles. Much like Metalworking and Carpentry allows for more parts to be harvested from objects the higher you skill is. La Cucaracha horn, the most powerful of horns WHEN THE GAS RUNS OUT / USE OF WRECKED CARS Cars should be able to be pushed if they have functioning tires. Pop into neutral and move from driver side. Cars should be able to be stripped for parts Car parts such as tires, engines, brakepads etc can be taken out and installed on other cars of the same category. Cars can be "broken down" and stripped for metal sheets, pipes, and basic electronics (radio). Based on skill. Car batteries can be used for small lights much like the flashlight on a pole, but last much longer. Unlockable levelled skill. Car tires should be able to be taken off. Unless reattached, they cannot be driven of course They become much harder to not only push, but to tip over as well This can provide "walls" in which wrecked cars block zombies Possibly have it so zombies are stopped and have to crawl over the car, or able to stand on top of them Larger cars such as 12 Wheeler Trucks or Ambulances with wheels removed cannot be climbed over or moved due to the weight unless there is a massive horde behind it. This makes Bicycles more useful for after the gas runs out. Junkyards have to be added to the map. Allows for spawning of "car circles" where you can find survivor camps in the fields with broken cars surrounding them. This encourages exploration outside of cities. Possible biofuel with high farming.
  17. Bonjour all, I have put this thread up in the past but seeing all the new animation stuff going on I thought it was worth putting up again! Hope you'll agree this feature would add immense feel to the game!
  18. One of the more interesting things a gymnast ever taught me is how to properly jump, and properly land. It's a pretty deep topic, a lot of physics, and the like. But the bare bones of it is that with good training, and a moment's preparation before a jump, one can fall quite a fair distance with minimal risk of injury in the process if they know -how-. [Or get lucky.] A lot of it has to do with how you land, stiff joints, poor balance, or the inability to properly roll out the impact can really ruin your day, even from a short fall. If you tense, panic, or just plain have no say over what part of you is touching the ground first, you're going to be worse for the wear. But a gymnast, a free runner, a track team jumper, a dancer, anyone who's made it through military training (Especially those prone to jumping out of planes!] all of these people probably have a good idea of what they're doing, what they need to do to get out of it with working legs. So my proposal is one of these, or something akin to it: 1: A skill specifically for landing that reduces fall damage by one story. A single story fall is fine. Two story fall becomes one, in terms of damage. Three would be as [almost] invariably fatal as a normal two story fall. 2: Nimble adds a new bonus, reducing fall damage overall by X% by level, effectively cutting it by 50% at max.
  19. Just a few suggestions that I think are much needed 1. Crouching: for me this is a must. No one in any real situation would just walk down the street past a zombie and it wouldnt notice them. Put in a crouching feature that lets us sneak about around town un noticed without looking like were just strolling down the street. 2.Stealth kills, its nothing like walking up to a zombie that banging on a door and doesnt notice you. But when you try to swing and kill it you either end up hitting the door or just lightly hitting the zombie or push it away. Having the ability to kill unexpected zombies should be looked at. Thats all I have for now ill update if I have any other ideas or people expand on these ideas.
  20. Disclaimer for the devs -- Indie Stone devs, your game is excellent. Please feel free to take these ideas on board as if they were your own for inspiration sake, These ideas are donated as fan service and compensation isn't necessary or expected. If you think this works for your game, take and keep any and/or all ideas to implement into the game. Thanks in advance for reading! Please leave your thoughts/feedback in comments section!!! Table of Contents------ 1A. Introduction 1B. Your involvement in this thread 2. NPC Content - [+Add your own, and you'll be credited in this post] 2A. Faction list - Different Factions/types of NPC survivors 2B. NPC Trust - An Important Mechanic 2C. Faction Ranks - Roles/Jobs [And what they do] 2D. Faction Inventions - New items you can make! 3. NPC Event(s)/Behaviours - Kidnappings, Raids, Zombie Herding, Faction interaction. 3A. Events NOT Involving YOU 3B. Events Involving YOU - 1A. Introduction: This is a community post brainstorm which means you can contribute ideas toward it (and you will be credited in this original post). This post is open to subject to change course and modification. In this post, it explains varying ideas that could help create interesting gameplay and basic objectives with NPC survivors which don't divert you from how you play, and may possibly offer new ways to play the game as well. You could (if you wanted to) interact with NPCs through trade or neutrality (3), or systematically wipe them out one by one, the choice would be up to you. If developers find this thread feasible, I'd like to hope that our ideas could be implemented so that interaction could lead to rewards (2D) in some way which could help benefit confirmed future content updates. 1B. Your involvement in this thread: First things first - Please don't expect or feel entitled to compensation in any form if the developers take inspiration from this thread and use these ideas even if they're identical upon implementation, I'd like to make that very clear. How you view this threads idea comes down to personal interpretation, so that means if your interpretation of this sort of idea and/or opinion on it is different to anyone elses e.g it being good enough to implement in the game or not is appreciated and respected if you choose to have your say (Even if you hate the idea so much it makes you miserable) it's still fair enough to have your say, however it'd be nice to see some constructive criticism toward this sort of thing instead of abuse! Please feel free to join in the discussion and add your own thoughts and ideas! Thank you very much. - 2. NPC Content - [+Add your own, and you'll be credited in this post] 2A. Faction list - Different Factions/types of NPC survivors Note: Faction/types of NPC survivors may/may not exist at all during a game or certain map, and may spawn at different times during a game depending on player movements. Certain factions may or may not work together. Factions should be enabled/disabled by player choice in custom options prior to a game. For the most part, each faction won't trust you at all unless you prove to them you can be trusted, and some may carry default moods/agendas set by their Faction Leader toward anyone that isn't part of their faction - Could result in kidnappings, killing on sight, or warning shots/calls. Type 1 - Civilian: Exist in urban areas. These are the last remaining shred of civilisation, and are mostly helpless and not used to being thrown out of their standard way of life. Civilians are usually armed with light firearms and various melee weapons, depending on rank. How well armed they are depends on rank, as their rank dictates what they usually do. May work alongside Military. Type 2 - Survivalists/Hillbillies: Can exist in both outer-urban and wilderness. How well armed they are depends on rank, raider rank is heaviest armed, utilizing long ranged weapons and heavy melee weapons. Usually works on own, without need of Civilians or Military. Type 3 - Military: Can exist anywhere, but mostly in large contained facilities such as prisons, and fenced guarded areas. Some may patrol in organized groups in the map on their own accord. Moderately to heavily armed depending on rank. May work alongside Civilians. Type 4 - ?? Type 5 - ?? - 2B. NPC Trust - An Important Mechanic Depending on what you do, you can impact factions depending on what action you make toward them. Trust is gained over time, and word can spread around to different ranks within factions about you. If you help defend individuals against zombie hordes, make trades with them, don't kill them on sight - Then you can gain trust with them. On the other hand, if you do all you can to let them die, raid them, steal their stuff, the opposite occurs and can carry consequences toward how they interact with you. That will result in increased hostility and nasty tactics toward you and your base (3). ---Factions may even choose to not trust you at all regardless of what you do, this comes into equation based on the Faction Leaders agenda--- - 2C. Faction Ranks - Roles/Jobs [And what they do] Civilian and Survivalists/Hillbillies NPC survivors can share some same 'ranks' and behaviours depending on trust toward you, or their purposeful demeanour. Traits listed are as a guide to explain their purposes. Traits listed in each rank are varying possibilities and may/may not all occur. The following ranks shared between Civilians, Survivalists/Hillbillies/Military which should usually stay within their base are: Faction Leader - Have a purposeful goal/agenda set for their faction. This can vary depending on how you interact with each faction. Some leaders may choose to enforce friendly or hostile actions toward you and other active faction(s) at the start of the session, and they can also enforce what types of ranks spawn depending on where they are located. Their demeanour in their agenda also applies to what faction they are in. Killing a leader can topple the entire faction which can be a useful game mechanic/purpose. <Don't expect that to be easy though!> | Traits- Lucky, Strong, Brave, Hearty Eater, Resilient, Athletic Workers - Produce food, build, create/combine items, repair items (vehicles in future), treat heavy/major injuries etc. | Traits- Handy, Feeble, Cowardly, Light Eater, Clumsy, Agoraphobic The following ranks shared between Civilians and Survivalists/Hillbillies are: Scouts - Usually spots and locates and reports back to their factions. You can kill them if you don't want to be seen&known at all providing you witness them near you/your base-. Scouts can offer remote bag trades (bag containing notes of Trade for Trade items), orienteering, locating, can mark environment with messages/diagrams, treats their own basic/light injuries. | Traits- Athletic, Eagle Eyed, Graceful, Feeble, Night Owl, Outdoorsman, Patient Raiders - Dispatched usually if scouts/workers don't sustain to loot surrounding areas to replenish faction supplies, can kidnap you, can also raid houses you don't own, can mark environment with messages/diagrams, treats their own minor/light injuries. | Traits- Stout, Axe Man, Short Tempered, Brave, Hearty Appetite, Thick Skinned Loners - For the most part they're just like you. They can be anti-social. May not be part of a faction, may be aggressive, may be highly threatening if surviving mid-late game. If part of a faction, they're usually a Sniper/Self sustaining Hunter type, and some may resort to Cannibalism. They like to hoard so if you locate their base/stashes you're in for a good time. | Traits- Eagle Eyed, Athletic, Cowardly, Marksman, Outdoorsman, Patient, Light Eater, Resilient Ranks which only occur in the military are: Soldier - Protects their base at all costs, only grant access to players that have gained trust, conduct rescue missions for their faction and in some rare cases based on trust -you-. Can treat light/minor injuries. | Traits- Athletic, Marksman, Light Drinker, Stout, Brave, Keen Hearing, Night Owl, Eagle Eyed. Field Medic - When Soldiers leave their base on a rescue mission, a Field Medic can accompany them to treat major wounds. | Traits- Athletic, Graceful, Hard of Hearing, Handy, Short Tempered, Stout, Light Drinker Elite Soldier - Protects Military Leader, heavily armed, calls in Helicopter reinforcements if possible (This includes emergency supplies, or Soldiers). | Traits- Strong, Thick Skinned, Athletic, Marksman, Night Owl, Eagle Eyed, Keen Hearing. - 2D. Faction Inventions - Each faction has a small number of inventions that they use to their advantage in some way, which you could learn to craft if you gain enough trust. Here are some examples (along with items needed if not pre-made), if you can think extras or better then please add: Civilians: -Two Way Radio: Battery + Baby Monitor/Walkie Talkie -RC Racecar Noise Distractor: RC Racecar + Battery + Walkie Talkie + Use of 'Taunt' Button -Breakable Lockpick: Paperclips, Nail/Tent Peg, Tape [Makes 3] Survivalist/Hillbillies: -Bear Trap -Crossbow: Planks, PVC pipe, String/Wire, Nails -Basic Compass: Needle, Paper Clip, Fridge Magnet, Bowl of Water, Razor Blade Military: -Scope -Makeshift Protective Armour -Claymore 3. NPC Event(s)/Behaviours -writing in progress- Depending on what NPC factions are present, how they interact with one another and also your trust gained/lost with NPC factions, certain events/behaviours may trigger. 3A. Events NOT Involving YOU Factions would be able to have interactions between each other: -These include territorial disputes, trade altercations, and caravans. -Contributed by forum user 'Ryfar' -If a Faction member comes back to their base wounded by a Zombie which could make them turn, they may be ordered to be killed by their Faction so they don't turn on them. 3B. Events Involving YOU Any of the following may occur if YOU have no trust, or are hostile to a faction and i) Your base discovered by that faction: -You may have Scouts shepherd zombies/hordes to your base (Small chance it could backfire on Scout). -Raiders may ransack your base of valuables, and your base wrecked/disassembled. -You may have a chance of being kidnapped as a hostage when you sleep in an unfortified/unsecure base. This will mean your base looted and disassembled. Items removed from you and possibly distributed between faction members, or stored somewhere. -Military may surround your building, and order to imprison you if you commit crimes (Theft/Murder) against them. Or they may choose to just try and kill you. ii) You are located in a temporary location: -You may have a small chance of being kidnapped as a hostage when you sleep in an unsecure/unfortified location. Items removed from you and possibly distributed between faction members, or stored somewhere. Any of the following may occur depending on the level of good trust YOU have with a faction and the Faction Leaders agenda: -You may be offered the opportunity to capture or kill an opposing Faction Leader if they're causing issues for the faction you're supporting. -You are allowed sanctuary within a factions territory but you must perform duties/jobs to assist the faction in order to keep that benefit. -You are offered a job of your choosing within the faction, much like a worker. You get food in your belly and a roof over your head so long as you meet daily/weekly quotas for the job. I'm planning on updating this when I've got more time to over the next few days. Thanks for reading! Please leave your thoughts/feedback in comments section!!!
  21. The Problem In Project Zomboid, the primary method of getting past zombies is engaging in combat, either with melee hits or with weapons such as firearms. The other option is to slowly sneak past them and avoid the zombies' line of sight. This is a good start for stealth mechanics, but it is definitely lacking. How Can the Game Improve in Respect to this Problem? Add throwable objects that produce a noise which pull nearby zombies towards it. Note: Would only work for zombies that have not yet locked onto the player. Two Types: Short Distraction - Rocks, glass bottles, etc. When thrown they produce a loud noise on impact. The zombies would them travel towards the point of impact, linger there for a short amount of time, and quickly begin to separate and diffuse. This allows just enough time for the player to sneak past. Prolonged Distraction - Airhorns. Combining air horns and scotch tape would create a makeshift device that can be thrown and used to pull zombies into another areas. The noise would continue to pull zombies for a prolonged amount of time. It would have the same effect as a triggered house alarm. This would allow players much more time to sneak around, but it would also attract distant zombies. Does it Make Sense for the Game? Stealth mechanics are important for a survivor. A survivor should never fire his or her weapon or engage a zombie unless it is absolutely necessary. This would allow players, especially those playing in sand box with ultra rare loot, to conserve ammunition and weapon durability. Being able to pull zombies away from your path or towards another area would be especially helpful in locations such as the mall. Is it worth the time and effort to develop? Adding this feature would allow players whole new strategies to taking on zombies and zombie hordes. It would not require any extreme overhauls, and most of the mechanics needed (throwing objects, zombie-attracting sound alarms) are already in game.
  22. Hey, As you can notice when playing Project Zomboid right now, guns are super-easy to use, kills pretty much every single time due to auto-aim. I was thinking that this would become an annoyance in Multiplayer (and with NPCs) if it's a matter of whoever shoots first wins instead of having to actually aim. Taking cover First and foremost we'd need a way to get low down so we can hide behind objects (I'm thinking cars when they're added), this would give another way of taking cover in a gunfight. I'm thinking a way this could be achieved is standing next to an object like a car, and holding CTRL will make the player crouch down behind it, while the mouse is facing away from the object the player will stay crouched, if you point the mouse 'over the top of the object' then the player stand up and aim over it, but crouch down again if the cursor is moved back. Better aiming I'm thinking that when you aim with a weapon, rather than aiming in the general direction of the target and just shooting and hitting using auto-aim, you would need to aim with your mouse. When a gun is equipped and the CTRL or RMB is pressed, the mouse cursor would become a crosshair (or a transparent line would emit from the player in the direction of the shot, the higher the player's aiming skill is, the longer the line is, 3D engine will allow this I'm assuming) and you'd aim for the target. When you shoot, depending on your shooting skills the bullet will have a 'radius' of where it will hit from where your mouse cursor was, this radius will get smaller as the player's skill increases. I feel that the transparent line would be better for this as it would feel more like you're aiming from the player's arms than pointing a mouse cursor onto a target. Getting shot When you get hit by a bullet, the game would calculate where you get hit, fatal shots are possible if you get hit in the heart or head, and other vital areas would cause a quick death (you'd bleed out fast), if you get hit in the arm, you will be injured and bleed, but you can bandage your wound and take medication to avoid infection (maybe have a 'remove bullet' tooltip on a set of pliers or something) This would avoid it being a one-hit kill on characters which would be frustrating as hell, and would give you a chance to escape. Anyway, just my thoughts, let me know what you think. -GodWaffle
  • Create New...