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Author Topic: Item Suggestions  (Read 16846 times)

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Slimebeast

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on: 01:40:21 AM 11/11/13
You probably just looked at how it was coded in SW with those crystals or something, huh. TERRIBLE. But it works.

I think I duplicated and hacked away at the Group Chat in HR's code, actually.
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Slimebeast

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on: 01:41:15 AM 11/11/13
DUBBLE POST

People will move out to different Walkie channels if we ever have enough players for 20.0 to get the shit spammed out of it.
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Týr

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on: 02:13:28 AM 11/11/13
DUBBLE POST

People will move out to different Walkie channels if we ever have enough players for 20.0 to get the shit spammed out of it.

It kind of already does get the shit spammed out of it. That's why I wish group and public chat had separate boxes. And scroll bars.

And everything.
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Týr

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on: 05:25:48 AM 11/22/13
This was an idea sparked from something someone else said on the old forums that I felt was an amazing concept.

Change ammunition packs (clips, boxes, etc) into individual units/rounds. Instead of finding a 'Rifle Clip' you find 'Rifle Rounds (15)' or something like that. Maybe make the amount you find random for the sake of unforgivingness.

Why do this? Well it could be used to solve this problem:
↑ ↓    Pistol [1]

If the change is made, then the ability to top up on a used magazine should come along with it:
[reload] ↑ ↓    Pistol [1]
So clicking reload would then remove 5 rounds from your Pistol Round stack and fill the pistol.

Just another one of those polishing suggestions.
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Jonathan Hunter

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on: 12:48:32 PM 11/22/13
I'm just going to say whatever pops into my head, whether it makes sense or not.

Explosives would be awesome. Grenades, Molotov's, C4-  Dynamite, even. Maybe landmines to attach to closed doors?

I would love an SMG, provided it doesn't get the short end of the stick.

What about alternate rounds? Like Rifle or Pistol Armor Piercing rounds? Shotgun Incendiary rounds?

Twinkies as a healing item. Lol.
Pink Flamingos, just for fun.

A hand axe should probably make it to the melee weapons list.

Maybe rope to climb into areas, ignoring doors/barricades?



Týr

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on: 03:37:30 PM 11/22/13
Explosives would be awesome. Grenades, Molotov's, C4-  Dynamite, even. Maybe landmines to attach to closed doors?
Traps has always been a wanted thing.

Finding explosive items for traps would have to be difficult though. Explosive traps would have to be made to do massive damage to everyone in/on the building and also massive damage to the building itself and completely destroy any barricade on the tile just for balance. Even then explosive traps might be too much.

I wouldn't mind things like shotgun traps though. Would work nicely with my previous suggestion.

I would love an SMG, provided it doesn't get the short end of the stick.
The SMG in my main suggestion is pretty nice.

What about alternate rounds? Like Rifle or Pistol Armor Piercing rounds? Shotgun Incendiary rounds?
I think things like this were brought up before and I think it was said it wasn't possible, but I wouldn't know. I honestly don't think things like this have a place in the game though. It would feel like clutter to me.

Maybe rope to climb into areas, ignoring doors/barricades?
This is unnecessary with Rooftop Run.
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Mammon

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on: 03:59:35 PM 11/22/13
I actually thought of different types of ammo weeks ago.. BUT THEN... I didn't feel like doing the work for it. :awesome:



Slimebeast

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on: 04:15:41 PM 11/22/13
Plus, I *think* there are only a few applications...

Normal rounds
Exploding/Hollow-Point
Armor-Piercing
Incendiary

Admittedly, I'm not a gun-knower, so I could be missing things or inappropriately combining Exploding/Hollow though I think the game effect would be much the same.

So for armor-piercing we have the obvious "ignores Kevlar vest" feature.

Explode/Hollow would be more damage, I assume?

Incendiary might be interesting if we ever do have "being on fire" as a player status.


Speaking of which... hmm.

I wonder if it'd be possible to change "Infection" as a player status... to draw its name and damage from a database entry...

So...

"You lose _ HP due to ______."

You lose 1 HP due to infection.
You lose 4 HP due to being on fire.
You lose 10 HP due to radiation poisoning.

...
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Jonathan Hunter

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on: 04:22:59 PM 11/22/13
Rooftop Run is building to building, I meant for the rope idea to be used from ground level, into a building. Like on the side of a fort into it, without going through the front gates., or from behind a building into it.

Either way, just an idea. -Shrug.-



Týr

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on: 04:45:38 PM 11/22/13
Plus, I *think* there are only a few applications...

Normal rounds
Exploding/Hollow-Point
Armor-Piercing
Incendiary

Admittedly, I'm not a gun-knower, so I could be missing things or inappropriately combining Exploding/Hollow though I think the game effect would be much the same.
There are many more types of ammunitions than that, my dear friend. Though to be fair, a lot of them are just variations of a 'type' with slightly different features for slightly different performance and specifications.

Such as soft-point rounds vs hollow-point rounds. Soft-point rounds don't expand nearly as much as hollow-point rounds, but they have much greater penetration therefore. I don't know what people mean by 'explosive rounds' when talking about anything other than shells, but I think they're referring to this type of round when they say it. I shouldn't have to say that the projectiles in question (when speaking about pistols and such) don't actually explode.

Incendiary rounds for pistols and rifles aren't actually a thing, either. I could be mistaken and some genius somewhere has actually designed one that can be used effectively, but as far as I know the term 'incendiary' can really only be applied to shells as well. Even if these theoretical incendiary rifle rounds were available, I seriously doubt you would be able to justifiably find them in an area like the game map is based on. The closest you can get are tracer rounds, but those have a very low chance of actually lighting anything on fire.

Armour-piercing rounds are okay though.

If you are to add different ammunition types then pistols can get hollow-points which do more damage but fail hard against armour. Rifles can get armour-piercing rounds which ignore armour and do slightly more damage than normal ammunition, but not as much as hollow-point. You could give hollow-points to rifles as well but I think that might be over the top.

Shotguns are where the fun starts. A shotgun can fire almost anything that can be loaded properly into a shotgun shell. Obviously you have the different shot sizes from birdshot to buckshot and beyond, but you can also make things like confetti shot, and obtain legitimate incendiary shot--known as Dragon's Breath--that contains shards that ignite, but anything out of a barrel that the barrel isn't designed to handle can cause serious damage to the weapon.

[spoiler=Dragon's Breath]
[/spoiler]But as you can see, the cloth target doesn't even catch fire. So their effectiveness is questionable.

I wonder if it'd be possible to change "Infection" as a player status... to draw its name and damage from a database entry...

So...

"You lose _ HP due to ______."

You lose 1 HP due to infection.
You lose 4 HP due to being on fire.
You lose 10 HP due to radiation poisoning.

...
I love this. Imagine the possibilities.
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Týr

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on: 11:14:46 PM 11/22/13
Things you can't store in a Backpack that I feel you should be able to (though would not necessarily want to):

Spraypaint Cans
Revival Serum
Walkie Talkies
GPS Units
Fire Extinguishers
Gas Cans
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Kraufen

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on: 03:26:37 PM 11/23/13
Serum really should.
Gas cans are kinda large in real life.
I would like to be able to store special items like holiday stuff to



Týr

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on: 03:42:37 PM 11/23/13
Gas cans are kinda large in real life.
Depends. There are more than one size of gas cans. Most of the ones I've used have been pretty small. And considering we can lug around 4 of them in a stack I'm assuming they're the small ones. You can fit at least 2 of those in an averaged size backpack, but it would be a tight fit. Then again, since when has this game made any real sense? :V
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Týr

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on: 12:11:23 AM 11/25/13
Enhancements.
These would work by simply having them in your inventory. They have a random amount of uses, much like Spraypaint Cans and the like.

Human
Whetstone - Found in Hardware Stores. Having a Whetstone in your inventory increases the damage of any Bladed weapons you have by 3. Upon acquiring a kill with a Bladed weapon, a use is subtracted from the Whetstone until it eventually wears away.

Rubber Grip - Found in Hardware Stores. Having a Rubber Grip in your inventory increases the accuracy of any Blunt weapons you have by 7%. Upon acquiring a kill with a Blunt weapon, a use is subtracted from your Rubber Grip until it eventually wears away.

Laser Sight - Dropped by MANTIS NPCs. Having a Laser Sight in your inventory gives any firearm you have +12% accuracy. Eventually runs out of battery as you shoot.

Vampire
IV Tube - Vampires, retaining part of their human intelligence, can crudely insert a hypodermic needle attached to a plastic tube into their arm.
Found in Hospitals and dropped by Vampire Wretches. Having an IV Tube and a Bag of Blood in your inventory prevents vampires from getting Infected. Eventually the IV Tube breaks as the player--regardless of race--kills zombies, but the Bag of Blood is preserved.

Zombie
Rotting Limb - The remains of an unfortunate victim once stricken with vampirism. Its lingering scent allows zombies to detect similar odors from a distance.
Dropped by Zombie Wretches. Having a Rotting Limb in your inventory allows zombies to detect vampires much like their Smell Rot skill allows them to detect other zombies. Eventually disappears as the player--regardless of race--kills vampires.
« Last Edit: 12:15:06 AM 11/25/13 by Týr »
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Mary

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on: 02:01:58 AM 11/25/13
See this could be a could and fairly easy to implement idea for a test server. Because I think that sounds way OP but it could be tweaked.
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