The Ultimate Car Thread
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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.

 

Edited by Damien Darkside

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Margera   

A good post, very specific, I do not even know yet what could be added to it.

The only thing, it seems to me the problem with spare parts can. If on all machines they will be different, it will be very difficult to find the specific ones you need.

 

And yes, we really need an opportunity for a zombie to turn the car over, climb over it or pull us out of it.
It would also be nice to have transparent glass, but I do not know if it's possible.
It's just as well probably if the models of the type of pickups will be with a closed luggage compartment, for example a tarpaulin.

Or when transporting things it will be seen that there is nothing there - it will be sad...

 

Anyway topic is very extensive, I for some reason doubt that all this will be in the game ...

 

I understand that this is normal, but it's a pity that the gasoline ends :D

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Octopus   

With a high enough skill, you should be able to convert vehicles to run on alcohol or rig a gasifier to their engine.

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