Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Draco122
Members-
Content Count
491 -
Joined
-
Last visited
Everything posted by Draco122
-
Seeing as how the M136 AT4 was "removed" due to their not being a sufficient use for it, how about the addition of the RPG-7 and the M79 Grenade Launcher instead? The RPG-7 has two types of rounds in-game, one for infantry and another for vehicles. It would give players a dedicated anti-infantry rocket launcher, be reusuable and more fitting for the russian theme. Players would still need to give up their backpack to equip however. The M79 would give a dedicated grenade launcher other than having to rely on finding a NATO M16/M4 with a M203 attached, allowing players also to use it as pseudo flare gun.
-
The M136 served no purpose because it had a pathetic blast radius when it hit something, it would still kill anything it hit but anything around it, only suffered hearing problems and/or minor damage, it was more designed to take down structures and vehicles not infantry. The RPG-7 on the other hand, has had ammunition tailored towards anti-infantry. ARMA II even has the round already, the OG-7V which is an Anti-Infantry High Explosive warhead or the PG-7VR which is an Anti-Tank Warhead, which is basically what the M136 did and was intended for, Vehicles. Its not unusual to have a grenade launcher function as a flare gun or even a police riot weapon in certain parts of the world where using a small handheld launcher is forbidden and the requirement to own a larger rifle type is more prevalent. The way I picture a grenade launcher in Day Z, is a standalone weapon like any primary weapon out there, it replaces your currently used weapon. How many times have you wandered through the streets of Chernarus come across gas stations, deer huts, fire stations and airfields to find 40mm Smoke/Flare/HE but the only way to use 'em would be to find the equally rarer M16/M4 M203 combination. And those I'd think are certainly alot more useful than having a standalone launcher. It would also give people a more dynamic weapon for which they can use to clear crowds of zombies as opposed to throwing smoke grenades.
-
I remember that actually, more to the point the map Namelsk with its warm clothes can seriously stick out sometimes against the white snow, I personally think they're should be some kind of brighter mor civi kind of clothes like that, like a woolly coat or red/blue bomber jacket.
-
Here's some suggestions toward armor and equipment: Leather Jacket - A Brown leather jacket, offers no resistance versus firearms or melee weapons. Is slightly resistant against some bites or scratches. I'd like to vote that normal freshly spawn survivors start off with some basic clothing like this here leather jacket. Surplus Flak Jacket - Most common form of Armor, relatively poor protection from anything barring small caliber handguns (Makarov, 9x19mm firearms) and only protects the chest region. Can also be equipped with a ballistic plate. Hero skins are issued this type of armor by default complete with a ballistic Cermaic plate. Kevlar Vest - Police Issue Kevlar Vest capable of protecting the users torso from handgun rounds (Makarov, 9x19mm weapons and Shotgun Pellet ammo) but lacks the ability to hold a ballistic plate. Police Riot Gear - Police Issue Riot Gear, covers the entire body cannot protect against firearms but provides a strong resistance against melee weapons (Crowbar, Hatchet) and unarmed attacks (Zombie Attacks). The amount of armor however increases the amount of noise generated and speeds up the amount of thirst and hunger. Osprey Body Armor - British Military Body Armor, covers the chest and can only be found at Military Camps and Bases. Provides protection against all handgun rounds (Makarov, 9x19mm, .45 ACP), Shotgun Pellets and intermediate rifle rounds (5,45 AK, 5,56 STANAG, CZ550, Lee Enfield). Also includes a space for a ballistic plate. The large bulky armor however increases the rate at which thirst and hunger set in. Interceptor Body Armor - Body Armor worn by the United States Army. Covers the chest and can only be found at Military Camps and Bases. Provides protection against all handgun rounds (Makarov, 9x19mm, .45 ACP), Shotgun Pellets and intermediate rifle rounds (5,45 AK, 5,56 STANAG, CZ550, Lee Enfield). Also includes a space for a ballistic plate. The large bulky armor however increases the rate at which thirst and hunger set in. 6B23 Body Vest - Russian Body Armor, found only at Military Bases and Camps. Covers the chest and provides protection against all handgun rounds (Makarov, 9x19mm, .45 ACP), Shotgun Pellets and intermediate rifle rounds (5,45 AK, 5,56 STANAG, CZ550, Lee Enfield). Also includes a space for a ballistic plate. The large bulky armor however increases the rate at which thirst and hunger set in. Dragon Skin Armor - High Quality, near impervious body armor, found only at Helicopter Crash Sites. Covers the chest only. Provides protection against all handgun rounds (Makarov, 9x19mm, .45 ACP), Shotgun Pellets and Slugs, intermediate rifle rounds (5,45 AK, 5,56 STANAG, CZ550, Lee Enfield, AKM). Does not include a ballistic plate cover, as it uses its own unique dragonscales plate. Ballistic Plate - Used to supplement body armor that can accept a ballistic plate. Comes in two variants which adds different protection values. Comes in two variants: Ceramic Plate allows for protection against intermediate caliber projectiles such as 5,45 AK and 5,56 STANAG and some high caliber projectiles such as Shotgun Slugs, AKM and Lee Enfield rounds (It takes an additional shot to kill with these weapons to the chest). They are only found at Military Bases. Steel Plates allows for protection against both intermediate projectiles such as 5,45 AK and 5,56 STANAG and high caliber projectiles such as AKM, M14/DMR/M24/SVD, Lee Enfield and CZ550 however are only found at Helicopter Crash Sites. NOTE: Steel Plates only protect against the M14/DMR/M24/SVD, Lee Enfield and CZ550 for an extra 4 shots to kill, meaning it takes 3 shots to the chest to knock someone out and an additional shot to kill, it still induces heavy shock when hit however.
-
As it stands now, Handguns take 5 Slots, I'd love to see that happen with the MP5 and Bizon PP-19 as they still take 10 slots but are obviously alot smaller than Rifles. The same should also go true with the AKS-74U being 5 slots instead of 10, the reason being is that with the AKS-74U's stock folded, the weapon is even shorter than a standard M4A1 Carbine with its stock retracted. For official values The MP5A5 with its stock collapsed is 21.7 inches long the AKS-74U with its stock folded is 19.3 inches long while the M4A1 with its stock retracted is 29.75 inches long This effectively makes the AKS-74U SMALLER than an MP5, certainly warranting a smaller inventory space than 10 slots.
-
An idea that could further envision the entire survival aspect in a more nature entwined way. Basically certain plants made into items that can be harvested as food or potential medicine when a Hunting Knife (or some similar item such as a Pen Knife is used) and either used at a camp fire or created on the spot when it's harvested. Such medical items include: Poultice - Acts as a natural bandage, stopping bleeding Infusion / Decoction - Herbal Tea or a jar of plant extract, helps with Colds, Diseases and Infections Some such examples of natural food and medicine include: Feverfew - http://en.wikipedia.org/wiki/Feverfew Creates a decoction. Used as less effective painkillers (Temporary Cure) Giant Puffball Mushroom - http://en.wikipedia.org/wiki/Calvatia_gigantea Large white mushroom, can be harvested as food. Large puffballs, appearing like white footballs and grow in excess of 20lbs. White Mushroom - http://en.wikipedia.org/wiki/Agaricus_bisporus Can be harvested and eaten as a food source, recovers a small amount of hunger. Broadleaf Plantain - http://en.wikipedia.org/wiki/Plantago_major Can be harvested and made into a "poultice" which can stop the effects of bleeding Elderberry - en.wikipedia.org/wiki/Elderflower Made into an Infusion. Can be used to treat Colds and also acts as a food item (albeit with very minor effects on hunger + thirst) Garlic - en.wikipedia.org/wiki/Garlic Can be used as less effective antibiotics and as a food item. Multiple garlic is needed to cure Infection completely. St Johns Wort - http://en.wikipedia.org/wiki/St_Johns_Wort Is made into an decoction when harvested. Cures Colds. Apple Is used as a natural growing food source, found on trees, can be harvested to restore a small amount of hunger. Crab Apple - http://en.wikipedia.org/wiki/Crab_apple Very bitter, has same function as Apple but eating too much will cause stomach upset. Blackberries Can be harvested for use as food albeit a very small amount Dandelion - http://en.wikipedia.org/wiki/Dandelion Can be harvested and roasted over a fire to make Coffee Just some examples, there's WAY too many to list but these sound sufficent enough to create an even better survival experience.
-
Making this thread up as a singluar thread that everyone can post their weaponry suggestions to avoid making duplicate threads. I'd ask if a mod could sticky/pin this to avoid potential thread spammage of new weapon suggestions. Here's some weapons I'd love to see added: Melee Iron Pipe Baseball Bat Hunting Knife (Weapon) - On hit, instantly causes players to bleed but extremely weak damage. Damage compares to Makarov PM. Machete - Like a weaker version of the Hatchet, doesn't break bones, causes bleeding takes a few hits to kill unless a hit to the head. Wooden Stick - A weapon that can be found on beaches and coastlines as a usuable early game weapon. But is extremely weak, similar to Crowbar. Broken Rifle - A Rifle that is broken beyond repair but can still be used as a club. Sidearm Browning Hi Power - .9x19mm Handgun with a 13 round capacity, takes new Hi-Power Mags. CZ-75b - .9x19mm Handgun with a 15 round capacity, eastern european counter-part to the American M9. CZ-97B - .45 ACP handgun with a 10 round magazine capacity Shotgun Sawn Off Shotgun - Double barrel MR43 with its stock and barrels sawn off. More compact and lightweight (takes less inventory space in the backpack) but has more recoil. Hunting Shotgun (Winchester 1300) - Pump action shotgun with a 5 round capacity. Long barrel length (equivelant to M1014) ensures tight spread and good range but difficult usuage in close quarters. Saiga shotgun - Magazine fed shotgun with an 8 round capacity. Semi-Auto, russian equivelant to NATO M1014 SMG Vz.61 Skorpion - Takes Makarov Mags or new "Skorpion" Mags, holds 20 rounds, can switch between Semi and Full Auto Rifle Mosin Nagant - Bolt Action rifle, takes new Nagant Rounds or an SVD magazine can be converted into two clips worth of ammo. Russian Equivelant to Lee Enfield. Simonov SKS - Semi-Automatic rifle that uses AKM rounds. Uses SKS "Clips" or an AKM magazine can be converted into three clips worth. Carries 10 rounds. Explosive Grenade Launcher - Standalone 40mm Grenade Launcher used as a emergency signal flare gun. Takes primary slot and uses 40mm Grenades, Smoke and Flares. RPG-7 - Re-usable russian Rocket Launcher, one of the extremely rare weapons. Can use both anti-tank and Anti-personnel rounds, if they can be found. Misc Nail Gun - Uses Nails as ammunition, extremely weak weapon. Carries 50 shots, takes pistol slot. Molotov Cocktail/Petrol Bomb - Creates a large blaze of fire once thrown and damages all those within constantly. Rock/Brick/Bottle/Can - Using various debris as weapons by inflicting various stages of damage depending on what type. For example, Cans don't do any damage when thrown, bottles do light damage and Bricks and Rocks do moderate to serious damage (broken bones if they hit the leg for example) Harpoon Gun - Found at Ports or Docks. Uses Crossbow Bolts as ammunition,
-
Crowbars: more damage or get rid of them
Draco122 replied to Donaghue's topic in DayZ Mod Suggestions
Also agree with this, best option is to leave it in and hope that another reason for its use comes up. It should be similar to the Hatchet in that it does have alternate use besides being a clubbing weapon. Perhaps Crates or containers that can be wedged open with a crowbar or used on locked vehicles to gain forced entry -
Besides the Windscreen everything else is mandatory for Vehicle Repair but I got to thinking should there be additional items you can find and add to vehicles as Optional extras? For example, some people have mentioned (including I) of Mounted weapons on some vehicles like the Off Road Truck to be used as a "Technical" fighting vehicle, a type of improvised truck with a mounted machine gun. Other ideas I thought of was improvised armor plating using sheets of metal along the body work and windows. (Purely basic metal like thick aluminium or tin nothing firmly "bullet proof", could stop Handgun rounds and shotgun pellets.) Others included: A roll cage for vehicles to allow them to protect the user and put the vehicle right side up should it roll off a steep incline. Some sort of Trunk or storage box which can be used to store more items in a vehicle and have the potential of protecting the items should the vehicle be damaged or destroyed. (As it should be possible to recover SOME items from a destroyed vehicle) Some sort of Turbo system which increases the speed of the vehicle but severely dampens it's manueverability and increases fuel consumption Off Road Tires which increase the speed of off road driving but decrease speed while on roads Some sort of rigged explosive that can be applied to vehicles as a means of booby trapping idle vehicles or potentially protecting your own vehicle from theft. (If I can't have it when I leave it, I can rig it to blow should anyone take it)
-
One way I'd always thought about "Technicals" is having the actual gun an optional item for vehicle repair, much like how the Windscreen is optional. It should be found in Military Spawns as "Machine Gun Parts" with Green ammo cans with ".50CAL M2 Can" consisting of 50 rounds which take two slots much like how other Machine Gun ammo takes up in the Inventory and can be attached to vehicles such as the Off Road Truck, an Open top Ural or V3S Truck.
-
It would be nice to feature an alternate island to play on besides chernarus and somewhat more believable to have a Zombie outbreak on an island as isn't Chernarus technically joined with Russia so what is stopping us from going past the border of chernarus?
-
Just something I thought of, we have Helicopter Crash sites which to my understanding are randomated but usually hold alot of high level weaponry but what if we had other items in the world similar them? My suggestion is the use of Supply Crates as a similar in-world item to helicopter crash sites. They'd be randomated within the map on each time a server starts. Some can be found unlocked or "broken" while others are locked up and need a crowbar to open them. For the record: Broken - Provide minimal supplies but are usually more common, Broken refers to them loosing much of it's contents in transit. Un-Locked - Provide a sizeable amount of supplies but are easily looted. Locked - Require a Crowbar to open. Holds ALOT of supplies but because they are locked up and require a crowbar to open it. They DON'T carry firearms or weapons but instead feature things like Clothing, Food, Medicine, Construction Supplies, general items and other Miscellanous junk in large quantities. They can end up inside Towns and Cities, in the Forest or washed up on the coastline (presumably washed up from some off shore ship wreck where the player could pontenially came from).
-
Thats one of my main intentions was to give the crowbar a more meaningful existance in the game besides being a very weak melee weapon. Alternatively one of the reasons for the plane flying over head on Chernarus is some form of disaster relief support. http://en.wikipedia.org/wiki/British_Red_Cross The British Red Cross for example could very well help with aid by providing air drops of food, medicine and general survival gear to the poor citizens of Chernarus. Primarily they are a group of Civilians that could very well bypass Military juridiscation to provide some form of disaster relief as a "Zombie Outbreak" would certainly fall under that catergory no doubt.
-
I think it's more about the effective quality of the food that effects your overall hunger. I mean currently a single tin of Beans or Pasta is enough to feed you to 100%, but I think something like a Cabbage, Pumpkin or Apple should only restore a small amount while also betting on a sucessful harvest. Lets say a Pumpkin restores 75% of hunger while a Cabbage restores 50% An apple would be the smallest in Hunger restoration at 25% but it would also restore 25% of thirst, as a juicy apple can help with those who suffer dehydration.
-
The most super rare weapon I've ever seen is the M136 AT4 Rocket Launcher and the so called VSS Vintorez which i saw in a weapon guide as being quoted as Super rare. Adding in a RPG-7 maybe would be the next best "super rare" weapons I guess
-
I've got an idea for using up those empty soda cans and empty whiskey bottles as simple "sound traps". Like for example, getting several empty can's together on a string to create a "clacker" or smashing a bottle into broken glass and placing it along the floor to create a crunching effect of people walking across the glass.
-
Something to give early players who those who find the appriopriate materials to construct weapons out of everyday materials they'd find. Some ideas I had in regards to the many miscellanous and junk items you normally find in the environment. Some brief details before I get into each item/weapon. Improvised weapons come in two flavours, Basic and Advanced. Basic weapons do not require a tool box but require the necessary compenants for their construction in order to be made. They are generally beginner items which once found can be created on the fly for an early weapon that players can potentially use to defend themselves with but severly lacking in offensive capability compared to more manufactured items like Hatches or Firearms. Advanced Items will always require a tool box for their creation AND the necessary compenants. Advanced Items are usually very powerful and can be useful in some regards, while they can't beat a manufactured firearm like a Colt 1911 Pistol or a CZ-550 Rifle they can be very useful your survival. Basic Weapons Molotov Cocktail - Requires X number of Empty Whiskey Bottle + Box of Matches used on a fuel source or Jerry Can An improvised incendiary grenade created when a user combines any number of empty whiskey bottles with a box of matches and used at Petrol Stations, Fuel Tanks or "dropped" jerry Cans. When thrown it will create a small patchwork of fire for a 10-15 seconds of which it will cause damage to Zombies and players who step into it. Spear - Requires 1 Wood Pile + Hunting Knife OR a shiv A melee weapon that can be constructed using a single wood pile + a hunting knife to create a spear. It behaves similar to the Hatchet but at a slightly reduced effective rate (Broken Bone effect is replaced by a bleeding effect) and less damage. Club - Requires 1x wood piple + Scrap Metal A melee weapon constructed from a single wood pile and scrap metal. Behaves similar to a crowbar. Shiv - Requires 2 Scrap Metals A melee weapon made from two pieces of scrap metal to turn it into a close range stabbing tool. It's very weak but inflicts a bleeding status on players. Soda Bomb - Requires 3x 1866 Slugs OR 2Rd Pellet/Slug OR M1014 Pellet/Slug and Box of Matches By combining three sets of shotgun shells to a empty soda can, Players can create small explosive bombs that explode like grenades but at far less damage with a 3 second fuse. They create alot of noise with their use but only deal 1/5th of a damage of a Hand Grenade. Zip Gun - Requires 3 scrap metal pieces The most "advanced" of the basic weapons. It consists of three pieces of scrap metal cobbled together into a working firearm. The Zip gun uses Shotgun pellets or Shotgun Slugs but only carries a single round and must be reloaded after each shot. It resembles two lengths of pipe large enough to fit a shotgun shell but has no "iron sights" and a somewhat slow reload. Advanced Weapons IED - Requires 1x Toolbox, 1x Watch OR 1x Radio, 3x Scrap Metal and 4x M67 Frag Grenades Improvised Explosive Device, created by combining four frag grenades with scrap metal combined with either a watch or a radio. Combining it with a Watch creates a time delayed explosive device or combining it with a Radio turns it into a remote bomb. Extremely deadly but very hard to make. Bear Trap - Requires 4x Scrap Metal + Toolbox The very same bear Trap added in 1.7.2 can be created using 4 pieces of scrap metal and combining it with a toolbox. Tin Grenade - Requires 1x Tool Box, 1x Scrap Metal, 1x Empty Soda can and 1x Frag Grenade By using an empty soda can, a player can rig an explosive based trap using a frag grenade nestled inside an empty soda can and can be placed as a trip-wire based explosive. Once the line has been "tripped" the explosive will detonated in 5 seconds. Fuel Bomb - Requires 1x Toolbox, 1x Road Flare, 1x Smoke grenade (optional) and 1x Jerry Can Created by combining a road flare to a Jerry can which be shot with a weapon to cause a small explosion. Alternatively a Smoke grenade can added to attract nearby zombies to it's location.
-
True but it's nice to throw it out there all the same and get peoples feedback on it
-
I think Dogs are going to be more a natural enemy than an ally, currently you don't get many zombies wandering around the woods or countryside so dogs or wolves wondering around in packs and attacking players would be a neat addition and something else to worry about besides the threat of players and zombies
-
I'd say the damage should be comparable to an M9 SD handgun or a Makarov PM BUT to give it some incentive for its use as a "bladed" weapon it should cause enemy players to bleed when struck with it instantly
-
I have, however I didn't really like STALKERS mechanics on weapon health, because it was such a buggy game you'd sometimes find weapons that degrade absurdly fast and others that you can go the entire game without a problem. In this I'd love to see a weapon condition system and even have some weapons have specific traits in reliability, like for example the AK series of rifles being way more reliable than the M16 series of rifles, but this is just an example
-
Perhaps as opposed to weapon health, they should be found in varying states of condition. I mean it seems a bit unrealistic to find a weapon that has probably been sitting inside a dank factory or barn at 100% condition like it is now, you'd sorta expect something to go wrong with it. Maybe something like ammunition misfires, weapon jamming or potentially having a weapon "break" on you forcing you to find a toolbox to repair it
-
I think with more clothing options there should be elements which effect the player themselves when they switch over to a new set of dreads. While the effects are purely cosemetic for basic clothings (Civi Clothes, Camo Clothes) certain specialised clothing (such as the gillie suit) should display some sort of trade off in exchange for its use. Here's some examples of clothing options that I can come up with: Thermal Clothes - Thicker materials designed to keep the wearer warm at night or in cold areas by protecting them from the cold rain or night. However, the heavier and thicker clothes make your more noisy. Stealth Suit - A set of clothing that is used to minimise the amount of noise generated. Wearing this set of clothes reduces all footstep and movement noise by 50% (needs testing) but does not effect line of sight. The set of clothes resemble Jeans, Sneakers and a Black Hoodie with balaclava. Kevler Armor - A Police issue armoured vest that reduces the amount of damage taken by small caliber firearms (Handguns and Shotgun Pellets) by 20% to the TORSE region of the body. Arms, Legs and Head are unaffected by the change when worn. Simply is a Black Vest worn over regular clothing. Military Armoured Suit - A military grade suit of body armour, can resist most firearms (with the exception of Rifles) by 25%. The extra heavy weight of the armour means you generate MORE noise and use up more food and water than your normally would. Survivalist Clothes - Consists of a surplus flight jacket with combat trousers and combat boots. Purely a cosemetic clothing option. Urban Camo - Consists of Urban Camo trousers, with a police issue tactical vest and shirt. A more urban version of the Military Camo Clothing. Bandit Camo - Bandit camoflauge from the first release set up as it's own unique clothing option.
-
Just a few weapon & Vehicle suggestions that are mostly of Czech or Russian origin with a few additional vehicles. Weapons Skorpion Vz.61 - http://en.wikipedia.org/wiki/%C5%A0korpion_vz._61 - Known in Arma II as the Sa.61 Scorpion, could effectively be a Russian analogue to the Micro Uzi / PDW currently in-game but takes the common Makarov ammunition instead with a 20 round magazine capacity and options for a semi or full auto fire mode, very weak taking 3-4 shots to kill a zombie without a headshot. M16A1 - http://images2.wikia.nocookie.net/__cb20110119211130/homefront/images/a/a5/M16a1.gif - Functions as a full auto/semi-auto version of the M16A2, comes with a 30 round STANAG magazine and takes STANAG magazines. Should not come with a Grenade Launcher or a Scope and instead be left as a base weapon. SKS - http://en.wikipedia.org/wiki/SKS - Semi-auto rifle with a 10 round clip. Takes AKM magazines which can be converted into 3x magazines worth of ammo. SKS "Clips" hold 10 rounds and three can be converted into an AKM magazine. Mosin Nagant - http://en.wikipedia.org/wiki/Mosin_Nagant - Bolt Action Rifle that uses SVD Ammo which can be converted to create 2x magazines worth much like how the DMR magazine can make 4x magazines worth for the M24. Can feature a scoped variant but should be very rare. RPG-7 - http://en.wikipedia.org/wiki/RPG-7 - Russian Analogue to the M136 currently in Day-Z, reusable but extremely loud, slow to reload and rare, ammunition comes in two forms, an Anti-Personnel OG-7V Rocket and a Anti-Tank PG-7VR Dismantled Machine Gun - http://en.wikipedia.org/wiki/PK_machine_gun - A dismantled Machine gun that can be found in a box and attached to certain vehicles as a mounted gun holding 1000 rounds once installed, resembles a Russian PKM Machine gun. Ideal vehicles which it can be fitted to include the Off-Road Pickup Truck and V3S Civilian Truck. Vehicles Technical - http://en.wikipedia.org/wiki/Technical_%28vehicle%29 - An off-road pickup truck outfitted with a heavy machine gun on the back that holds 500 rounds of ammunition. Different from the "Dismantled Machine Gun" as the weapon is also already pre-attached but is larger and more powerful than that weapon. Vodnik - http://en.wikipedia.org/wiki/GAZ-3937 - A Military Armoured Car that can be found at Airfields and Military Barracks, extremely rare and requires alot of materials to repair (like most vehicles) includes a machine gun with 1000 rounds. Microlight - http://en.wikipedia.org/wiki/Microlight - Single person aircraft that can be found at Airfields. Requires a few building materials but allows for broad island travel. Not very fast and not very well protected also extremely loud.
-
I'd go with the option for more "randomized" starting loadouts over being completely unarmed, have this current option as a Hardcore option instead. I'm not advocating that players be armed with massive firepower at game start, I'm suggesting maybe an empty pistol or perhaps some sort of pistol with very little ammo, like a Makarov with one or two magazines or perhaps some kind of improvised firearm / weapon that can be easily constructed for personal defence. Or in another option, have random spawn locations besides just the coast line, have someone spawn in the Forest, in an abandoned house, farm, building whatever, give something that allows players freedom to explore without creating a sole point which can be camped for bandits to kill and loot recently spawned players.