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38 GoodAbout warrenpeace
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Rank
Scavenger
Profile Information
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Gender
Male
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Location
Kalifornistan (CA, USA)
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Interests
Ponies (AJ is best pony, BTW), DayZ, hiking, biking, target shooting, fixing cars.
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Bio
I'm a young guy who enjoys realism. IRL I own a Mosin with a bayonet and 3.5x scope. It's a great gun (despite the fact that mine's defective). I live on the edge of a canyon that's great for biking and hiking and I'd wager that I could survive longer in a SHTF situation than most people.
I've got no problems with legitimate KOS. My only problem is KWR (Killing Without Reason).
If there's a bunch of armed guys headed your way and you've got the means then gun them down. I guess you could call it a liberal usage of self-defense.
But if you see another guy who isn't as kitted as you come out of a building, tell the guy to back off. If he doesn't, liberally apply some lead to his face.
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When burned (so I've been told), R-12 refrigerant (commonly used in automobile A/C systems until being phased out by R-134 [though possibly still in use in third-world countries]) turns into phosgene gas. Phosgene may mean nothing to a layman, but perhaps you've heard of another name for it: mustard gas. So this got me thinking... What if you duct-taped a lit flare or a butane torch to a big can of R-12, poked a hole in it, and either threw it or ran for your life? Instant gas grenade. The recipe would require either a large can or a small can of R-12 (which could also be used for cars when they get implemented), some duct-tape, and an ignition source like a flare. Just toss the thing (provided it's not some huge 30-lb thing of it) and you get instant WWI chemical warfare goodness, it'd even give gas masks a better reason to be found and used. So what do you guys say?
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Running on rough terrain, sprained or broken ankles, boots and making adequate light useful/essential...
warrenpeace replied to Roshi (DayZ)'s topic in Suggestions
We need sprained ankles. -
My idea for this was that you'd have a shoe size just like you have blood types. That shoe size is either large, medium, or small to keep things simple. When putting on a shoe of the wrong size you get a message of: this shoe feels too [loose||tight] depending on what it is. In general: unless you're wearing the right shoe size, you would get a penalty of some sort, either increased energy loss, slower speed, etc. Screw unrealism, ya bunch of wussies!
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Different types of socks would also be a thing. Stuff like wool socks would do better in wet weather and so on.
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add it and replace the Magnum with the MP-412 or some other RUSSIAN .357
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My bad, I thought they took up two.
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When (yes, when and not if) they bring back the Makarov, I think it'd be interesting if the mags took up a 1x1 grid vs the 1x2 grid of the other magazines in-game currently. This would mean that you'd be able to carry a lot more mags in a lot more places than with the FNX-45, but at the same time the mags are dinky little eight-rounders. Plus, more mags means more chances for one or more of them to be broken and not feed right. So what say you?
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I know ACE_Mod for ARMA had some bloodstaining as well as trash from used bandages, medical kits, etc. Shouldn't be that hard to do if a mod for ARMA did it.
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Animal hearding:Buildings/uses/items/farming/tool uses
warrenpeace replied to Damnyourdeadman's topic in Suggestions
It's spelled herding *facepalm* As well, I'm rather sure that a lot of this stuff is already going to be implemented (farming, hunting, building, etc). -
If zombies were to ever take over the real world, we'd eventually take back the world from them (unless they ate all of us). Therefore, why not (eventually) implement a way to sorta take back Chernarus? My idea would work like this. Say I want to take back some small town like Guglovo. You'd get a bunch of players together and head there, kill all the zombies, and then do something that sort of 'claims' this town. To claim a town, you must have some person-to-building ratio (2:1, maybe?) this would mean that a small group could take a small town, but it would require a larger group to take a larger town, therefore reducing KOS/KWR. Anyways, when you take back a town this does a few things: -Disables zombie spawn -Disables (or decreases) loot spawn (on restart) -Allows players to fortify and do things to the town -Plant crops (some places with pre-existing fields will give better crops than those without) -Build fences, wooden walls, hunter tower things -Repair buildings (fix water in sinks, implement electrical things like lights and refrigerators) -Increases chance of Horde spawning nearby. Which brings us to the catch. Zombie hordes. Take back a town? There is now a chance for a zombie horde to spawn somewhere nearby (within a kilometer or something) and start slouching in the general direction of that town. Maybe they'll completely bypass the town and ruin someone else's day, or maybe they will hit your town and shit all over your day. If the zombies enter the town, they will start to wreck all of your shit whether you are there or not (smash barricades and walls, walk all over crops, etc). This means you can't just have a group combat log to dodge a zombie horde. You will have to band together to kill all the bastards. If zombies enter a town and remain there for a short period of time without any players (i.e. they're either all dead, all ran, or all not on at the moment), the town will return to its untaken state and you will no longer be able to fortify or plant crops on it and it will have to be retaken. And this isn't just another way to make everyone friendly again. DayZ needs some banditry in it no matter what all the heroes and friendlies say. For example, other players would also be able to loot conquered towns and even take them over. So what do you guys think?
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Wrong. ACE_mod for Arma II had an excellent wind mechanic. Press shift + K (default) and you get an arrow that gives the wind's direction. It also gives you a certain color depending on the current severity. You could dial in scopes far better, but that's bound to be implemented if this sort of thing gets made. As suggested, a range table for each firearm could be implemented and picked up (again, also something that ACE_mod had.
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Another problem with the cartridge-tube trap is the fact that if you set a round off outside of a firearm it's just going to make a loud pop and do next to nothing. At most it'll make someone shit their pants and act as an early warning device. Also, as said before, the force of someone stepping on a round to drive it into an impromptu hammer likely isn't going to set it off. Stomping? Maybe, but just stepping on it ain't gonna do squat.
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No beans for you. The only NPCs that there should be are the Zeds as far as I'm concerned.
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New ability idea: apply pressure to wounds
warrenpeace replied to warrenpeace's topic in Suggestions
WTF, guys? :huh: -
A lot of the time IRL, bleeding can be halted and even stopped by simply applying direct pressure to the wound. Therefore it might be interesting to add the ability to "apply pressure to wounds" to halt bleeding. To do this, the player's hands would have to be and remain empty for the duration. If the player stays relatively still (i.e. doesn't start running around) then after about ten or fifteen minutes, bleeding stops. Obviously there'd be other drawbacks like increased chance of infection when that gets implemented (meaning that perhaps this shouldn't be implemented immediately). Additionally, if different bleeding levels get implemented (dripping v. spurting for example), simply applying pressure wouldn't be enough to permanently stop bleeding. What do you guys think?