• Spit-balling ideas for addition to the game, want feedback.
    6 replies, posted
Several Categories and Sub-Categories for the items. [B]Factions/ Groups[/B] - To help with group dynamics these items would help to identify individuals to a group. 1. [I]Flag[/I] w/ customizable decal (uploadable to the server) and Field. 2. [I]Uniform Patch[/I] (see: above) 3. [I]Generic Signal Flags[/I] - Like a White Flag, Red Pennant Range Flag etc. 4. [I]Clan Tag[/I] 5. [I]IFF Transponder/Receiver[/I] - small mechanical device that allows you to "ping" a target with the set frequency [B]Traps[/B] - Traps would have a limited radius of place-ability from current foundation or ceiling entities to prevent resource or spawn griefing. (~Almostdeadly) 1. Bear Trap - Reusable, low profile, good at immobilizing prey or creating a dangerous barrier; Inflicts condition "Injury." Must be reset after triggered, or could be a one use item, can be set off by shooting, only visible within 5 feet like a stash. 2. [I]Punji Sticks (Sharped sticks)[/I] - cheaper and smaller version of spiked wall, used as area denial or to make "False" trapped entrances." 3. [I]Door Trap[/I] - a dead-fall system with a trigger line placeable in a doorway. Inflicts condition "Bleed." This can be defeated by disabling the mechanism or by jumping over the tripwire, designed for internal doorways. Can be reset. 4. [I]Grenade trap[/I] - tripwire attached at one end to a stake, and the other to the pin on an F1 Grenade. 5. [I]Grenade Trap (2)[/I] - 2 cans have one grenade each (pin pulled), they are tied to each other(the grenades), the cans are affixed to stakes or trees. When a passerby disrupts the tripwire, the active grenades are freed from the cans freeing the safety lever and detonating the grenades. 6. [I]Land Mine[/I] - Make shift from cans of tuna, can be sowed around a perimeter to act as area of denial. 7. [I]Claymore[/I] - Direction remote mine 8. [I]Cartridge trap[/I] - simple tube w/ a pin placed in the bottom to strike the primer when the cartridge is depressed bellow the surface of the ground (dirty mine). Would only inflict the minimum damage from the cartridge used. 9. [I]Arrow trap[/I] - Fires a single arrow when triggered. 10. Can Trap (alarm) - string up empty cans to create a noise maker to alert you to any unwanted visitors of the night. [B]Primitive weapons[/B] 1. [I]Spear[/I] - little more reach stone or metal tip 2. [I]Javlin[/I] - throwing spear, can be used in an atlatl 3 [I]Atlatl[/I] - increases effective range and damage of javlin 4. [I]Knife[/I] - Metal or stone blade, does more damage to animals and people than a hatchet, but less effective for gathering than the hatchet 5. [I]Club[/I] - Melee weapon; Inflicts condition "stun". 6. [I]Sling[/I] - throws a "bullet" [rock] at a target. Inflicts small damage but can be used to stun targets at a range. Inflicts conditions "stun". 7. [I]Tomahawk/ Throwing Ax[/I] - throw-able ax. Has no function as a tool, can melee with LMB or Fire with RMB, stacks to 5. 8. [I]Macuahuitl[/I] - A very primitive sword, resembling a baseball or cricket bat where the edges have been embedded with sharp glass, metal or rock fragments. [B]Orienteering[/B] - Much of this will be more useful for larger maps later. 1. [I]Compass[/I] 2. [I]Map[/I] 3. [I]Rangefinder (Note: not Binoculars with a rangefinder)[/I] 4. [I]Binoculars[/I] 5. [I]Pace Counter[/I] 6. [I]GPS(???)[/I] - I don't think this fits the game, but some people might argue it does. 7. [I]Watch!![/I] - very important, this needs to be in the game, its hard to plan schedules and be efficient. Compasses and watches need to be in any large scale game because there is a disconnect with time passage and orientation in a game world. We have natural processes in RL that help us normally. [B]Communication[/B] 1. [I]Signal Mirror[/I] 2. [I]Signal Flare[/I] 3. [I]Colored Smoke[/I] 4. [I]Telegraph and Poles/ Lines[/I] - While a simplified version can be used translating the letters of a keyboard into dots and dashes, I think a two stage method should be kept, because it would allow new people to gain a dieing skill and art. It also makes those whom already know it invaluable to team, community, or group efforts and a vital asset to protect. 5. [I]Shortwave Radio[/I] - Ham radio, should also be as reflective of the actual thing to encourage new player skill sets. 6. [I]Encoder-Decoder(Telegraph)[/I] - A way to prevent interception of a communique. Think enigma machine. 7. [I]Lineman's set[/I] - allows the interception of telegraph line communique [B]Restraint/ Subdue[/B] - Non-lethal means have to be in a game if players do not expect to be KoS constantly. 1. [I]Flashbang[/I] - loud and bright, disorienting. Inflicts conditions "Lethargy" and "Stun". Duration effected by orientation and proximity. 2. [I]Zip ties[/I] - Restrains a person for 1 min after which they can react normally, allows inventory access. 3. [I]Tranquilizer gun[/I] - single shot ranged disable. Inflicts condition "Lethargy." Duration is based on current health, status and hunger. the worse the overall state the longer the effect. Causes the player to hallucinate, and crawl. 4. [I]TASER[/I] - Do to copyright claims might need to change it to a "Stun gun." Inflicts condition "Stun." 5. [I]Sap[/I] - made from rocks and leather this pliable club inflicts a long duration stun. [B]Tools / Inventory Items/ Gear[/B] 1. [I]Metal Detector[/I] - used to find lost things, like backpacks or mines. 2. [I]Chainsaw[/I] - harvest wood from trees w/o burning precious calories, very loud. 3. [I]NV Goggles[/I] - makes everything look like it was on a 1980's Computer monitor, also lets you see in the dark. 4. [I]Machete[/I] - Clear out grass for cloth, allows you to find your lost rucksack in the boons. [B]Constructables / Materials[/B] 1. [I]Ladder[/I] - Vertical descent/ ascent 2. [I]Zip Line[/I] - fast decent, must be anchored. Would be a shame if some one cut the cable as you rode it down to safety. 3. [I]Fire Pole[/I] - fast decent, best for getting quickly to the scene of a fire, or out of a burning building. 4. [I]Arm Rails/ Short wall[/I] - prevents you from falling off of a catwalk or open floor plan w/o inhibiting your Field of Fire like a normal window or doorway might. 5. [I]Stone (Mat.)[/I] - Another use for all those pointless stones in your base. 6. [I]Brick (Mat.)[/I] - (see: above) 7. [I]Concrete (Mat.)[/I] - Fill a structure with this dense material to make demolition charges effect lessened. (High Explosive resistances) 8. [I]Re-enforced Concrete (Mat.)[/I]- Increases the effectiveness of concrete, use to fill a wall segment or build a bunker. 9. [I]Insulation[/I] - Increases the distance at which a heat source can propagate "comfort" inside an enclosed building at the cost of sound proofing. Could be used to mask the sound of noisy appliances such as a Generator or perhaps a telegraph post? 10. [I]Catwalk[/I] - Half as long as a normal Ceiling (floor) tile. 11. [I]Fixed Point Machine Gun Nest[/I] - allows the attachment of a .30 cal machine gun that can traverse 160 degrees. 12. [I]Sandbag[/I] - cheep and provides cover from most ballistic weapons. 13. [I]Bridges/Tresses[/I] allows you to connect non connected buildings with a minimum number of foundations. (make castles with disconnected guard towers etc.) Long bridges would require support columns so in a longer configuration some foundations would need to be placed. 14. [I]Barbed/ razor wire[/I] [B]Lighting[/B] 1. [I]Wall sconces[/I] - Metal cage that allows you to place torches into it. Activate/ deactivate with "E". Open up and place multiple torches inside to create fixed point lighting solutions in a big dark manor. 2. [I]Candles[/I] - burns longer and brighter than a torch, must be in a sconce or in a candle holder / candelabra. 3. [I]Lantern[/I] - Burns fuel to create portable light, can also be placed 4. [I]Spot/Search Light[/I] - requires electricity. Point it at areas to illuminate potential threats. 5. [I]Incandescent bulbs[/I] - requires electricity and an outlet. 6. [I]illumination Flare/ Flare gun[/I] - Used to produce a fixed duration of light in an area, a bright flare is shot into the sky and ascends slowly via a chute. 7. [I]Flashlight[/I] - man portable, hand of god. Doubles as a really bad club. 8. [I]Signal Lantern[/I] [B]Miscellany[/B] 1.[I] Fuel Oil generator[/I] - uses fuel to generate power 2. [I]Fuel Cell[/I] - holds a fixed volume of liquid fuel 3. [I]Fuel Oil tank[/I] - holds an even greater volume of liquid fuel. 4. [I]Electric cables, Telegraph cables, Generic cables[/I] - used to transmit electrical signals across a fixed distance. 6. [I]Relay[/I] - Increases signal strength across a distance [B]Weapons / Armor / mods[/B] 1. [I]Flak Jacket (Armor)[/I] - cuts down explosive damage provides lower ballistic rating than Kevlar. 2. [I]Shape Charge / Breaching Charge[/I] - Used to destroy doors w/o damaging surrounding structure. 3. [I]Demolitions Charge[/I] - Large explosive designed to level structures. 4. [I]Thermal Lens (mod)[/I]- Silhouettes heat as white objects 5. [I]NV Lens (mod)[/I]- (See NV Goggles) 6. [I]ACOG (mod)[/I] 7. [I]4x Scope (mod)[/I]- Simple Hunting scope, increases optical field 8. [I]8x/16x Scope (mod)[/I]- Adjustable Windage and Elevation, Military grade scope 9. [I]Reflex / Red Dot (mod)[/I]- similar to Holo that we have now just gives you other options 10. [I]Sniper Rifle[/I] - Can be any long rifle SVD, M40 etc. Just should be High Caliber, use a different cartridge, and be expensive. But, should reflect expense of round and rifle in accuracy, range and distance. Should be a coveted piece of kit not a throw away. (Medium or High Grade Metal???) 11. [I]Long Rifle[/I] - Hunting rifle designed to be a professional sporter. 12. [I].30 cal Machine Gun[/I] - emplaced machine gun, needs to be mounted can be modified. Fires Tracers. 13. [I]Extended Magazine (mod)[/I]- increases the number of rounds that can be added to the firearm. Should be fixed based on the firearm to maintain balance. 14. [I]Flash hider (mod)[/I]- provides less recoil and barrel climb and reduces the muzzle flash. 15. [I]RoF Selector (mod)[/I]- Selects rate of fire, changes a firearm with a flip of a switch from semi, to burst and full-auto 16. [I]Revolver[/I] - Low RoF (Double-Action), High fire rate (fanning the hammer: SAA), holds 6 rounds can get a speed loader (mod). 17. [I]Ballistic Knife[/I] - Stab or shoot the blade it doesn't care. 18. [I]M203 (mod)[/I] - allows the firing of flares, smoke, and grenades converted into M203 variants (Assault rifles only!) (takes up gadget slot) 19. [I]MasterKey (mod)[/I] - under-slung shotgun. (Assault Riffles only!) (takes up gadget slot) 20. [I]Mortar Launcher[/I] - Fires Mortar variant Grenade, Flare, and Smoke rounds. Expensive to upgrade to variants, mortar itself fairly inexpensive. Takes a long time to setup, can fire out of LoS. (This probably does not currently fit with the games concept it is just another possible idea. I do think it provides more skill based shooting than the LAW and RPG ideas I've seen thrown around, as its ballistics is very akin to that of a bow over great distance rather than a rocket. ) Like what you like, Hate what you hate, I don't want to see all of these ideas pollute or overcrowd the game, but it would be interesting to see which of these ideas resonate with the community. I know it's TL;DR, and I thank you if you read it in its entirety.
Lots of good stuff in there,
everything but replace all military grade firearms with muskets/powder weapons/primitive reconstructions (i'm really banking on the developers sticking to their plan and phasing the call of duty out) no map/compass/watch; takes out too many gameplay elements no night vision goggles; destroys fear of the dark/utilizing dark mechanics all others are interesting ideas IMO!
Just thought I'd throw out a possible issue with several of the traps. I've no desire to constantly be hitting traps in the wilderness while I'm farming resources. Make a range limitation in regards to a structure you "own" when the ownership gets sorted out may be a possibility. I know that the population currently kills on sight even if you've just spawned and have only a rock so they'd love to lay traps everywhere imaginable.
[QUOTE=magilla;43882716]everything but replace all military grade firearms with muskets/powder weapons/primitive reconstructions (i'm really banking on the developers sticking to their plan and phasing the call of duty out) no map/compass/watch; takes out too many gameplay elements no night vision goggles; destroys fear of the dark/utilizing dark mechanics all others are interesting ideas IMO![/QUOTE] I'll concede the point about NV's, only reason I included it is because i'm not sure where the devs are taking the entirety of the game, and gamma and brightness correction already allows some cheating, just gives a legit option. Point taken though. The MP5, M4, Combat Shotgun, and M9 Break with some elements, if they are phasing those out, I think Black powder variants or lower tech (like the Vickers or even Gatling machine guns could be a replacement, but then I think the flares become harder to explain...).
[QUOTE=Milotheshort;43882631]Several Categories and Sub-Categories for the items. [B]Factions/ Groups[/B] - To help with group dynamics these items would help to identify individuals to a group. [B]1. [I]Flag[/I] w/ customizable decal (uploadable to the server) and Field.[/B] [B]2. [I]Uniform Patch[/I] (see: above) [/B] 3. [I]Generic Signal Flags[/I] - Like a White Flag, Red Pennant Range Flag etc. [B]4. [I]Clan Tag[/I][/B] 5. [I]IFF Transponder/Receiver[/I] - small mechanical device that allows you to "ping" a target with the set frequency [B]Traps[/B] - Traps would have a limited radius of place-ability from current foundation or ceiling entities to prevent resource or spawn griefing. (~Almostdeadly) [B]1. Bear Trap - Reusable, low profile, good at immobilizing prey or creating a dangerous barrier; Inflicts condition "Injury." Must be reset after triggered, or could be a one use item, can be set off by shooting, only visible within 5 feet like a stash.[/B] 2. [I]Punji Sticks (Sharped sticks)[/I] - cheaper and smaller version of spiked wall, used as area denial or to make "False" trapped entrances." [B]3. [I]Door Trap[/I] - a dead-fall system with a trigger line placeable in a doorway. Inflicts condition "Bleed." This can be defeated by disabling the mechanism or by jumping over the tripwire, designed for internal doorways. Can be reset.[/B] 4. [I]Grenade trap[/I] - tripwire attached at one end to a stake, and the other to the pin on an F1 Grenade. 5. [I]Grenade Trap (2)[/I] - 2 cans have one grenade each (pin pulled), they are tied to each other(the grenades), the cans are affixed to stakes or trees. When a passerby disrupts the tripwire, the active grenades are freed from the cans freeing the safety lever and detonating the grenades. 6. [I]Land Mine[/I] - Make shift from cans of tuna, can be sowed around a perimeter to act as area of denial. [B]7. [I]Claymore[/I] - Direction remote mine[/B] 8. [I]Cartridge trap[/I] - simple tube w/ a pin placed in the bottom to strike the primer when the cartridge is depressed bellow the surface of the ground (dirty mine). Would only inflict the minimum damage from the cartridge used. 9. [I]Arrow trap[/I] - Fires a single arrow when triggered. [B]10. Can Trap (alarm) - string up empty cans to create a noise maker to alert you to any unwanted visitors of the night. [/B] [B]Primitive weapons[/B] [B]1. [I]Spear[/I] - little more reach stone or metal tip[/B] 2. [I]Javlin[/I] - throwing spear, can be used in an atlatl 3 [I]Atlatl[/I] - increases effective range and damage of javlin [B]4. [I]Knife[/I] - Metal or stone blade, does more damage to animals and people than a hatchet, but less effective for gathering than the hatchet[/B] 5. [I]Club[/I] - Melee weapon; Inflicts condition "stun". 6. [I]Sling[/I] - throws a "bullet" [rock] at a target. Inflicts small damage but can be used to stun targets at a range. Inflicts conditions "stun". [B]7. [I]Tomahawk/ Throwing Ax[/I] - throw-able ax. Has no function as a tool, can melee with LMB or Fire with RMB, stacks to 5.[/B] 8. [I]Macuahuitl[/I] - A very primitive sword, resembling a baseball or cricket bat where the edges have been embedded with sharp glass, metal or rock fragments. [B]Orienteering[/B] - Much of this will be more useful for larger maps later. [B]1. [I]Compass[/I][/B] [B]2. [I]Map[/I][/B] 3. [I]Rangefinder (Note: not Binoculars with a rangefinder)[/I] [B]4. [I]Binoculars[/I][/B] 5. [I]Pace Counter[/I] 6. [I]GPS(???)[/I] - I don't think this fits the game, but some people might argue it does. 7. [I]Watch!![/I] - very important, this needs to be in the game, its hard to plan schedules and be efficient. Compasses and watches need to be in any large scale game because there is a disconnect with time passage and orientation in a game world. We have natural processes in RL that help us normally. [B]Communication[/B] 1. [I]Signal Mirror[/I] [B]2. [I]Signal Flare[/I][/B] 3. [I]Colored Smoke[/I] 4. [I]Telegraph and Poles/ Lines[/I] - While a simplified version can be used translating the letters of a keyboard into dots and dashes, I think a two stage method should be kept, because it would allow new people to gain a dieing skill and art. It also makes those whom already know it invaluable to team, community, or group efforts and a vital asset to protect. 5. [I]Shortwave Radio[/I] - Ham radio, should also be as reflective of the actual thing to encourage new player skill sets. 6. [I]Encoder-Decoder(Telegraph)[/I] - A way to prevent interception of a communique. Think enigma machine. 7. [I]Lineman's set[/I] - allows the interception of telegraph line communique [B]Restraint/ Subdue[/B] - Non-lethal means have to be in a game if players do not expect to be KoS constantly. 1. [I]Flashbang[/I] - loud and bright, disorienting. Inflicts conditions "Lethargy" and "Stun". Duration effected by orientation and proximity. 2. [I]Zip ties[/I] - Restrains a person for 1 min after which they can react normally, allows inventory access. 3. [I]Tranquilizer gun[/I] - single shot ranged disable. Inflicts condition "Lethargy." Duration is based on current health, status and hunger. the worse the overall state the longer the effect. Causes the player to hallucinate, and crawl. 4. [I]TASER[/I] - Do to copyright claims might need to change it to a "Stun gun." Inflicts condition "Stun." 5. [I]Sap[/I] - made from rocks and leather this pliable club inflicts a long duration stun. [B]Tools / Inventory Items/ Gear[/B] 1. [I]Metal Detector[/I] - used to find lost things, like backpacks or mines. 2. [I]Chainsaw[/I] - harvest wood from trees w/o burning precious calories, very loud. 3. [I]NV Goggles[/I] - makes everything look like it was on a 1980's Computer monitor, also lets you see in the dark. 4. [I]Machete[/I] - Clear out grass for cloth, allows you to find your lost rucksack in the boons. [B]Constructables / Materials[/B] [B]1. [I]Ladder[/I] - Vertical descent/ ascent [/B] 2. [I]Zip Line[/I] - fast decent, must be anchored. Would be a shame if some one cut the cable as you rode it down to safety. 3. [I]Fire Pole[/I] - fast decent, best for getting quickly to the scene of a fire, or out of a burning building. 4. [I]Arm Rails/ Short wall[/I] - prevents you from falling off of a catwalk or open floor plan w/o inhibiting your Field of Fire like a normal window or doorway might. [B]5. [I]Stone (Mat.)[/I] - Another use for all those pointless stones in your base.[/B] [B]6. [I]Brick (Mat.)[/I] - (see: above)[/B] 7. [I]Concrete (Mat.)[/I] - Fill a structure with this dense material to make demolition charges effect lessened. (High Explosive resistances) 8. [I]Re-enforced Concrete (Mat.)[/I]- Increases the effectiveness of concrete, use to fill a wall segment or build a bunker. 9. [I]Insulation[/I] - Increases the distance at which a heat source can propagate "comfort" inside an enclosed building at the cost of sound proofing. Could be used to mask the sound of noisy appliances such as a Generator or perhaps a telegraph post? 10. [I]Catwalk[/I] - Half as long as a normal Ceiling (floor) tile. 11. [I]Fixed Point Machine Gun Nest[/I] - allows the attachment of a .30 cal machine gun that can traverse 160 degrees. 12. [I]Sandbag[/I] - cheep and provides cover from most ballistic weapons. 13. [I]Bridges/Tresses[/I] allows you to connect non connected buildings with a minimum number of foundations. (make castles with disconnected guard towers etc.) Long bridges would require support columns so in a longer configuration some foundations would need to be placed. [B]14. [I]Barbed/ razor wire[/I][/B] [B]Lighting[/B] 1. [I]Wall sconces[/I] - Metal cage that allows you to place torches into it. Activate/ deactivate with "E". Open up and place multiple torches inside to create fixed point lighting solutions in a big dark manor. 2. [I]Candles[/I] - burns longer and brighter than a torch, must be in a sconce or in a candle holder / candelabra. [B]3. [I]Lantern[/I] - Burns fuel to create portable light, can also be placed[/B] 4. [I]Spot/Search Light[/I] - requires electricity. Point it at areas to illuminate potential threats. 5. [I]Incandescent bulbs[/I] - requires electricity and an outlet. 6. [I]illumination Flare/ Flare gun[/I] - Used to produce a fixed duration of light in an area, a bright flare is shot into the sky and ascends slowly via a chute. [B]7. [I]Flashlight[/I] - man portable, hand of god. Doubles as a really bad club. [/B] 8. [I]Signal Lantern[/I] [B]Miscellany[/B] 1.[I] Fuel Oil generator[/I] - uses fuel to generate power 2. [I]Fuel Cell[/I] - holds a fixed volume of liquid fuel 3. [I]Fuel Oil tank[/I] - holds an even greater volume of liquid fuel. 4. [I]Electric cables, Telegraph cables, Generic cables[/I] - used to transmit electrical signals across a fixed distance. 6. [I]Relay[/I] - Increases signal strength across a distance [B]Weapons / Armor / mods[/B] 1. [I]Flak Jacket (Armor)[/I] - cuts down explosive damage provides lower ballistic rating than Kevlar. 2. [I]Shape Charge / Breaching Charge[/I] - Used to destroy doors w/o damaging surrounding structure. 3. [I]Demolitions Charge[/I] - Large explosive designed to level structures. 4. [I]Thermal Lens (mod)[/I]- Silhouettes heat as white objects 5. [I]NV Lens (mod)[/I]- (See NV Goggles) 6. [I]ACOG (mod)[/I] 7. [I]4x Scope (mod)[/I]- Simple Hunting scope, increases optical field [B]8. [I]8x/16x Scope (mod)[/I]- Adjustable Windage and Elevation, Military grade scope[/B] 9. [I]Reflex / Red Dot (mod)[/I]- similar to Holo that we have now just gives you other options 10. [I]Sniper Rifle[/I] - Can be any long rifle SVD, M40 etc. Just should be High Caliber, use a different cartridge, and be expensive. But, should reflect expense of round and rifle in accuracy, range and distance. Should be a coveted piece of kit not a throw away. (Medium or High Grade Metal???) 11. [I]Long Rifle[/I] - Hunting rifle designed to be a professional sporter. 12. [I].30 cal Machine Gun[/I] - emplaced machine gun, needs to be mounted can be modified. Fires Tracers. [B]13. [I]Extended Magazine (mod)[/I]- increases the number of rounds that can be added to the firearm. Should be fixed based on the firearm to maintain balance. [/B] [B]14. [I]Flash hider (mod)[/I]- provides less recoil and barrel climb and reduces the muzzle flash.[/B] 15. [I]RoF Selector (mod)[/I]- Selects rate of fire, changes a firearm with a flip of a switch from semi, to burst and full-auto 16. [I]Revolver[/I] - Low RoF (Double-Action), High fire rate (fanning the hammer: SAA), holds 6 rounds can get a speed loader (mod). 17. [I]Ballistic Knife[/I] - Stab or shoot the blade it doesn't care. 18. [I]M203 (mod)[/I] - allows the firing of flares, smoke, and grenades converted into M203 variants (Assault rifles only!) (takes up gadget slot) 19. [I]MasterKey (mod)[/I] - under-slung shotgun. (Assault Riffles only!) (takes up gadget slot) 20. [I]Mortar Launcher[/I] - Fires Mortar variant Grenade, Flare, and Smoke rounds. Expensive to upgrade to variants, mortar itself fairly inexpensive. Takes a long time to setup, can fire out of LoS. (This probably does not currently fit with the games concept it is just another possible idea. I do think it provides more skill based shooting than the LAW and RPG ideas I've seen thrown around, as its ballistics is very akin to that of a bow over great distance rather than a rocket. ) Like what you like, Hate what you hate, I don't want to see all of these ideas pollute or overcrowd the game, but it would be interesting to see which of these ideas resonate with the community. I know it's TL;DR, and I thank you if you read it in its entirety.[/QUOTE] A lot of these ideas are far-fetched. They are removing a lot of the "new-tech" stuff and replacing it with broken down guns like the Revolver and Bolt Action so you can bet that a lot of these ideas will never happen. I highlighted the ones above that I would like to see implemented and think would be a GREAT addition to the game. I like your trap suggestions, especially the alarm. It may make people think twice about hitting a place if a loud noise is emitted when it happens. This could cause some people in the neighbourhood to investigate. I also would like to see something useful be done with the Stone which just sits in everybodies Storage Boxes and has no real use. Thanks for the suggestions.
Some of these are pretty good, had a few thoughts of my own. Metal storage boxes - locked, either require lockpick or explosives to open (might damage contents) different grades of explosives - right now it's a little too easy to make c4. c4 should require something like a blasting cap (that would be a rare loot spawn, uncraftable) to be set off. But given that some lower grade and more dangerous to the user explosives should be made, like dynamite and such. 'homemade' ammo - ammo you make (or guns for that matter) should have a higher failure rate. Guns should jam, have barrel breaches and backfire if using unrefined ammo. forge - add another level to metal refining to up the quality. Have it require a decent amount of stone to be built. Higher quality metal could then be used to make more reliable guns and ammo. Could also be used to smelt down metal items to reclaim some of the resources they are made from.
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