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3rdparty

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Everything posted by 3rdparty

  1. 3rdparty

    Civil Defense Sirens

    sounds good, but i dont mind the idea of them being in the big towns too. theyd have to be powered via a generator or electric grid though XD
  2. 3rdparty

    Civil Defense Sirens

    been suggested before, (but is hidden among piles of posts) yea i love the idea of this being used somewhere on map, but i dont think it should go off ever so often, just like the bells shouldnt ring periodically, should be all player driven but yea they are kinda creepy anyway, let alone feeling like your sitting in the eye of the storm XD
  3. 3rdparty

    New Vehicle Idea

    I do like your points, but i think trains should be a vehicle that could be repaired and used, if handcarts were going to be introduced.
  4. 3rdparty

    Immersive Roleplay

    Ai a like these ideas XD Ive had similar sentiments towards activities or areas of interest suited for different sized groups. This would be perfect for lone wolves or small groups to sustain themselves, aswell as possibly providing farms and timber mills as extra areas of interest and occupation XD +1
  5. 3rdparty

    Idea

    If zombie spawns are increased, if their hostility and harm is increased, and if some basic hygiene mechanics are developed. THis would be a great addition to the gameplay. +1
  6. 3rdparty

    Camp suggestions

    I was liked the idea of those camoflauged marquees in arma aswell, or possibly just the camo netting thats been mentioned a few times. have to be rendered right of course but good ideas. +1
  7. Maybe reduce it a lil, im a lil confused how rarer CZ ammo seems to be compared to lee enfield or DMR ammo?
  8. ... the point is survival, its just a hardcore beginning to bind you to progression of suvival, starting from nothing and full of despair XD not the keenest of ideas but would be amazing to see more dynamic beginnings and rougher starts/interactions with zeds and the environment
  9. indeedy I was thinking of somehow adapting into that original thread a section on similiar activities BUT for lone wolves and small bandit groups. For those same reasons ye mentioned, these objectives would be out of their capacity, lone wolves couldnt repair the elctric grid even if they were the last person on earth let alone one populated by zeds and murderers. But they could have more dominion over the large sweeping hunting areas and forests XD, the castles and hunting stands, small bandit groups probably could take over something like the garage, but because of their quick kill, hit and run nature, its unlikely they would hold an area for long, or would inevitably move on. Forts are possible, but part of me feels even they require a large organised bandit group. For these smaller groups i think there would have to be focus on developing camouflaged fortifications, dugouts/hideouts/foxholes, but that would also have to be incorporated into a new map, as i feel most fortifications stand out too easily on arma 2 :( But I like this idea, because smaller groups with not such complex tasks (ie causing alot of movement/noise/attention consumption) would be less obvious in the large country areas. Whereas large fumbling friendlies making that dangerous route to transfer mechanical parts or components would be incredibly vulnerable XD
  10. 3rdparty

    Shopping carts

    +1 yea cool idea, probably a complete deathtrap solo but still cool XD
  11. indeedy XD Yea not really thought about them but i dont see why not, especially mortars considering the weaponry grades the game currently possesses. I pretty sure ive seen several threads or posts suggesting the idea of trip wire, tbh i think this especially could be a very free creative trap if designed in the right way, so that similiar animations/skins are not used as so are not easily identifiable evn possibly to the experienced player. Boobytraps with explosives and blunt force trauma litter my mind but even things like setting off bright illuminous chemlights or noise traps in the invaders vacinity, drawing zeds and attention towards them. XD The main concern i saw from peeps tbh is concern for the base.. essentially while theyre are asleep, which i do think there should be some precaution in place. But as im thinking with this thread, the servers may naturally tend towards the largest friendly groups for the biggest baddest bases XD leaving other areas of interest that are more remote, easier to set up and defend, will give opportunities for smaller groups trying to establish dominance on a server XD
  12. Yup i ive seen it mentioned before, but dont think ive across one with this much thought. +1
  13. as much as you are my anti paritcle, yup that would be fecking cool. One thing i got to discussing with someone on that thread though was tings like infiltration and sabotage, although it should be possible, i also think the creative capacity for traps should be extended so at least there some basic sense of security with bases so peeps are not too easily put off from creating them in the first place. The trick is in balancing the time/organisation spent building the base, with an equal but opposite challenge of invading it XD
  14. been posting on a couple o topics aout this today XD i think that the group incentives should be set in real modifications they can make to their environment, but also using the old facilities left over. ITll provide incentives for taking over areas, fortifying them, establishing trade or rivalries with other groups controlling various other objectives or industries and provide incentives to enlist or "win over" new spawns in order to maintain control of an area consistently.
  15. lol it be would siiick! Ohhh how i dream, but yea i thought id start this thread up because it is a slightly diff topic that would start to make the bulging one a bit overbearing *(think it already is :() But i do think this kind of organisation might create interesting group dynamics where people are enticed into different groups or gangs. Whilst not severely damaging psycho gameplay. (i think/hope)
  16. I am related.. to no man... or yoda :S Now silence your blatherings full metal carebear.
  17. your simplified response helps not your cause :S
  18. i believe there is nothing to discuss, unless your making your bullets out of putty i guess? :S
  19. 3rdparty

    FULL Medical / First aid

    silence ye space invaders!
  20. 3rdparty

    FULL Medical / First aid

    I reckon this is really good, did have couple of differences in thought though. tbh i always thought you are dead is dead, and that it would cool to have some kind of revive/defib system but only for peeps at uber low health, that even if you bandaged someone of say less 500 blood, you would still need a defib to revive them. (although irl the problem isnt related to blood, tis just a symbol XD) Also addiction has been a one ive considered but been wary about implementation. That morale thread that i posted on your other thread was interesting because it gave mechanics that developed in game relationships. And scientifically speaking, addiction has been shown to be primarily caused by emotional deprivation. It be interesting if the game managed to reflect this. Also i started a lil thread on group activities/objectives: http://dayzmod.com/forum/index.php?/topic/45284-control-old-industry/ was wondering if ye had any thoughts on specific conditions that could be introduced that would require use of more advanced stationary equipment. Not for the vast majority of injuries, but an excuse to use/occupy the hospital (seeing as ye seem to have done quite a bit of browsing on this topic already XD)
  21. 3rdparty

    Trade Zones

    but the problem ye mention there, isnt really a problem, its the a challenge of what your trying to accomplish XD i dont think so, how are these vehicles even distributed? there is essentially still a desire to trade in-game, but is being seemingly assisted by provided armored vehicles to trading players. Still, I think any trading should be set up by players only with the resources freely accessible in game, if they choose the island, tbh i guess that is another good location... no metal detectors though XD
  22. 3rdparty

    Zombie Herds

    I did read it all through, it has been suggested a many a time. But of course, it is a sick idea XD http://dayzmod.com/forum/index.php?/topic/25101-airborne-virus-v35/ this is a link to quite a unique zombie herd idea, enjoy XD
  23. i wanna see grim drynamic beginnings. LIke spawn ona beach cold and ill, spawn in a boarded up house surrounded by zeds starving and thristy, or spawn at a car/plane crash broken and bleeding. SOme initially horirble situation you have crawl or scramble your way out of XD
  24. 3rdparty

    We need diffrent types of zombies.

    maybe not all the unique ones, but maybe a couple, i dont see why a fat zombie wouldnt take mroe bullets to the body, or one wearing body armour for example. Or ones trapped in cars for example, that when ye approached go ape shit and keep hitting the horn XD (but obviously takes a few shots due to window and sporadic movement
  25. 3rdparty

    Trade Zones

    See thats where i think the problem comes in, they should be able to be raided. The difficulty comes in balancing the logistics/time/difficulty of both organizing activities (in this case trade) and counter activities of banditry. So that one wont spend hours/days for it to be destroyed in one trolling minute, and bandits wont be completely out of the realms of fulfilling their evil schemes. There is an island, and that would be a cool trading post, but would still all have to be player driven, and possible anytime.
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