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JoranBerserk

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About JoranBerserk

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    On the Coast

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    Sweden
  1. JoranBerserk

    Some feature ideas requesting feedback

    I made a new topic just a while ago cause I thought it would be to big for a post here. I'm spinning of a bit on the ideas of radios and walkie-talkies. You can find it here: http://dayzmod.com/forum/index.php?/topic/71321-suggestion-3-or-more-kinds-of-radios-for-long-rage-voice-communication/
  2. JoranBerserk

    Infection Mechanics: Make them more in depth

    Went for a swim out to a boat today and did not even notice a drop in my temp. Though I also agree that infections hardly seem to occur at all. I don't think a body temp drop should be an auto infection. And looting a recently dead guy would not be either if he weren't already infected before dying. He must be dead for a while before the infection risk from his corpse would take effect. On a side note: Would be cool if when you die while having an infection from a zombie that a timer would start unless you died from a headshot. And when the timer counts down you get risen into an npc zombie, leaving the gear you had on you behind or some of it on you still. Think it would be hard to intemperate though with the current system.
  3. stop opening doors in prone... or trying to crawl through them for that matter.
  4. It would for one bring up a way to actually find people that aint your friends, the common folk so to speak, that roams around the map. It could also be a way for bandits to lure people ofc, but that's like the same risk as with anything involving people you don't know in this game. Would be a great thing for those solo players to get in contact with others if they need a transfusion. Over all I could agree that maybe you could narrow it down to only 2 versions and that one of them would be connect-able to a tower. How ever, the idea of having a chance to pick up a distress call from a heli crash site would be cool... I like that. Though it could get messy if there are several sites within range depending on how one goes at doing it.
  5. I'm gonna head off by linking two similar ideas to what I have in mind and to get some eyes on their posts cause I think their ideas are good. Some feature ideas requesting feedback http://dayzmod.com/f...__communication Walkie Talkies. http://dayzmod.com/f...ion#entry446733 Any who, to start displaying my idea to combine/improve and what not the two in the links. So I was thinking of radios that differ in spawning possibilities such as spawning % and areas where you can find them. For instance maybe a budget version of a walkie talkie with a shitty range but long battery time that could work well in towns and cities with the option of selecting a few channels. So people with the same radio would hear you if you had the same channel on and are within range. The better kinds of radios you could find would be transmitting on frequencies and longer range ofc. All radios would also have effective areas and such within their range, If your recipient is close to max range he/she would start breaking up with static. The environment would have effects on the range depending on the radio type. Being on a high spot with no forest would give you almost no static close to max range (that is if your recipient also meet those conditions). Also, some of the more high tier radios should have the ability to connect into a radio tower to give them a massive boost in range. So something like this: Tier 1: Crappy walkie talkie: Range of maybe 300-400 meters (effective area 300) but no negative effects in forests or urban environment. Takes up 1 inventory slot and 2 AA batteries. Tier 2: Expensive Walkie-talkie: Range of 2 or so km. Uses frequencies (something like the Walkie Talkie post I linked above) to transmit meaning that 2 people with the same Hz set in within range would hear each other, while if their Hz was a bit off they would only hear static or the other players speech breaking up as if to far away. Has the option to broadcast on all frequencies, but thats only a send function. You can still have a frequency selected and broadcast on all at the same time. Takes up 1 inventory slot and takes 4 AA batteries. Tier 3: Connect-able radio: Range of 5 km or something like that on it's own. Has the same system as the T2 talkie with frequencies. Can be linked up to a radio tower to boost range greatly. This is where the "Some feature ideas requesting feedback" post come into play. The radio itself can be driven by 2 power sources. Either by batteries (witch it would consume a lot of but still be manageable) or by portable generator driven by fuel. Takes up 1 or 2 inventory slots (not sure) and uses 8 AA batteries. Tier 4: Mountable Radio: Range of 15 km. Frequency operated as T2 and T3. Can only be powered by a generator. Can be connected to a Radio tower. In order to use it have to be mounted down and connected to a generator. Takes up 2 or 3 inventory slots. Radio towers: In order to use a radio tower you need to have a T3 or T4 radio and a generator filled with fuel. You will have to power up the radio tower with the generator and then connect the radio. The generator should be able to power both the tower and the radio if needed. Not sure how much of a range boost they should give... was thinking that if you mount up 2 radio towers they would at least be able to transmit to each other clearly (that is if they are "next to" each other and not on the other side of the map). What ya all think? Possible? is there a problem with something? You have something to add? Write what your thoughts are on this matter and of ways to improve upon the idea.
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