My Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

My Time at Portia enters Early Access on Jan 23rd 2018!

Pages: 1 ... 8 9 [10] 11 12

Author Topic: Duplicate, Already Implemented, or Reference Posts  (Read 63683 times)

BadManiac

  • Settler
  • ***
  • Karma: 6
  • Posts: 132
    • View Profile
Auto Equip last ammo/shield
« Reply #135 on: April 16, 2013, 02:15:31 PM »

I'd love to see a system that auto equips your last equipped shield when you equip a sword, the last arrow or ammo type when you equip a bow or gun. Would make switching equipment sets much more fluid.
Logged

BadManiac

  • Settler
  • ***
  • Karma: 6
  • Posts: 132
    • View Profile
Cave improvements
« Reply #136 on: April 16, 2013, 02:22:56 PM »

I had an idea for a slight cosmetic change to caves that should be easy to implement. The cave entrances, where the cave actually breaks through the surface, there should be rocks, boulders and rubble on the cave floor, since the cave would have eroded away the roof until it was so weak it collapsed in and opened to the surface.

Secondly, more worthwhile spelunking would be cool. Exposed ore veins deep in the cave as a "reward" for exploring. So far I haven't found anything except ill tempered spiders in the caves. Not really worth the risk if the only reward is more risk :p
Logged

trix

  • Enlistee
  • *
  • Karma: 1
  • Posts: 3
    • View Profile
Bullets
« Reply #137 on: April 16, 2013, 03:12:27 PM »

bullets should be able to be crafted out of most if not all materials but each material has there own unique property like if you have something that is very harm full or radioactive will cause the target to loose health over time to poisoning
Logged

Thunderbird

  • Settler
  • ***
  • Karma: 6
  • Posts: 128
    • View Profile
Re: Bullets
« Reply #138 on: April 17, 2013, 08:29:05 AM »

depleted uranium bullets wouldnt cause target to lose health over time but they would burn it, DU is a pyrophoric,self-sharpening when chipeed material (thats why its used for anti-tank penetrators)

but yeah, definitely agreed

softer materials could have much less damage and a chance to stun/slow the target for a bit, heavier materials could affect ballistics (if theyre implemented) but have higher stopping power and penetration
Logged

Yuki-chan

  • Citizen
  • ****
  • Karma: 25
  • Posts: 392
    • View Profile
weapon and vehicle trading
« Reply #139 on: April 17, 2013, 05:30:25 PM »

if there isn't already this game should have a place where players can trade the items they have created for example i'm good at creating guns but not so good at creating swords but would like some nice swords and maybe there is a person who can make good swords but is not good at making guns

so i was thinking there should be a place where players can put there creations so other players can add them to their saves and use them
Logged

Malus Tepes

  • Dark Lord of Pathea Contests
  • Global Moderator
  • Planetary Hero
  • *****
  • Karma: 145
  • Posts: 2878
  • Leader of the New Marians
    • View Profile
Re: weapon and vehicle trading
« Reply #140 on: April 17, 2013, 05:50:09 PM »

While we don't have an In Game feature for it yet, there could be a feature in the future for it.

However, you can still trade in the Iso Trading Thread.
Logged
I am the Head of the New Marians Guild.

MichiganSmoke9

  • Enlistee
  • *
  • Karma: 0
  • Posts: 1
    • View Profile
Traitor Crew + Needs
« Reply #141 on: April 18, 2013, 05:12:52 AM »

It would be cool to have traitorous crew members who may generate out of a need not fulfilled in your camps. Or just as a thing in the story (like an arch nemesis who has emerged due to insanity, etc.)


Also, make hunger/sleep deprivation more severe.



Logged

wesleyianbruce

  • Enlistee
  • *
  • Karma: 0
  • Posts: 30
    • View Profile
sculpting plants etc
« Reply #142 on: April 18, 2013, 07:22:12 AM »

If you add a Small Plinth template that defines where an iso sits on the ground then we can sculpt hundreds of nice plants, rocks, statues and other things. If we had a place to post them here, or submit from the game its self, then you could pick the best 10 per month and add them into the game as objects. Adding a size multiple and an invisible material that allows us to do the bounding box would reduce your workload. Definitely not a 0.6 thing (0.9 perhaps) but it could give the game a wow factor that won Second Life and Minecraft all those accolades. Though just you prey predator dynamics may get you those accolades.
Logged

Chaosknight

  • Enlistee
  • *
  • Karma: 0
  • Posts: 2
    • View Profile
Suggestions
« Reply #143 on: April 18, 2013, 11:47:22 AM »

Stealth devices - allow player to sneak by hostiles. Maybe even on vehicles, buildings, or area(surprise laser turrets)
Automated repair stations/towers/drones - repairs nearby turrets/vehicles(maybe players?)
Drones or robots - similar to followers/companions, can be outfitted for combat/scout/gathering with things like missiles, mini-gun, lasers weapons, laser pinpoint to guide turrets that increase turret max range, chainsaw to collect wood etc. 
Ceiling and Wall Turrets - for the ultimate hallway death trap
Recyclable arrows and bullets - let player pick up some of the projectiles used from the victim's corpse
JET PACKS - cause who doesn't like to fly
Special weapons - flamethrowers that can turn trees into charcoal and cook dinosaurs, freeze ray that slows enemies and eventually turn them into an ice block, lightning gun that can temporary power up offline buildings and fry anything that's in or covered with water(especially yourself when raining!)
Logged

mLegion

  • Enlistee
  • *
  • Karma: 2
  • Posts: 13
    • View Profile
Re: Vehicles with 2+ seats
« Reply #144 on: April 18, 2013, 12:11:57 PM »

It would be great if the NPC in all those escort missions understands to get in the vehicle with you.
Logged

Adstanley84

  • Enlistee
  • *
  • Karma: 0
  • Posts: 3
  • Wooly Worm - Boss Mode
    • View Profile
Best Idea Ever!
« Reply #145 on: April 18, 2013, 02:28:57 PM »

Exploding Chickens. Nuff Said.  8)
Logged

Fallen Angel

  • Enlistee
  • *
  • Karma: 0
  • Posts: 36
    • View Profile
    • A Better Tomorrow
Re: Hairdresser/ barber (changing you appearance after creation)
« Reply #146 on: April 19, 2013, 09:40:21 PM »

Would be a good idea for the later development. Especially for long term gaming sessions or even an addition to roleplaying. And maybe there will be a possibilitie that not everyone is wearing the same armor in the endgame :) It's always a bit annoying to see clones :)
Logged
Fallen Angel from the german-multi-gaming community "A Better Tomorrow"

Yuki-chan

  • Citizen
  • ****
  • Karma: 25
  • Posts: 392
    • View Profile
Re: Re: Hairdresser/ barber (changing you appearance after creation)
« Reply #147 on: April 19, 2013, 10:20:19 PM »

i thought they will add the abillity to create your own armor
Logged

H_bomb

  • Enlistee
  • *
  • Karma: 0
  • Posts: 22
    • View Profile
Re: Duplicate, Already Implemented, or Reference Posts
« Reply #148 on: April 20, 2013, 07:24:55 PM »

Hud scaling, so it changes with resolution.
Logged

PineTree

  • Enlistee
  • *
  • Karma: 0
  • Posts: 2
    • View Profile
Online Sharing of Creations in Item Editor
« Reply #149 on: April 22, 2013, 01:02:35 AM »

It would be interesting if we had the capability to upload our creations online so others can download it and use it, to create a kind of PlayCreateShare environment.  Then I wouldn't have to spend time to *try* and make awesome creations, I can rely on other cooler people to do that and mooch off their skill.
Logged
Pages: 1 ... 8 9 [10] 11 12