davethejackal
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An antibiotic will not work on a virus ...
davethejackal replied to davethejackal's topic in DayZ Mod Suggestions
Coolo - just thought I'd mention it ;) -
davethejackal started following An antibiotic will not work on a virus ...
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Nit-picky I know but either change Antibiotics to be called Antivirals or be aware that viruses are not affected by Antibiotics (bacteria are) so don't describe the infection as a virus, as it is in the Dayz wiki. Also: be aware that mad cow disease is not carried by either but is a form of priondisease like CJD (an error they made in Zombieland). You want realism, right? :D
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Gasoline (jerry can) powered generators would allow electric lighting in buildings and built up areas. Cables could be a loot item to connect the generator to lights etc. Players might connect to street lights, spot lights, portable light sources and even internal lights in buildings. Elevators/lifts? You *could* make light bulbs a loot item. Bulbs could blow after a random amount of time or when smashed. Lights and the sound of the generator might attract zombies. Generators could also be used to power other facilities such as radio stations (http://dayzmod.com/forum/showthread.php?tid=25361&highlight=radio+stations). They could be connected to barbed wire to keep zombies at bay. gaddamit saw an existing thread right after i posted this. sorry about that.
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Radio Station and Transistor Radios
davethejackal replied to davethejackal's topic in DayZ Mod Suggestions
I am not sure how much use radios will be in warning people about bandits etc since bandits will no doubt use it to et up traps. It would certainly be interesting. -
So there has been much talk of walkie talkies in suggestions but what about having transistor radios in some locations and one, two or three radio stations. When switched on the radios play what it being broadcast from the radio stations, which are real physical locations. If no players are broadcasting they play a standard tape loop, a different one for each of the stations or maybe even allow players to record a tape loop. Maybe only if they scavenge a working tape player? (or mp3 recorder/player if we want to get all up to date about it). Players can take a radio station which may require repair to operate (and can be damaged by weapons fire etc so they need repair). Transistor radios and tape players might require batteries to operate. Radio stations might need fuel for a generator. Players could carry and keep the transistor radios but if they kept them switched on then they would add to the chances of being heard by a zombie.
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Does speaking on mic to local players alerts zombies?
davethejackal posted a topic in DayZ Mod Suggestions
If not, it should. Even better if the level of detection corresponds to mic volume. -
Compilation: Community Ideas reg. DC / Ghosting
davethejackal replied to GodOfGrain's topic in DayZ Mod Suggestions
http://dayzmod.com/forum/showthread.php?tid=24323 -
Ah ok but ... zombies which are realistic?
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SO L4D has unique zombies in it now? You understand the meaning of unique? Not just different zombie types but unique entities with unique behaviours that roam the map like events on legs. Unique so there would be only one of them on the map at once. L4D has no 15ft tall zombies. You'd see this UNIQUE thing coming from a mile away. Of course, since it is unique you could make it VERY tough (like six RPGs) to stop it. But ... the t@nk is just one idea. There are any number of UNIQUE entities like this that could roam the map. FYI my inspiration was the invisible beast defense system thing in Lost ... just zombiefied.
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When a player wants to disconnect it starts a timer, say 30 seconds or 1 minute. When it times out they disconnect. If they get shot or hit by a zombie it resets to say 1 or 2 minutes and begins to count down again. If they disconnect due to a dropped line etc, the above timer starts and their player model stays in game, can be killed (but not agro zombies?) etc, as if the player was still in game, until the timer runs out. They can log in only on the server they DCed from during this time.
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Yeah and amazing how I tried to hide it so much ... maybe I should have called it a t@nk and people wouldn't have realised O.o ... or was I just trying to demonstrate the idea of unique events or zombie types with a quick example? ... to have things that aren't generic randomly spawning, infinite supply zombies.
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How about 1 15ft heavily armoured weird mutant strong zombie thing, let's call it an "Tunk" that wanders the map, keeps players on their toes. Drops nice things or unique materials when killed but is VERY hard to kill? maybe could be lead by players in a vehicle to an enemy base or whatever to cause chaos? And others. Moar zombie types! Maybe some types which only appear at certain times then disappear for a while?
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Call it a concession to gameplay. If it was random power-gamers would suicide until they got good stuff.
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All men are not born (spawned?) equal.
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Not really levelling but a basic idea that if a player dies with a certain level of kit on them, they could respawn with slightly more than the base level of kit currently available. So say they die with a nice sighted AK they respawn with a pistol or shotgun and a few bullets ... maybe one bullet for every magazine they died with? If they died with an axe or crossbow they respawn with a crowbar or something similar, but they wouldn't respawn with both axe and gun. If they die in a ghillie suit they respawn in camo. Maybe they could have 1 food or drink if they were carrying at least 4 of either. Etc. Maybe 1 of any type of equipment they had 4 of?