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Reo

The "Simple Log Cabin"

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[Good ideas were given in thread, so read the whole thread :P]

The simple log cabin is a little - lockable - place to store goods (max. 30 slots) and bound to GUID.

My idea how this works:

First of all you need something like "placeholder", which is repairable (just for the mechanics - like a car for example). I would suggest this to be a tent (or something completely new).

This tent is set up. If you whell-scroll the menu appears and it gives you the option of "upgrade to log cabin".

Since a log cabin consists of logs (yeah genius I know) you need 5x Firewood which are combind to one log. The cabin consists of 15 logs which have to be added one by one (that's why I wrote "repairable" , but instead of "repair wheel" the tent offers the menu option "add log"). Additionally you need 3x scrap metal (angles, screws, bolts, whatever - menu option "add metal"). When the last required piece is applied, your first "home" is set up.

This little place is lockable and give you some safety but can easily destroyed by any explosives. If it gets blown up the stored goods lie on the ground and are lootable.

The result should look like this (just smaller - around 2,0m):

addtoelvie19.jpg

I don't know if something like this is codeable, but I didn't want to keep this idea by myself. Improvements, dislike-explanations are welcome!

rgds Reo

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Hmmmmm...

I think tents are way more realistic than this. This would take ages to make in real life. A tent only takes like 5 minutes to set (maybe even less) while this should take a few hours. The other thing is that the logs you are referring to are only good for a fire. Cutting logs that big would require A LOT of work too.

So my opinion is that tents are just good the way they are. There's no point in upgrading them.

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I see lots of ideas about making some place to store goods. To make some sort of safe or relatively safe heaven for player/s to stay. And i agree. If we already have a big game, big open world, why not to have some place like home. Am actually more for option that u can barricade yourself and make some sort of place where u can be safe. And am not talking about wired fences and sand bags. What am thinking is that you can harvest different kind of materials (chop wood or collect scrap metal (we already have it in the game)) and when u find empty house, you can make shelter inside. Its important to say that this will not be 100 percent safe havens. It will depends of materials that u use for barricades. Did u just fix old house door or u make a new one or did u make door from wood or metal. Or maybe u have just enough materials for door but not for windows so you can be still gunned down through the windows. Peoples that are actually residents of this barricaded house will have a key. Devs can make option so there can be more than one key of the same door. If other player kill player and find key in inventory, he can open door easily but... you "just" need to find the door.

This idea involve some changes.

1. More open houses, barns etc etc.

2. Make more random house, barns, wood cabins in the woods, mountains etc etc.

3. Some sort of health mechanic for doors and locks and probably also some skill mechanic. Read: lock picking.

6. Environment interaction/Object interaction (you can destroy barricade, doors)

5. If there is a loot spawns in house, barricading this house will auto stop items spawns.

4. There is probably more stuff but i can't remember right now.

Wooden doors will be relatively easy to destroy by using hatch (but still not only by the 4-5-6 swings). Little bit more harder with bullets (no lock shooting). Frags will be probably fastest way but i assume that those houses will be guarder at least with one guy or maybe two. And maybe they will be hidden somewhere outside of the house watching on the door and around house. Not to mention that we already have a bear trap. With careful planing and posting wired fences we can lure any enemy in to the trap. Peoples usually make mistakes by posting fences on the doors. Its wrong. You need to stop enemy to reach and open door. So... anyway attackers will not have an easy task. At the end... shooting and throwing frags can be heard from distance. Attracting zombies and maybe more humans. Not to mention if u stumble upon a metal doors. More tricky to open. More time needed. You will make more noise. And you never know who is watching and guarding. Ofc you can always try to...

...lock picking. This need to be very hard. Player can increase his chance to lock pick by try to do this from time to time. But not on any door. Only when he find player made door. Even fail will increase you lock pick by, lets say, 2 percent but not every time. Sometimes you didn't succeed but from time to time you learn from your mistakes. Success in lock picking will be 6 percent skill up. You need lock pick tool. Every try have a chance to brake the tool. Lower lock pick skill will increase breaking chance.

At the end of this very long post i wont to say one more thing. We actually can't see how much is our lock pick skill. We need to be able to assume if we will be able to eventually lock pick door. This depends of what we try to lock pick (what kind of door) and how much we try and fail or succeed in previous attempts.

PS: Sorry for my English. Its not my native language but i hope u understand at least half of my words.

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Sure, the tent is not best "thing" to be a placeholder, but there's nothing comparable at the moment. Ages to set up such a cabin IRL? no way, 1-2 days approx.

Making 75 firewoods (results in 15 logs after combining) does take some time, trust me. Setting up a tent in 5s is also unrealistic as making logs out of firewood.

I want to point out, that this should not be an enterable "home". This is just an alternative to the tent and provides a little more safety than a usual tent at the cost of slots and the used resources.

[edit] @ Vlada:

This sounds great, but DayZ is not the right theme for skill-based interaction. And having houses to "occupy" is probably a problem since the arma engine does not support such stuff.

My idea is just a little safe spot where can store some things that cannot be taken by any player as long he doesn't have a frag grenade or grenade launcher (or stuff like this - there could be also other things that destroy the cabin). Im not a dev but I think creating such cabins isn't that difficult to develop/implement.

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Instead of explosives to break in make it a locked structure and you can use the crowbar to pry open the door and steal the goods.

Cabin disappears on death.

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I don't like the idea of a 100% safe place to store your goods. Maybe you can lock it, but add a lockpick item that can be found to pick the lock, and give players the option to just blow the lock off with their gun. Heck, if I have matches on me, what's to stop me from just lighting-up your log cabin?

In short, no items should ever be 100% safe from other players stealing them. Heck, I don't even like that your tent is 100% safe from other people dismantling it and running-off with it.


Instead of explosives to break in make it a locked structure and you can use the crowbar to pry open the door and steal the goods.

Cabin disappears on death.

Yes, the crowbars, too; forgot that those were in the game (though they should become toolbelt items or something if they can used to pry something open).

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I never wrote this would be 100% safe place. But it shouldn't be destroyable by too many items, otherwise it will be useless (it already has the less-slots-disadvantage). Lockpick-item sounds great (I like this more than HE)!

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I never wrote this would be 100% safe place. But it shouldn't be destroyable by too many items' date=' otherwise it will be useless (it already has the less-slots-disadvantage). Lockpick-item sounds great (I like this more than HE)!

[/quote']Yeah, re-reading the post, I guess I missed the part where say that it can be blown-up (though outside of Grenades, which probably wouldn't do much damage to a log cabin, I don't think anything blows-up in this game). That said, maybe rather than being able to blow-off the lock with any gun, you'd need the crowbar that was brought-up earlier (as a toolbelt item), the toolbox (since I'm sure there's stuff in there that could break a lock), and maybe implement lockpicks as a rare find that could also potentially open the door. Each would take different amounts of time, and maybe have their own drawbacks. Like the crowbar would be quick, but make a lot of noise; and the lockpick would be really quiet, but it would take maybe a random time from 30 to 60 seconds to complete, so there would be some risk of being spotted if a player is too close.

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Crowbar - taking much longer to break up (it's not as easy/undangerous as it sounds - had to do it once :D) - maybe chance of hurting yourself

Lockpick - safe, easy, fast

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Crowbar - taking much longer to break up (it's not as easy/undangerous as it sounds - had to do it once :D) - maybe chance of hurting yourself

Lockpick - safe' date=' easy, fast

[/quote']

Lockpicking is NOT fast. Even when you're practiced at it, someone could crowbar a door open before you could pick the lock. So it'd be more like this:

Crowbar: Faster, but louder and a chance of shrapnel causing damage and bleed.

Lockpick: Slower, but quieter and safe.

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Lockpicking is NOT fast. Even when you're practiced at it' date=' someone could crowbar a door open before you could pick the lock. So it'd be more like this:

Crowbar: Faster, but louder and a chance of shrapnel causing damage and bleed.

Lockpick: Slower, but quieter and safe.

[/quote']

Depends on the lock! ;)

But crowbar would need some more disadvantages, since it's more common than (imaginary) lockpicks.

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