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Found 5 results

  1. was just thinking about this.. I wondered if some scripts that run client side could be disabled/enabled on the fly. Do they impact fps that much anyhow. everything impacts it some... lets just use one popular script as an example. tow/lift. If i'm running around my base and building how much impact does tow lift have if i am running by cars, going into the inventory. could it be disabled until i want it. add to that if im using packlockmove and bury/butcher on all the dead zombies laying around where im building. like i said... random idea.
  2. I would like it if when an admin turned on ANY tool he has a big line of glowing red orbs above his/her head, I play on my server and I am quite sick of the "Admin Abuse" side chat from players. Its always false and puts people off the server. It would be nice to have this as an config option so an Admin helping out can be seen and is easily identifiable and one cheating is also obvious. I know you don't have to turn it on but it will have more credibility for the server if they can see that Admins make themselves clearly identifiable on the server and builds trust. Key things that would be nice - Red Orbs above head to show a player in admin mode - 45 second timer so they fade (stops admins checking for players then turning off tools) - Stalker/invisibility mode does not have orbs but instead disables guns so you can only "watch" your target player just ideas :)
  3. HarDayZ Hard DayZ Mod Pack idea... Twitter Facebook Reddit Hello, Due to the experience I gathered in-game, I feel like the current servers are not fun anymore. You get everything on a plate, as well as everyone else, and just run in guns, crash cars and worry not. For this sole reason, I came up with a server idea which might appeal the more hardcore players. From the perspective of the servers currently in-game, these server properties may be straight up crazy. But I will include ways of monetisation. This may not feel the right choice, but again, this may be straight up crazy and might appeal the more hardcore players. A quick note before starting: This would work both as a Epoch as well as a Overpoch, but I do think adding some vehicles is a must, in order to attract new players and, most importantly, to make the engagements more entertaining. I have made (am making, if you're writing this before I finished editing this) a list with mods for epoch and a list with mods for the game which I think working together would be able to revive the comatose state of the dayz mod servers which made most hardcore players move over to standalone. Here is the list of features I think would provide the most engaging experience for experienced players. Scarce resources. Basicly, you're going to mainly find food for a good while.Make the meele count. Make the non-meele weapons so scarce, that you will need to wander for hours between the airfields in order to find a non-pistol non-meele weapon. Much more for a scoped one, if you're not very lucky.Make the ammo not as scarce as the weapons, but still you'd only get maybe 2 or 3 mags for the weapon, in a few hours of choppering between the airfields (since moving for large distances forces the loot to despawn).Allow every single weapon and vehicle in-game. But make the overpowered ones (like the tanks) highly unaccesible (you'd need to pay the price of 100 non-armed tanks for a armed tank, than worry about the ammo which, you guessed, is nearly impossible to find, so you'd need to buy them).Plot poles. Not required to build, but required to protect one's house. And make them smaller. Something like 10 meters radius would be good. That is more than enough for a house with two garages and a helipad.Make the cinder verry expensive. So expensive that one player would more likely set 100 or so wooden walls overlaping eachother, rather than using cinder. Or, if they play in a 5+ players group, maybe than have enough for a 1 by 2 wall of cinder (to get a MTVR inside and move it upstairs) and have the rest of the base just hanging in the air... and whole coridors with wooden doors from meter to meter, to ensure the security of the base.Price Ratios. This is a big one. I think each trader city should have slight variations in the price, with some items being slightly more overpriced than the others, depending on the facilities present near the trader city. For example, near the arfields, the weapons would be cheaper, and in the city, they would be verry expensive, due to the risk involved in getting them there. A difference so big that some players would intentionaly go to the airfield trader, buy lots of weapons or ammo and sell them in the city, for a tiny profit. But in bulk, you may get enough profit from a Ural filled with mags and pistols to get a fire weapon. Scoped less than Acog. Or get a pistol by filling jerry cans or fuel barrels (fuel barrels for 5 times the profit from jerry cans, but over ten times more expensive), by de-foresting a whole 1 cube km of forest, a Ural full of medical loot, or 50 urals worth of food. The food is the least scarce resource, followed by the bandages, so that's to be expected.Allow the players to salvage everything from a vehicle, but the fueltank, engine, gas-tank and scrap-metal should only be salvageable from an unlocked vehicle.Maybe allow the old-motorbike to be crafted with some wood planks and scrap metal (+toolbox for tools), and a motorcicle with 2 wheels, engine, either fueltank, two jerry cans or one fuel barrel and one scrap metal, for the old motorbike, as the only craftable motorbike (the others from the trader or spawned).Badass zombies. With 10 hits to the body and one hit to the head, you'd be in some serious problems if you don't learn to meele headshot them.I think that if you're going to have a base done in less than an hour, it shall be a unprotected, maybe shack or storage box, hidden somewhere few can see it (in the middle of a forest, or in a building, under or after some obstacles, and NOT a safe out in the open, where anyone can see it but noone can break it open. Or, if you had the luck to find yourself a lockbox or a combination lock, you shall be able to check one code every 5 seconds, making the combination lock breakable in 1000 tries or 5000 seconds or 83 minutes and 20 seconds, and a lockbox breakable in 3000 tries or 15000 seconds or 250 minutes. THAT if no zombie or player gets to you... Also, as the first map, I suggest PMC (so big you rarely get to find someone else) or Panthera (you can choose anythin else, realy; maybe something not so well known...), due to the presence of the most terrain types and the fact that even if it is so small, you have to walk/drive A LOT to get from one point to another, mostly if not using the roads. A list of maps I'd like to see this modpack implemented on. PMC 51km Desert (Endless civilisation... what else could you possibly want? Probably more islands...)Panthera (If you don't want to modify a map only for using it in this mod; However, having a new map will give this mod(pack) that feeling of freshness vanilla and standalone once had.)ADO TropicaSangin Province HellmandOringMiroslavlF.A.T.A. - Federally Administred Tribal Areas, Pakistán
  4. Did a quick search but didn't find any topics... I'd like to see those lovely briefcases used for more than just money. Plus I like how this game allows to take items and pack them into other items to save inventory space (i.e. supply crates). It would be nice to have that option with firearms and at the same time, giving more use to briefs. Here's the idea... - have weapon in weapon slot and empty brief in inventory - choose "Pack primary & ammo" to pack weapon with ammo (up to 11 mags, maybe less) - choose "Pack ammo" to pack ammo alone (same, up to 11 mags) - choose "Pack primary" to pack weapon alone (Same for secondary) Result: weapon and ammo enter briefcase. Takes time to pack / unpack + extra time unpacking as "assembly time". You can pack / unpack weapon & ammo separately or together. So basically you can make briefs of ammo or a single firearm or a weapon plus some ammo to store weapons in one slot, but it takes time to unpack and assemble making the weapon more of a storage item than a ready to use weapon. Sound good or bad?
  5. Last night after a long gaming session I was laying in bed, thinking about epoch, and how much I enjoy it. I was brainstorming and thinking about things I would want if I were in the epoch, and of the many ideas I had...the idea for a mobile home or mobile base unit emerged. What if you could upgrade a motor home (camping RV) from a bottom line clunker all the way up to a vehicle you could drive anywhere, add more storage, store water, have internal lights, a bed for tentsleep, add armor upgrades, and actually walk around in while it was parked. I saw a addon Chinook awhile back that you could move around in, and not just jump seat to seat. I know you have a ton of ideas, and things you already want to implement Awol, I just figured I'd bring it up. Vehicles being upgradable, would alone be a awesome addition. The possibilities are endless. Thanks for taking the time to read this. Imagine having a top tier vehicle you could park and vend things out of. I wouldn't expect to find something like that, I'd assume you would have to invest a ton of resources to get to that point. The entire time with the threats of the epoch against you.
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