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LazerOfDensity

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  1. I'll have to look into mods some more, I'm a pretty new player and am still stumbling through my first playthrough. I just had to get the the ideas out so I stop thinking about them. For the followers I was more brainstorming a way that a follower system could work, it's a little lonely out there. It could easily be paid services or completely different, this was just some rough ideas. The only two things I'd really want would be more blade weapons so its not just a machete, I'd never try to use a knife in combat, and shields so my offhand can be useful.
  2. Skull Crusher: Faster Attacks Increases sledgehammer attack speed per tier: 5%, 10%, 15%, 20%, 25% Pack Mule: Backpacks Includes Backpacks: Armor slot for a backpacks Can interact with the backpack from the character equipment screen to open it up and access some additional storage 2 additional slots and encumbrance slots for every backpack per tier Any extra encumbrance slots from pocket mods goes directly to the backpack Can use ammo from your backpack, any resources for repairing are pulled from the backpack, and food/drink/medicine/bandages can be used from the backpack. Construction Perk: Building / Repairing 10% reduced frame/upgrade cost, free repairs under 5% frame health 20% reduced frame/upgrade cost, free repairs under 10% frame health 30% reduced frame/upgrade cost, free repairs under 15% frame health 40% reduced frame/upgrade cost, free repairs under 20% frame health 50% reduced frame/upgrade cost, free repairs under 25% frame health Fortitude Combat Perk: Shields Armor slot for shields Extra piece of equipment that can be used with 1 handed melee and firearm weapons. Toggles with reload for melee weapons, and toggles in the ammo select with firearms. Longer reloads and less hip fire accuracy 1 handed firearms. Could be used with: Clubs, Batons, Double Barrel Shotguns, Pistoles, Revolvers, Magnums, Knives, Machetes Gives some extra armor/explosive/crit resistance when in use. Instead of power attacking/ADS blocks with the shield instead. Damage is taken directly to stamina and shield durability while blocking, blocks non hitscan projectiles. Attacking while blocking will bash with the shield, push all nearby enemies, chance to knockdown close enemies, and a chance to cripple on direct hits. Increases shield durability per tier, reduces stamina costs (blocking/bashing), increases crafted shield quality. Shields: Wooden Shield: repairs with wood Scrap Shield: repairs with iron Heavy Shield: repairs with forged iron Steel Shield: repairs with repair kits, can block hitscan Riot Shield: repairs with repair kits, can block hitscan Shield Mods: Add some return damage and damage on bashing w/ electricity or bleeding Increase push and knockdown area Increase cripple and knockdown chance Increase the shield durability Increase shield armor resistance Reduce stamina costs Deep Cuts: Swords Includes swords Two handed cutting weapons Swords: Scrap Sword: repairs with iron, bumper sword Iron Sword: repairs with forged iron, claymore Steel Sword: repairs with repair kits, zweihander Shares mods with machetes Stealth Perk: Fishing Can craft higher tier fishing rods. Higher levels increase the chances for a bite and chances of catching larger fish. Different biomes have different fish for different amounts of raw meat Different rods have different pull strengths, interactions are similar to lockpicking with fishing rod pull strength vs the fish strength for determining the time to catch, with the fish having a chance to escape during the timer. Varying sizes, larger fish are harder to pull in and give more meat. Intelligence Combat Perk: Flamethrowers Mid ranged weapon that uses fuel as ammunition for cooking zombies. Deals low damage while stacking damage over time. No block damage. Can craft higher tier flamethrowers. Flamethrower types have different ranges, cone AoEs, fuel consumption rates, and damages. Can craft ammunition types for acid solutions, napalm solutions, electrical solutions. Can eventually craft a flamethrower turret. Flamethrowers: Homemade Flamethrower: repairs with iron pipes Iron Flamethrower: repairs with forged iron Steel Flamethrower: repairs with repair kits Military Flamethrower: repairs with repair kits Mods can affect: range, fuel use rate, cone AoE, and status effects on hit Influence Perk: Township Can recruit up to 4 followers. 1-4 Follower NPCs will show up at a trader location during open hours. Refreshes daily. Can do a small request or mission for a follower. Completing the request they’ll give you a land claim block to start working under the player. The follower land claim block will clear out and level land in a 15 block radius and prevent spawns in a 20 block radius and start a POI. Can't clip into other POIs. Some followers can have a larger land claim depending on their profession. The follower will start setting up shop in the area Will start out as a shack surrounded with a palisade wall and wooden gate. Similar to the trader, they will be open during daytime hours and close for the night. Can give your follower requested materials for increasing the tier of their home, unlocking some more features from their profession and changing the look of their home. Can run quests for a follower to increase their level, this will increase yields, improve their services, or decrease service times depending on their profession. They will need one upgrade to their home before they can start working their profession. Tier levels of their home would be 0 - 5. At level 4 a vending machine is put in for some additional trading. You can always talk to a follower and tell them to leave, their land claim block will be removed and their old home will become lootable and destructible. If they are a profession that gathers they will pop out of existence while gathering. If the profession gathers or makes items, they will deposit the items to an unlocked container but the player can lock or keypad it. These followers would be randomly generated player models. The player can change their apparel. Follower professions: Miner: Leaves to slowly gather cobblestone and clay during the morning and returns in the evening. Can eventually gather coal, iron, and nitrate. Can eventually gather nuggets and gems. Deposits in an unlocked container. Scrapper: 30 block claim radius. Slowly scavenges parts from their junkyard. Will gather a higher variety of parts at higher levels. Deposits in an unlocked container. Forester: Leaves to gather wood tree seeds during the morning and returns in the evening. Can gather honey at higher levels. Deposits in an unlocked container. Hunter: Leaves to hunt during the morning and returns with leather, bones, fat, and meat. Deposited in an unlocked container. Farmer: 30 block claim radius. Will slowly gather crops and seeds for the player Plants a higher variety of seeds at higher levels. Deposits in an unlocked container. Beekeeper: 30 block claim radius. Will slowly gather honey. Deposits in an unlocked container. Rancher: 30 block claim radius. Will slowly gather eggs and feathers from chicken coops. Can upgrade for more coops. Can upgrade for pig pens, slowly harvests leather, meat and fat. Deposits in an unlocked container. Builder: Will take work orders from the player. They will give the player a duffle bag of tools. They will slowly repair blocks within a 15 block radius wherever the player places their duffle bag. Their level will improve their repair range, repair speed, and number of points they can work on (number of duffle bags). This would be a passive block health regen during the day. Fisher: Will leave to go fishing in the morning and return in the evening. Gathers raw meat. Deposits in an unlocked container. Mechanic: 30 block claim radius. Will slowly repair a vehicle parked in their garage. Can eventually hold more vehicles. Can eventually repair gyrocopters. Will eventually fill vehicles with fuel. Metalworker: Can be given any melee, heavy armor, or tool for repairing. Much longer repair queue times. Will slowly craft varying arrows and bolts depending on their level. Deposits in an unlocked container in their shop. Gunsmith: Can be given any gun for repairing. Much longer repair queue times. Will slowly craft varying ammunition depending on their level. Deposits in an unlocked container in their shop. Taylor: Can be given any light armor for repairing Much longer repair queue times. Slowly makes cloth scraps. Deposits in an unlocked container in their shop. Can buy clothing from them. More clothing at higher levels. Chemist: Slowly makes fuel. Can make other chemicals like acid and gunpowder at higher levels. Deposits in an unlocked container in their shop. Doctor: Can treat minor infections up to 5% infection. Can bandage wounds for players. Longer heal times for bandages wounds. Can treat more injuries at higher levels. Brewer: Slowly makes drinks and alcohols from resources deposited to them Can make higher tier drinks at higher levels. Their land plot is open at night. (will kick players out on 7th day nights) Spawn beds available inside their land plot. Chef: Can slowly cook meals from food deposited to them. Can cook higher tier recipes. Their land plot is open at night. (will kick players out on 7th day nights) Spawn beds available inside their land plot. Combat Followers: Ranger: 10 block claim radius. Will slowly turn their plot into a tower that they will pick off zombies from. Covers larger areas at higher levels. They can be recruited to follow the player. Follower levels increase their effectiveness with ranged weapons. Soldier: 10 block claim radius. Will slowly turn their plot into a combat bunker with defenses that fight back. Only covers a set range but increases their firepower at higher levels. They can be recruited to follow the player. Follower levels increase their effectiveness to a lesser degree for ranged and melee weapons. Brawler: 10 block claim radius. Will slowly turn their plot into a gym. Will patrol around their plot and engage zombies in melee. They can be recruited to follow the player. Follower levels increase their effectiveness with melee weapons. Combat Followers can be given armor, a ranged weapon, and a melee weapon. Along with an inventory for holding items. They maintain their gear, it won't degrade past what condition it was given to them in. They will only use normal ammunition types. They will only use ammunition when following the player. If they go down or accumulate too many injuries they’ll pop back into their land plot. Depending on how injured they are, they will need longer to recover before following the player again. Can talk to them and tell them to go home. Rangers will keep a distance and prioritize range weapons. Soldiers will stay behind the player and use a mix of ranged and melee Brawlers will stay ahead of the player and prioritize melee weapons. No friendly fire between players and followers. Only 1 follower can be recruited at a time. If they can't path or are too far away from the player, teleport to them. They can be given a bicycle or motorcycle for keeping up with players in vehicles Township perk increases the follower cap: 6 followers, 8 followers, 10 followers, 12 followers Quality of life: Quick stack option for storing items from your inventory to nearby unlocked containers. Building from a workbench, forge, chemistry station, or campfire can pull resources from nearby containers (5-10 blocks). When choosing frame shapes, have an option to hide advanced shapes to work with a smaller set, or set favorite shapes to bring them to the front of the list.
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