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Everything posted by Karmaterror
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Buildings that randomly generates cracks for survivors to slip through [maintenance]
Karmaterror replied to Day Unit's topic in DayZ Mod Suggestions
How about every building has several "holes" in the walls. The holes never move but can be bricked up with enough bricks (saw one the other day as junk loot). Or blown open again with a grenade....or maybe a new item "sledgehammer". Could be a few items to block the holes like lengths of wood or metal sheets. Then they aren't just moving round randomly, its all based on player interaction. It opens up new ways to get out of buildings if both entrances are blocked, and ways to supprise people who think they are safe inside. And probably countless other uses. -
But dosent it make more sense that the big bad guns are at the large military instillation, and only a very small amount of loot is in a helicopter. Also there is a lot more risk in going to NWA as its a static thing that everyone knows about, so is more likely to head to. A crashsite is a much lower risk thing as you may be the only person on the map that knows about it.
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For Standalone - Dynamic minefields.
Karmaterror replied to happytree_friends@hotmail.com's topic in DayZ Mod Suggestions
Minefileds with loot is great IMO. And I like the random idea, ok as people have said you could log out and log into a minefield....but you could already do that with CS....and if they used the CS system to make them randomly spawn most would appear in fields anyway. Most people tend to find a nice covered area to log out in. The mines should be spottable but maybe a toolbelt item that lets you disarm them would be nice, then at first (jus as with zombie loot locations) its all risk. Then as you progress and gear up the option to make a minefield safe is there. -
I love the idea of a prison PA system that can be used, imagine walking in trough the gate ....tentatively looking round....then all of a sudden (and nearly giving you a heart attack) someone yells over the PA system :D. It could bring some interesting tactical plays aswell, as (assuming you know the prison) you would know where that guy was to use it, then could send a friend who he hadn't seen enter to hold him up/kill him. Less lethal guns like tazers and rubber bullets should be found in the prison. How about a riot shield so you can block a small doorway from zeds while a friend loots??
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I actually like the way its gone now, I remember having tents with like 10- AS-50 and 10- 107 in older patches. But now if I get my hands on an M24 il usualy leave it in a tent and bring it out when a hostile group comes online. Its better that having a rare gun is something of an event, apposed to having stockpiles of everything. I think the way it is now is better, less guns makes them more valuable and gives more excitement when ya find one.
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Ok so the idea is that at night you breath foggy breath. Its cold at night, so I think its pretty realistic. and would add another layer of emersion to the game. The anti-Camping thing is that at night (and day really) its hard to spot those pesky ghillie snipers that like to lie on a hill for hours picking people off. So your looking at the hill and see nothing....then you see a tiny cloud of steam rise from the grass near a tree.....gotcha ya lil.... Any editor savy peeps out there wanna see what its like ingame... http://www.armaholic.com/page.php?id=13307 Another tought was that in that script theres 3 levels of fog...this could go even further for the anti camping thing. If you have been holding your breath while scoped....then do the big exhale it could make a larger cloud of fog. Could also apply when running....more out of breath...more fog. Well that's it.....have at it :)
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Found a vid demoing the script, screenshots just weren't doing it justice lol...Also on BIS forums found that someone has already figured out how to make it happen at specific times of day :D Vid http://www.youtube.com/watch?v=HXixcSTH67w BIS forum about what it can do http://forums.bistudio.com/showthread.php?113653-Simple-Breath-Fog-Script
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SA military weapons and accessories, debris
Karmaterror replied to Theheroicbandit's topic in DayZ Mod Suggestions
Haha... why not....we are already mechanics, doctors, welders, survival experts and small arms gurus :) -
This is a little out there for my tastes. Detracts too much from the realism factor in Day-z. But sounds like an awesome premice for a new computer game :D
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SA military weapons and accessories, debris
Karmaterror replied to Theheroicbandit's topic in DayZ Mod Suggestions
Ahh yeah I think your right, they work with sidewinders right? An A-10 could be cool...but with no ammo and if you want a GBU the its found in a few parts and has to be assembled before it can go on the plane. That should make it rare enough not to be spammed all the time. -
Im gonna stick with it holding a tactical advantage....if I look at the hill trough binocs I think im much more lickley to catch sight of small whisp of fog than a guy perfectly still in a ghillie. Did a test mission and from power plant in electro you can see the breath (without optics) of a sniper halfway up the steep hill. Using binocs I could just about see it from the school, but not atall from the hospital roof. Might take some screenys later. Defo agree shouldn't be on all the time, id say just night, but I could go for it being a dawn feature.
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SA military weapons and accessories, debris
Karmaterror replied to Theheroicbandit's topic in DayZ Mod Suggestions
Double post fail lol -
SA military weapons and accessories, debris
Karmaterror replied to Theheroicbandit's topic in DayZ Mod Suggestions
If you look past the gramer and stuff this wouldn't be hard to add atall, just add the laser designator and the battrys for it to the loot tables. Make there spawn chance SUPER rare....more so than nvg or rangefinders. It would be extremely hard to have the whole set at once (battery, laser marker, correct rpg, ammo, and a friend to help you use it) then you would still have to find an active heli to use it on. That way its not gonna turn dayz into arma, hell youd be lucky to see a laser guided missile go off in months of play. It would be harder to find and use than the current rpg ( yeah....everyone remember that an American rpg already spawns in chernarus!!)....which is like gold dust to find anyway. I guess Im just from the camp of "if it existed before the apcolypse....it will be there after" so lets have it. And for the "this wouldn't be in chernarus" people....ok....you aren't allowed to pick up any M class weps anymore, or G spec....all your allowed is AK's and SVD's :P Plus id love to be cruising round looking for crash sites one night, then all of a sudden you hear that bee..bee...beeeeeeeeeeep, and your forced to either pull an avoiding backflip or jus bail out. Now that would be a campfire story to tell :D -
What weapons do Hero's normally carry?
Karmaterror replied to sanguinius's topic in DayZ Mod General Discussion
Im a hero atm and I use SAW....why...because to zombies its quiet as a normal m4a1...80m audiable range I think...and best mag size :) but if I don't got saw its usually CCOSD with M9SD...or G17 if I haven't got nvg. -
Sniping in electro tut tut :P....get ur ass up to NWA and play with the big boys. People saying that NWA is empty are obviously running in and out so fast....theres always someone up there. And (although im friendly most of the time) when I do want a battle id rather have one against a well geared group up north, and acctualy take some fire. as apposed to wasting ammo on the coast sniping bambis and stroking my ego about it :P
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Ok il re-brand "anti-camping measure" to "spotting aid", but the breath is hot wether it comes out your nose or ya mouth so should still produce something. Also heavy breathing when running gotta be mouth and rly snipers should be in trough nose, out trough mouth to keep heart rate down ...but yeah...not every survivor is ment to be a trained sniper lol Someone would have to come up with a reasonable set of distances, something that makes it usefull but not OP :)
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Yeah shoulda thought bout the distance a lil more, maybe a large breath would be visible a lil further than a small one. Say small ones viable upto 300m (but still not easy to spot) large exhale 400m and slightly more visible.
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I wouldn't want private hives to be able to host editor creations....mod srvers have already killed off most of my fave vanilla servers and I don't want that crap happening to standalone. Only small servers to test and enjoy with a small group of friends. And come on....arma ai isn't that bad, you can set convincing random patrol scripts. And engagement range...spot distance....accuracy....skill is all changeable via the init field of the editor. This isn't so much about being able to add things to a vanilla server...its about being able to experiment....eg disable all the zed spawn points....surround a site with custom ones....and try to survive. The call up some mates and try it as a team. Singleplaer does get boring(still have an old install of the SP version). but it wouldn't be to play the game in....just to have some fun.
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Just downloaded that pack...sounds rly good :D
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I support weapon degradation on use, and really believe it will help with KOS. People who have found a sniper will only be able to use it till it breaks and not just until ammo runs out. Also this makes guns a consumable....a lot of bandits will get a rifle from an airfield then never visit a weapon spawn again until they die. Making you need another m24 to repair your current one pushes the bandits back off the coast and up to the high value spawns again. Too me its not so much that they wont shoot you because they don't want to damage there gear, but that the dynamic of the game will change slightly keeping them away from the coast, and where they should be, up north near the resources they need.
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decapitation, put player head on spike
Karmaterror replied to wild_man's topic in DayZ Mod Suggestions
Great idea....if they stayed after server restart you could collect trophys at your camp :D Keep the gruesome ideas flowing :) -
Id like a big physics overhaul on the cars, but I think the game engine limits what can be done. Wouldn't say arma was done for infantry though, it was done for armour, cars were put in for transport and realism, but I don't think they were ever intended to be used as heavily as in dayz. The classic comparison is if you like infantry play battlefield/cod....if your an Armour nut play arma. Reducing the speed difference from grass to tarmac would be nice....but there still needs to be a big diff. 40mph on a rough grassy field is about all your gonna get out of road cars, 50-60 from offroaders. The thing with grass is that even if its dry your wheels will just spin all day long....iv had my speedo reading 155mph on a grassy field...while my mate is overtaking me in the tractor laughing his ass off. And when you do eventually build some speed the bumps just rob you of traction and promote more wheelspin.
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Dogs/Children/Tracers/Cannibal gene/Traps/Human meat-shield
Karmaterror replied to Day Unit's topic in DayZ Mod Suggestions
Like the dogs idea, would be great for solo players not to feel so lonely lol. Theres already bear traps and as of 1.8 an assortment of tripwire traps in crafting, but I haven't tried any of em out yet. Id go for a human shield idea aswell, id like to see a disarm action for when you run round a corner and come face to face with another survivor...instead of just shooting you could attempt a disarm, a successful attempt could end with you holding the guy as a shield. If you got hold of the first person in a 3 man group you could say "back off or your friend dies!".....they may even comply....all the time not knowing the pistol your pointing at there friends head..... is actually empty :P -
I care about dying....its a survival game...not dying is the whole point. If they did just start shooting with a pistol now then the only thing limiting them is ammo, with damage there would be other factors. The odd jam could give the victim time to get away, or the bandit may want to save that pistol for protection against zeds.....plus its gotta affect bambi killing....why risk breaking your gun when the other person has no wepon for you to repair yours with. But for the real bandits that heve tents full of snipers and come to the city hills for fun it would mean they would have to RTB every now and then to maintain gear condition. That at least means they carnt camp the hill all day long limited only by how much ammo they have.
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My simple way to combat KoS a bit I think is already happening....weapon damage. Guns you find at spawns are always in a poor state of repair and can jam and misfire (misfire causing a small amount of damage to the player). You could strip a gun of the same type for the parts to fix your currnt one. Say 5 ak Kobras would make 1 full green on. That means if a bandit finds an as50, ok he can go killing people, but he only found the 1 so its in bad shape. It can only really fire about 10-15 rounds before it needs parts....so he has to be accurate. It may misfire or jam...so theres lore friendly risk to the bandit. The bandit could (in some situations) kill himself instead.....gun misfires.....causes bleed....oops no bandage :D Flies though I think would be a lil annoying for bandit players. I don't want them to suffer.....jus want some risk involved in making a kill.