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Author Topic: Suggestions  (Read 254511 times)

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wanker

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on: 11:30:52 PM 09/02/16
Bases are not viable against determined attackers no matter how far you drag them.



Don Durk

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on: 06:36:41 PM 09/03/16
And thats a good thing. We dont want them to be amazing but at this point they're kinda useless after the first zombie gets in.
Arrrr! Tharr she blows!



wanker

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on: 11:49:08 PM 09/03/16
And thats a good thing. We dont want them to be amazing but at this point they're kinda useless after the first zombie gets in.

Once you make a nice base and move all the food into one area you won't be dealing with a zed or two, it will be mass waves.  The only way to keep a base for any length of time is with a strong force of active defenders coupled with aggressive perimiter patrols and barricading every building in the area to limit jumping off points for attacks.  Dragging the body's a space or two won't do much.  ANG and Army Force Control couldn't hold a base against a well coordinated attack either, and they had a lot of defenders.



Kraufen

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on: 11:59:58 AM 09/07/16
Image embedding for profiles. I know the argument against it was people upload stupid shit, but that never really happened in scrollwars. Just think about it



Kraufen

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on: 12:24:31 PM 09/07/16
Once you make a nice base and move all the food into one area you won't be dealing with a zed or two, it will be mass waves.  The only way to keep a base for any length of time is with a strong force of active defenders coupled with aggressive perimiter patrols and barricading every building in the area to limit jumping off points for attacks.  Dragging the body's a space or two won't do much.  ANG and Army Force Control couldn't hold a base against a well coordinated attack either, and they had a lot of defenders.
While I mostly agree with your statement, you do need a lot of actives, bring up ANG and ACF is kind of a moot point. Back then fences and their variants (electric, barbed) nor traps (landmines, bear traps) existed to help them.
This iswhy one also makes mutiple bases for different groups so the whole population of the game is not in the same spot.



wanker

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on: 11:50:56 PM 09/12/16
You should be able to use a fire extinguisher on yourself to counter act the effects of burning.  Of course you would probably be chilled if you chose to do so.

Also, the drop rate for a bag of blood is way too low.  It should be more like the drop rate of antibiotics.
« Last Edit: 12:29:02 AM 09/13/16 by wanker »



Animefan666

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on: 10:36:52 PM 09/27/16
Idea for a new crafting recipe:

2AP + Corn + Grenade = Corn Husker

6-10 damage
Inflicts weakened status.



Kraufen

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on: 11:17:57 PM 10/02/16
Shotguns should cause a status effect of some sort. Makes no sense that people ar being shot by a shotgun and have no reaction. Maybe something like dazed or terrify would work



Don Durk

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on: 03:24:19 AM 10/03/16
Shotguns should cause a status effect of some sort. Makes no sense that people ar being shot by a shotgun and have no reaction. Maybe something like dazed or terrify would work

Terrify is a bit OP and i think its nice to reserve that for Horror-y weapons like the Skullbanger, headachers and talons.
Maybe it could be cool if a crafting recipe for special shells that do dazed and the works?
Arrrr! Tharr she blows!



Kraufen

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on: 08:50:53 AM 10/03/16
Terrify is a bit OP and i think its nice to reserve that for Horror-y weapons like the Skullbanger, headachers and talons.
Maybe it could be cool if a crafting recipe for special shells that do dazed and the works?
That could work. I dunno I just feel like being shot by a shotgun is fairly traumatic and something should happen lol



Animefan666

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on: 09:59:07 PM 10/04/16
Idea: Make the Bladed Glove wearable like the Brass Knuckles.



Animefan666

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on: 01:49:14 PM 10/18/16
I'm back with another idea:

The ability to convert excess XP to AP when you've reached level 74 at a ratio of 25 AP per 1000 XP.



Kraufen

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on: 02:09:52 PM 10/18/16
I'm back with another idea:

The ability to convert excess XP to AP when you've reached level 74 at a ratio of 25 AP per 1000 XP.
I support this



Animefan666

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on: 11:24:47 PM 10/20/16
It's me again and I'm back with yet another idea:

Armor Sets (or at least the effect of Armor Sets)

Examples would include:

Night Vision Goggles
Ghille Suit
Fatigues
Dog Tags
Boots

Effect : +1-3 damage with Firearms, +5% accuracy with Firearms and Bladed Weapons.

Scrubs
Lab Coat
Bio-hazard Suit
Plastic Gloves
Lazarix Access Tag

Effect: +5 to Healing

Cows Skull
Noose
Patchwork Skin Suit
Burial Shroud
Toe Tag

Effect: +5% accuracy with Teeth, +5% chance to infect

Amulet
Eyebrow Ring
Cloak
Fingerless Gloves
Mantis ID-Badge

Effect: +3 Plasma Feeding

A more viable alternative to making it work would probably be to turn them into a recipe and the resulting item would take up the equip slots of the items used to make it. I left out anything Armor related to try and simplify it further.
« Last Edit: 12:15:35 AM 10/21/16 by Animefan666 »



ReaperEgg

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on: 11:35:57 PM 10/20/16
Good idea Anime.

And I have a question more so than a suggestion, Could the old SW system of BP instead of AP be a possibility or is AP hardwired to the game?
"No defeat in death, Victory lay in fighting for what is right while alive"