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Electric and Natural lighting's V 4.0

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Electric

Disclaimer:

Now I 100% understand why there is no electricity in Dayz, but I don't think it has to stay that way, for the same reason you can repair cars/helis I think you should be-able to repair power plants.

The Town Generators (see below) are like this due to the assess-ability of the items, Power plants are not in any towns and they are beside the 2 most dangerous towns thus making them x10 harder then Town Generators.Town Generator specs should be buffed due to their placements, It will still make the Power plant desire

If idea's like Town settlement became a factor, and loot stop spawning in towns when players cleared it out, The specs for town generators would be nurff since it would be harder to find loot.

I believe Powerplants should be hard to repair and get operational, but I think it shouldn't be so hard that no one wants to do it.

Remember, the game is based on authenticity not realism also this is only a part in my master plan "the teamwork philosophy" Read that to understand where I'm coming from: http://dayzmod.com/f...ad.php?tid=7036

Numbers and what not in this thread are only place holders, They could change, it's up to Rocket and other devs to pick what numbers are set in stone and what isn't.

Power Plants

http://forums.bistud...-Pack-and-Addon) Here is a link to a electric grid add on for Chenarus

You have to repair the Powerplant(s), As for the 7 substations, they are operational, but turned off

the mod also adds a humming sound to all power plants/substations, witch could cause the agro of zombies making it more dangerous to the owners.

specs:

• Find 10+/- pieces for repair

• 1 MTRV Fuel truck = 3 hours... 1 Jerry Can = 10 mins for refuel

• Maintenance: Requires x2 Scrap Metal and a x3spark plug every hour and a half or if damaged

• To start: Substation must be turned on with in 30 seconds of the switch being thrown at the power plant to let power go to it (requires someone at power plant and substation)

• attracts high amount of zombies

• powers half the map

(List is incomplete)

Town Generators

Town Generators should be a way for small clans/individual to power a town.

Specs:

• Requires 4+/- items for repair

• 1 Jerry can last 15 mins of fuel

• Requires 1 scrap metal +spark plug for maintenance 45 min, or if damaged

• attracts medium amount of walkers

• Powers 50m radius

Portable Generator

There should be a portable generator witch would be nice for on the go, small clans would use this.

Specs:

• Rare

• 1 Jerry can = 15 mins of fuel

• No repairs

• Can be sabotaged

• Only requires maintenance if damaged, requires 1 scrap metal +spark plug

• attracts low amount of walkers

• Power 10m radius

• Takes up back pack slot

(I also improved on the idea of items taking up the backpack slot. see: http://dayzmod.com/f...d.php?tid=10471 )

I'd like to add, If any of the power supplies are maintained poorly, it breaks and you have to repair it again.

Misc.

Lights should flicker threw out towns that are powered by the blue generators

NVG, Flashlights, GPS (including m4, G17) etc. when found they should have low to no Bat life; needs power to recharge.

add spot lights.

Cars take longer to start if Bat is dead (rechargeable)

I would like to quote sui now

for those who don't see a group of random people work together and fixing things in real life' date=' please get out of the chair and go outside, go to a pub where working class people go and find a mechanic or maintenance guy / gal to talk to and find out, in my circle of friends i got guys who build their own trucks and motorcycles, guys who do their own electrical stuff in their houses and such, why does any one think tinkering is difficult in a world where a lot is up for grabs and no legal enforcement who says this is not save enough, you need to add airbags etc..

there are other hobbies than gaming and internet porn....

[/quote']

Natural lights:

I call this bit natural cause I don't know what to call it, These are more 'preemptive' ways to make light though. These will light up small area's and will require refueling often. They will not disappear after the fuel is gone like the fireplace.

Lanterns:

• A "AOE" light source

• Small/carry-able

• Alt. to flash light

• requires gas

• Light flickers (like a fire)

• up to 10 feet of lightening

• can change the size of the light by using 'page up and page down' keys

• Goes in utility slot

• Cary in off hand ( if there will be an offhand slot)

Like a portable torch from Mine craft ;)

Bum-Fire 55 gallon drum:

• AOE Light

• Require wood

• Light flickers (like a fire)

• 15 feet of lightening

• Takes up 3 slots

Summery

I think these would be nice alt to the power house above it. Something for players who want to live off the gird can use. With this power mechanics, the Electric grid will not be lit all at once because of the difficulty to get electric souse lights working. As a lower teir lightening source I think "natural lights" will be perfect. Electric lights will require less over all maintenance and last longer, but will be harder to get working (except for the power plants, witch needs to be balanced out for powering a larger amount of the map). Where Natural lights will be easy to get working, but require wood/fuel witch is easy to find. Due to nature of how natural lights work and to balance it out. These will not light as much as the electric lights

This helps promotes group mechanics from all levels, From those who just got together and are starting off, to those who have their foot on the ground and need an 'objective' to do. Plus it doesn't cripple the lone wolf player. These add a great deal of fear based on unknown variables. One of the most scariest thing is the think we do not know. That is why the dark is so scary to people. But can also be comforting. To those who find it comforting, the unknown factor that the lights can come on at any time and a hostile could be 2 feet from them would be scary. But to those who hate the dark, it would be a sign of relief. Plus fire based lights will flicker, witch adds to the atmosphere of a horror based game like DayZ

Credited: I credit Toast, sui, and DemonGroover for help with this idea

Edited by Bullfrog
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I think there should be some sort of mini objective to activate the power grid (needing teamwork) and some sort of reward

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I think there should be some sort of mini objective to activate the power grid (needing teamwork) and some sort of reward

I like the idea except for the "reward" part.

I think putting light up is its own reward. Groups could synchronize movement and light up the city right when its time to fire on some bandits.

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I think there should be some sort of mini objective to activate the power grid (needing teamwork) and some sort of reward

as far as mini objectives go, this is why I said you need to repair it. it would prob take a team to do it efficiently. if one person did repaired it by him self it might take longer then a day.

and I think the reward is.. being able to see in towns.

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If you read the description in game for the Jerry can you will see that player controlled power sources are at least planed. Rocket has also said that with power comes functionality return in the map with the specifics stated being fuel pumps working again.

I would love to be apart of a group who get a power plant functioning again. Name ourselves the Chernarous Electric Company and fortify the power plant. Pay your dues for each city you want power in and we'll hook you up.

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If you read the description in game for the Jerry can you will see that player controlled power sources are at least planed. Rocket has also said that with power comes functionality return in the map with the specifics stated being fuel pumps working again.

I would love to be apart of a group who get a power plant functioning again. Name ourselves the Chernarous Electric Company and fortify the power plant. Pay your dues for each city you want power in and we'll hook you up.

I think they have small generators in the game also, maybe you can use the jerry cans to fuel those to light up camps and what not

but if you could seize a power plant, it would put you in a powerful spot. a lot of people would come hunting your head, not including the zombies that are attracted the the humming. there will be a big risk for that power lol

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I'd like to see a functioning power grid (make it hard to keep functional, of course). It would add another layer of system to the environment of the map. Most of DayZ effectively gives new meaning to content you'd otherwise overlook in another game mode--tiny lakes mean something here, for example. Having power be another layer, with a different environment when you get the lights on, would be interesting.

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Cool, I agree. A group of survivors or bandits could take over the power plant, and effectively control the basic comfort of the entire server. I think that would be very cool. This is no sarcasm here, either.

This has my vote.

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I'd like to see a functioning power grid (make it hard to keep functional' date=' of course). It would add another layer of system to the environment of the map. Most of DayZ effectively gives new meaning to content you'd otherwise overlook in another game mode--tiny lakes mean something here, for example. Having power be another layer, with a different environment when you get the lights on, would be interesting.

[/quote']

yes it would be quite fun. give one control on how comfortable people are and if they abuse it, gives another the reason to revolt against them. add a whole new dept of game play. almost a form of a government

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I like it! Good suggestion. The question is, where do we get the coal to run the power plant?

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I could see a scenario where it would need a team of about 5-10 survivors to repair a train, haul coal from the harbour to the plant, and get the plant going for a couple of hours.

...might be something to think about in future

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I like it! Good suggestion. The question is' date=' where do we get the coal to run the power plant?

[/quote']

I figure you could use gas, and fuel it for 15 mins with Jerry cans (Give a little take a little)

They could even add the Fuel truck (to repair) and fuel it with that, witch could keep the plant running for a couple hours

I think this would be an easier way to power them. though if coal must be the answer. they could add bags of coal that take up 3 slots in the inventory that could power it for 15 mins or so.

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There are also dams further inland like Grendal mentioned. They could be possibly easier to activate and require less maintenance, but contribute less to the power grid.

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I could see a scenario where it would need a team of about 5-10 survivors to repair a train' date=' haul coal from the harbour to the plant, and get the plant going for a couple of hours.

...might be something to think about in future

[/quote']

I don't often see groups of 5-10 that are working for anyone but themselves, and doing what is suggested here is most certainly not something a selfish group would commit to.

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There are also dams further inland like Grendal mentioned. They could be possibly easier to activate and require less maintenance' date=' but contribute less to the power grid.

[/quote']

I know there is a dam way up north, and a small one in the SE. They are so far away and water doesn't flow threw them to power turbines. I don't know how realistic it would be to use them. I think part of the repairing of the power plants could be, converting them to gas powered

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Perhaps, we suspend our disbelief and call it a nuclear plant. It'd allow it to become functional, and explain all these Zed's walking about.

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Keeping this up top.

Thanks for trying to keep this out there for people to see :blush: +1 Rep

I don't really care what it's powered by. I do think gas would be the simplest , and requiring it to have fuel of some sort would give the people who are controlling it a distraction from holding down the fort 24/7

though if it was nuclear power and it wasn't maintain currectly. say goodbye to the south :D

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Zeds attacking transformers and hence breaking it, go too close open wires and get electrocuted, electrified fence, repairing power lines for keeping lights on in towns etc....

So many ways to die, so much to do.

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I'd be in support of petrol/diesel fuelled generators, but not a power grid per se. I think the technicalities of trying to get any substantial infrastructure like that up and running is beyond the capability of apocalyptic survivors. Finding beans is hard enough, now you're talking about operating a power station? I think it's a dream too far.

But yes, smaller generators, man-portable or otherwise, would definitely make sense, given the only apparent available fuel we have is petrol.

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I was about to suggest the same thing.

Imagine you are minding your own business crawling trough the woods

and suddenly you see Elektro lighten up.

Wow, it would be awesome.

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