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KageOni

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Everything posted by KageOni

  1. Scrapping a drink should be dumping it out, then scrapping the jar will give you broken glass.
  2. A trap device that attracts zombies to it. Any zombie that is closer to the block then they are to you will redirect its attention to it and try and destroy it. It would be made out of rags, blood bags, electrical parts, a battery and an engine. It would need to be refilled with blood to stay operational.
  3. *Mental images of one man one jar intensifies* But seriously, a rain collector would be nice. It's a bit of a trek to the nearest water source by my base and every time I fill a stack of jars the water block disappears so I will have to go farther at some point. A rain collector seems very fitting for a survival game and would make sustainable living a bit easier.
  4. Yeah, seems logical that that would be the first example of other humans in the game. Hopefully that means they are open to the idea of other human AI gameplay mechanics.
  5. I don't know if any crafting is "fun" but I don't mind things like getting the items together to craft a weapon, or even a box of ammo. But the box of ammo recipe is locked behind a full set of books for each ammo type. Having the escape from tedium be such a long and RNG based journey doesn't appeal to me. Like, right now I am building on a new room to my Red Mesa base. With each block costing 10 concrete mix I went through a stack of 1000 in no time. However, now, I am constantly jumping back and further between forges and cement mixers to keep the queues full. After about 10 minutes I only have a couple hundred. It wouldn't be such a big deal if I could queue up as many as I want but with only 4 queue slots I find crafting to be more of a chore than a rewarding game mechanic. EDIT: you know what, belay my last, I just discovered you can make stacks of items by increase the craft quantity. lol. That eleviats a lot of the concerns I have with crafting.
  6. I guess I'm on the outside but I think you are all crazy. I love swimming in ammo. I struggle to find a place to keep it all. Why would you want to craft it? Having to craft stuff like that in this game is so tedious.
  7. Filthy casual reporting in! The less crafting I have to do the more I like this game. Sure, I would be ok with good loot being a little harder to find but I would prefer not to craft much of anything. The fact that this game is perfectly playable without investing time into collecting raw materials and crafting items makes this something I can enjoy. If I didn't get more ammo out of a mission that I put in I wouldn't play the game. Like, who even enjoys sitting at a crafting bench constantly clicking the craft button to get a single round of ammo.
  8. This idea might be too big to fit into the game but I would like to be able to find survivors out in the world and bring them to base to help with tasks. This would allow players to automate their base in the late game. It would start by finding survivors out in the world. They would primarily be found holding up in the loot rooms at the end of level 4 and 5 missions. Once the place is clear they will follow you to your base where you could assign them something to do. I could see this working through a new tool. A pen and notepad that would be given out as a trader reward when you unlock level 4 missions. You could use this tool on a helper and then something like a workbench to assign them to it. To instruct them what to build you would use the pen and pad to assign storage containers to a crafting station. Once assigned you can use the pen and pad to open the container and assign what items should go in that container and in what quantity. The helper working on the related crafting bench will attempt to produce the required items from the items that are in the container. Other roles could be assigned such as a quartermaster who's sole role would be to move supplies around the base. They would be assigned to a container or a series of containers and would then take anything out of those containers and move then to others that have need those supplies. This would allow you to have a detailed storage system but allow you to dump all your stuff into one box to have it automatically sorted. Security people could be assigned specific posts to stand at or could have a series of checkpoints to hit to create a path for them to patrol. They could also be assigned to follow another helper. This could be used to make sure your farmers, who might be exposed outside the walls of your base, have protection from the random wondering zombies. Each of these helpers would have the the same abilities and needs as the player. Opening their inventory enables you to equip them with clothes, armor, and weapons. Opening their inventory with the pen and pad lets you assign what items they should get themselves such as ammo, food and health items. They will also have the same level and skills system as the player. Survivors will be found at various levels with skill points already spent making them better for specific tasks right off the bat but as they level up you choose where to spend their new skill points. They can also read books that they are given. Having these helpers would be a whole new layer of gameplay that I think could extend the enjoyment and complexity of the late game while simultaneously freeing you from tedious crafting.
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