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Jeremiah Cross

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About Jeremiah Cross

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    Helicopter Hunter

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    Hiding under a bush, praying for beans.
  1. Jeremiah Cross

    Guitars,Smoking,Drinking

    I think they have a beer in game already; that Rasputen whatever stuff. Guitar and perhaps other instruments; hells yes. Smoking; again, hells yes. What part of "my character wears a cowboy hat and carries around a sawed-off" don't you understand? On the whole "smoking is terrible" subject: I don't think adding smoking to a zombie appocalypse game is ethically questionable, I do, however, think letting young and possibly impressionable kids (the assumed object of the ethical queston at hand) play a game like DayZ is.
  2. Jeremiah Cross

    Role Playing Clothing

    Different, non-tactical vests would be good. Waistcoats and the like, seems there would be a lot more of those around than tac-vests. Give 'em 2-4 item slots and call it a day. A belt slot type of storage would also be nice. Fanny packs, belt pouches, holsters, etc. As well as the ability to put a sawed off in the chest holster like a BAMF.
  3. Jeremiah Cross

    Simple Buddy System

    Of all the ideas I've seen for signifying membership in a group or clan, this is probably the best. Screw a grouping/guild system, truning friendly fire off, name tags, etc. A unique piece or several pieces of clothing to signify alliances is how it's done in the real world. Adding the ability to dye rags/clothing would only open this up further.
  4. I think it would make more sense to just load up your bag with gear you need. If you play in a group, you could decide if anyone has a dedicated roll and just load them out accordingly. That way nobody bogs the group down and weakens them by being a defenseless target.
  5. I like it, but perhaps have it replace the melee weapon rather than the rifle. Loosing the ability to carry a rifle (anti-player weapon) makes it seem like no real choice at all to me, whereas replacing the melee weapon (which I primarily use for walkers) would justify some consideration. Or if it replaced your backpack (doesn't make much sense for general supplies, but for medical supplies/ammo/engineering/vehicle repair items, oh yeah). Leave your backpack at camp and have a dedicated roll in your group without becoming an escort quest.
  6. Jeremiah Cross

    A use for rope; Frontier Justice.

    Had a thought about ropes the other day. They're currently in the game and useless, but there are many crafting and utility uses I can think of for them, but one in particulalr has captured my imagination. Currently you can handcuff other players (though having them walk in handcuffs seems to cause them to break free, which should be fixed), and I've heard that you may eventually be able to put burlap sacks over their heads. Why not be able to hang other players as well? Bandits, being bandits, could have all kinds of sick fun with this feature, and Hero types could enforce frontier justice of a kind. Say you catch someone being a douche (or just someone, in case you're a bandit), cuff em, put a bag over their head and hang them by the neck until dead from a tree/bridge/bulding/whatever. You could even leave a note on thier corpse describing their crimes, or claiming ownership of the deed (pin it to their chest with a nail?). Other thoughts I had are the ability to put a rope around someones neck and lead them around (follow mode?), if they try to make a break for it, a mechanic based on comparative health of the players could decide if the captive is pulled to the ground or goes free when the rope goes taut. Another idea I had is, when vehicles are implemented, the ability to drag another player behind a car, eventually killing them, though slowly (dependent on speed/terrain?). It's a bit morbid, admittedly, and I'm not sure if the engine could support it well enough to be worth while, but it seems to me it would fit the game very well. People are already brutal to eachother, why not allow for a bit more expression in that brutality, whether it stems from cruelty or justice. Thoughts?
  7. Jeremiah Cross

    Player Organization Terminology

    My understanding was that this would be handled by them moving in, fortifying and defending the structure. Unless you're referring to the instanced underground base idea.
  8. Jeremiah Cross

    lefty or righty

    Um, the proper way to shoot a bow is to hold it in your off-hand and draw with your dominant hand. And yeah, first world problems. Link is a lefty, if it bothers you so much, go play Legend of Zelda until you calm down.
  9. Jeremiah Cross

    [SA] Vehicle suggestions

    The mod had variable vehicle speeds. I had my controlls set up so L ctrl+W was slow, W was medium, and L Shift+W was fast. Is that sort of what you were looking for?
  10. Jeremiah Cross

    [SA] Vehicle suggestions

    I like the selection you have there. In the mod you had to fill jerry cans from fuel tanks (you may have noticed them around. They look like big propane tanks, usually behind buildings.) To keep your car running. Different cars had different size tanks, so some could run longer than others. Cars were somewhat uncommon, but not rare. Most of the cars in the world were static world obstacles, rather than vehicles you could repair and drive, but there were usually about 20 or so vehicles of different types in the world. Tires could go flat, engines break, fuel tanks leak, windows could shatter, and cars could take body damage. I would like to see a little more complevity in vehicle repair in the mod. Additions like cans of Fix-A-Flat, the need to replace car batteries, and being able to craft upgrades like window bars and such would be nice. I agree, if heli's are added, they should be much more difficult to fly. I don't know about the manual gear boxes, maybe on some models, but not all. You could use up/down arrows to shift, or something, but I think it would be more of a pain than an enhancement. Most people know how to drive cars, my problem with vehicles in DayZ is usually with the ones nobody would actually know how to operate, and which operate in a completely unrealistic fashion. The cars in the mod all had their slight differences, I thought, nothing staggering in most cases, but they had their quirks. Sedans were crap off road but blazing fast on road whereas most off road cars were slower than sedans and to big to handle in cities but hardly lost speed off road. The SUV was dangerously fast. The ATV was a bitch to drive off road, but tolerable, if not still a bit squirrely on road. The problem with differences in a cars handling in a game is that you have that sensory remove where you can't actually feel the vehicle. I do like the move away from military gear in SA, but it would make sense to have some military equipment left over, though I don't get what a Humvee would be doing in a former soviet state during a massive disease outbreak... I've actually been thinking that expanding on the chopper crash site idea from the mod could be pretty fun. Adding wrecked cargo/fuel convoys, freighter ships, cargo or troop planes, a massacred military patrol, etc. Perhaps even make certain items (avionics parts, electronic components, rare weapons and ammo, etc.) found only at these locations. My understanding after a bit of research is that most helicopters and more complex planes (jets in particular) take a special typre of aircraft fuel, though not the same type in all cases. Smaller fixed wing aircraft, like the ones I've suggested run on your standard gasoline, though often taking a higher octane content than cars (with the exception of ultralights and gyrocopters, which usually just run on regular unleaded.) But for the sake of simplicity in the game I would say, leave it as it was in the mod, where gas is gas. Or make two types of gas, which are found in distinct fuel tanks and have it somehow clear (if you think to look) which type of fuel the engine takes. This could make finding fuel more of a challenge, while adding an element of realism. Maybe even allow the use of either fuel in any vehicle, but using the wrong one will damage the engine over time.
  11. Jeremiah Cross

    [SA] Vehicle suggestions

    I know this topic has been done before, but I havn't seen one since standalone came out. So here's the question; what vehicles vould you like to see in SA. My personal list: -Bicycles (never understood the alure until I tried one. I sometimes just went on long rides to look at the scenery) Motorcycles/ATV's -Dirt Bikes (Paniers could be an optional attachment to get cargo space) -ATV's (with cargo rack and/or paniers for storage, and assuming they fix the abysmal off road handling they had in the mod) -Old moto (from Operation Arrowhead, or maybe a Ural motorcycle. Again with paniers and possibly a side car.) Cars/Trucks: I like the list I've seen so far of Ambulances, police cars, fire trucks (particularly if they come with a turret style fire hose), white off-road pickup (one of my favorites, aside from the glaring white color you can see from a mile off. So more color variety would be nice, and a few variants already exist in ArmA.) and hummers (which I really can't get excited about, but whatever.) In the case of ambulances and police cars, having predetermined loot tables for the trunk would also make sense. In addition I also would like to see; -UAZ (My absolute favorite car for its balance of speed and maneuverability, as well as its ample space for gear and passengers.) -Sedans (bring back the hatchbach, GAZ, etc. They weren't the best, but they got the job done. and it stands to reason that they would be the most common.) -Bettie Vans (they're delightfuly quirky, and there's nothing like seeing a group of hardened, camo clad survivors armed to the teeth rolling around in one.) -Ural truck (The holy grail of cars for large groups) -The Off-road (land-cruiser) truck (its right hand drive, burly, and I'll admit a soft spot for them, as it was my first car ever. Still love the Brown Beast.) Aircraft: Let me start by saying that I've had every aircraft in the mod. Choppers are fun (i particularly like the little bird with bench seats) but IMO they kill the game. They make it too easy to get from place to place, and door guns are way OP. From an immersion/realism standpoint they ruin it for me. Planes are, relatively speaking, fairly intuitive to fly. Helicopters are incredibly complex machines that anyone without training would more than likely crash outright. Which is funny, because planes in the mod (and most games) take more skill to fly and particularly to land, as well as requiring more careful selection of landing sites than helicopters. If heli's ever make it into standalone, I can live with that, but if they are left out I'd be much happier. So, my list; -AN-2 colt (I love this plane, even when I had a huey, I would usually take my colt, which I dubbed the Jade Valkyrie) -USEC Maul (A great little plane for small groups, easy to land off runway, and plenty quick.) -Amphibious plane (I have an addon for arma which adds Cessna Skywagons of many varieties, including a few with pontoons. They seat about 4, and the ability to land on solid ground and water would be a real game changer without breaking anything. Though with the addon trying to land on lakes caused the plane to explode, so that could be a good thing to fix.) -Gyrocopter or Ultralight (surprisingly common actually. Could be a single or double seater, slow and with liimited cargo space, but an option for solo or small groups.) While we're on the subject of aircraft; -Paracutes (would take the place of a backpack, limiting how much gear you could carry, and may fail if damaged. Would also need to be repacked after landing.) And lastly, Boats: Aside from how painfully slow they were, and the lack of anywhere to go in them, I like that boats were in the mod. With Skalisky now having loot and viability as a camp location and the prospect of Utes and fishing being added, boats make more sense than ever. But really, more speed, please. -Fishing boat (From the mod. For larger groups who haven't found a plane yet) -Small Boat (Again from the mod. For smaller groups) -Row boat (Small and fairly slow, but better than swimming. Could seat 4-6.) -Sailboat (I'm hesitant on this one, as I'm not sure how far the mechanics could go in the games engine. I'm thinking along the lines of a little daysailer which could seat 4-6 passengers, and function off a set wind direction, lets say from the south. It would require tacking to go some places, but you could do it quietly. I recognize that this suggestion comes from my opinion that there should be some stuff to do in the game that, while it may not be the most effective method, may be the best or only method at the time. As I said, I used to go on bike rides to enjoy the scenery. It's those peaceful little breaks you get sometimes in the struggle to survive -a campfire converstion with friends, a quick rest at the top of a hill with a great view of the sunset, or a convoy rolling back into the camp you've spent so long building, after a succesful outing- that really bring this game to life for me though. I could see adding a pleasant sail down the coast or to an island to that list.) Anyway, those are my thoughts so far. And sorry for the terrible spelling/grammar, it's late and I just don't care. Any other suggestions for vehicles, their associated attachments and/or mechanics?
  12. Jeremiah Cross

    We need tents!

    Caches should be for storage, tents for getting out of the weather IMO. I have mixed feelings about base building. I tended to wander around the woods, hunting for food and drinking water from ponds in the mod. I did have a spot I called my camp, but it was usually just where I parked my vehicle and maybe kept a tent with backup gear (typically the basics, binos, matches, a hatchet, and a hunting knife.) I can see the draw of building a big clan stronghold, but with all the buildings added in the new map, I'm already missing the big expanses of wilderness I had in the mod.
  13. Jeremiah Cross

    Birds: Interesting mechanics

    Gamebirds like pheasants and grouse would be kind of fun to have in the forest. Just imagine walking through the woods or a field and having a few flush right in front of you. May waste a few rounds and a good pair of pants, but hey. Pidgeons in the larger towns could also be a nice touch. Have them flush when a player gets to close or in reaction to gunfire.
  14. Jeremiah Cross

    Items you want to see in the SA

    A few that I would like to see; Wool Blanket: Say you get all wet/cold after a swim, rain storm, or just because it's a bit nippy. Find a spot to hunker down (a house, under a tree, etc.) and use the blanket. Your character would wrap themselves up and sit for a bit, to get warm again. Removing wet clothes first would enchance the effect. Sewing kit: A small container to hold needles, thread, scissors, and the like. Used to repair clothing a bit (not fully, maybe up to damaged at best.), make new clothing (Rag coats, a Capote jacket sewn from the above mentioned blanket, fur clothes from animal hides, etc.) Animal hides: For the reason mentioned above. Would require some crafting to make a pelt into furs, buckskins, leather, etc. Trash bags/zip locks: A container in which to store items that need to be kept dry. Haven't tested it yet but I would assume/hope that in the rain or while swimming things in your pack could get wet. I would also assume that this would ruin or cause damage to certain items (matches, knives, axes, and electronics to name a few) Placing them in the bag would keep them dry. This mechanic could (and presumably does) apply to the pelican cases already in the game. Bags could be a more common and less durable alternative. Umbrellas: Not necessary, but delightfully odd in the Zombie appocalypse, could also double as a weak melee weapon. Booze: Vodka in particular. Drink it till you puke, use it to sterilize, make tinctures with assorted plants, etc. maybe even a poor mans stove/lamp fuel but would cause damage to the stove or lantern. When they add in a use for tools, have ultra rare leathermans, the holy grail of urban survival. Just a few thoughts.
  15. Jeremiah Cross

    Vehicles, and how it should be done.

    Fuel pumps (like those at a gas station) wouldn't work if the power grid was down.
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