speakyourmind
New Member
it's me ! your friendly aashole !
Posts: 46
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Post by speakyourmind on Jun 29, 2012 16:54:55 GMT
what about a bunker , a Cold War relic ? i'm seeing a lot of people trying to add some mundane places like a cemetery , no puns intended ,but this game is not needin a byte-eating background mambo-jambo . to all users , think outside the grid
Note:why have anyone thinked about elevators yet?
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Post by youbar on Jun 30, 2012 12:41:39 GMT
What about a frickin' district full of candy machines? Be serious guys. -.- Adding a cemetery in a green district? - What's the purpose? Adding a mall? - What's the purpose? It's a shopping district except worse. Adding a fire station? - Hey, let's squirt water at zombies and take away the rarity of the best weapon in the game!! If you have a suggestion, think "so what?". What makes it so good that it'll improve the game, instead of being something that really doesn't need to be?
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Post by tons0phun on Aug 6, 2012 18:02:38 GMT
Assuming we mean buildings that can functionally be put into the game, and not just naming of buildings for name's sake...
Business District: -Bank, with a vault that can be locked from inside. -Sky Scraper. Lots of space to hide, stash'n'cache, scavenging. -Cafe, bar & grill, restaurant. Something with food. -Plaza, open space with benches, trees, fountain. -Parking Garage, good for fort building, general waste of space that comes with urbanization.
Shopping District: -Modifications: the Hardware store should have a lumber-section, with planks at the ready. Should also carry electrical generators, which for game's sake will provide unlimited electrical juice, but must be pushed to be moved anywhere from the store. Carpentry skill also needs the option for door or hatch construction, as well as a wall variety which survivors can fire weapons through. -Modification: The hunting store ought to carry scent killer, and first aid kits. -Mall, in the "special building" style similar to the police station or hospital. Can have exterior doors locked electronically from interior security office, building also has electrical generators. High density of cafes, electronic stores, book stores, and sporting good stores. No medical, hunting, gun, hardware stores. -Bar/Club. Alcohol can be drank (+health +sanity, -stamina -sleep), or used as molotovs. -Electronics store. Carries cell-phones, flashlights, batteries ("ammo" for electronics), radios (listen for National Guard broadcasts? setup broadcasts for refugees (follow the BLUE spray marks!)?), MP3 players (+ sanity, until you use up the songs). Baby Monitor + Motion Sensor, can give advanced warning, or setup surveillance perimeter for survivor fort. Battery charger, used in conjunction with steady source of power (subway generators, hospital generators, etc), can recharge any device using batteries. -Gardening Store, contains shovels, axes, machetes, battery-powered chainsaws, watering cans, and seeds. All seeds are food-yielding plants. Watering cans can collect water either from park/plaza fountains, or being left outside during rain.
Residential District: -Apartment Complex, lots of rooms, furniture, food, misc items. -Small Park -School -Quickie-Mart, 7-11, etc. -Church -I also think that grocery stores, and hardware stores should have a chance of being in these districts.
Garden/Park District -Should be its own special district, as one entire large park. As close to "wilderness" as you can be in a metropolis. Road around the perimeter, with maybe one or two roads connecting internally to the park from each direction. Parks should have large open areas with interspersed trees, benches, and small restroom facilities connected with the sewers. One should also be able to use the greens of the park to plant seeds from the Landscaping store, using a shovel to plant/till them. Whether they grow or die depends on whether they get water frequently enough (from rain or watering cans), and whether they are trampled upon in very early growth. If they survive a few days (say three), they grow to where they won't get trampled. A few more days (say four), and they will yield foods to eat, and eaten food will yield seeds.
Ideally, the garden district should be retrofitted to accommodate the "survivor commune fortress" scenario, of a self-sustaining self-defending fortress of urban survivors. It'll be harder than hell though, when you consider the effort of trying to construct a wooden fortress in an entirely open section of city, with survivors who at any moment could snap and cannibalize each other. Not to mention all the zombies, raiders, and lone crazies that will try to get you.
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speakyourmind
New Member
it's me ! your friendly aashole !
Posts: 46
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Post by speakyourmind on Aug 8, 2012 15:53:37 GMT
you're doing your homework,tons0phun!call the engineers and the constructors!i hope i'm not repeating myself,but there's a fine line between "realism" and "difficulty". it's a shame that this game isn't made by a team,lots of work to a one-man Army.
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Post by tons0phun on Aug 8, 2012 17:28:47 GMT
Well, I'm more going for the difficulty and variety than the real, something like Day Z can worry about realism.
Certainly so, none of it is necessary, it really is just food-for-thought for RoguedJack. In the sense that, if perhaps one item among the whole selection is worthwhile, then it is worth mentioning all of them.
I imagine it something like Earth's role in Hitch-Hiker's Guide to the Galaxy: an inquiry for suggestions gets put to the global mind, and answers are generated by each of us bits. Otherwise I feel it is good to have vision for things. Ideas from the forums may even manifest themselves in RS2.
Like the zombie-rot, for example. If I recall correctly it went from forum suggestion to game mechanic, and I've found it works well for balancing the game on both (living v. undead) ends.
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rafe
Junior Member
Posts: 97
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Post by rafe on Jul 6, 2013 22:28:24 GMT
you all forgot the most important building ever, Sex shop Some people can find it offensive, so no. Also, take into account that when dad does not buy a game, some children might pirate it instead and... would you want your children to play something with overly sexual themes? Also: This is a zombie game, not playboy: the game.
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Post by hunteralpha1 on Jul 16, 2013 3:13:50 GMT
i agree, no sex shops. some people who play this game are rather young.
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