bonfires/campfires

PostNukeRP Gamemode Suggestions

Re: bonfires/campfires

Postby DevilsNipple » Mon Apr 23, 2012 1:30 pm

how about this "fire" atracts antlion guards. i mean its normally rare that guards are on the map. so it would be a good thing to have to mkae it a challenge. a guard from a mile away coming for a fire xD. could also be a solution to drawing them away from your base for a short while, untill a bigger priority enemy comes near them or the fire goes out.
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Re: bonfires/campfires

Postby LostInTheWired » Mon Apr 23, 2012 1:57 pm

See, I would think that too, eldar. What, you think the zombies are afraid of your dinky fire? NO! They know where you are now, though. XD
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Re: bonfires/campfires

Postby eldarstorm » Mon Apr 23, 2012 2:20 pm

To them fire = all you can eat buffet

As to the camp fire thing, better solution.
Empty Barrel + Rust Texture + Fire Animation = Wasteland Campfire

All with one entity.
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Re: bonfires/campfires

Postby Deandra » Mon Apr 23, 2012 9:14 pm

Fire keeps away antlions as a thumper would, guards will ignore the fire because they're badasses (and also it would make it too easy if they ran away).

Zombies will walk straight towards it and try to smash it into pieces, its bright, it moves, and catches their attention (cheap anti zombie defense?).

Any class can create and use a fire to make well cooked beans, but a cultivator can have a portable stove.

Fires can only be placed, destroyed, or the fire dies out over time, not realistic to pick up flaming wood and put it in your backpack, even if the fire was put out, it wouldn't light up well again.

Finally, the scientists gas cans are useful! They will fuel the stoves (which last longer and are portable, making them worth the amount of resources needed to fuel). Maybe one of the three existing resources can fuel the fire.

The cultivators pots, pans, and all that fun stuff will require a near by fire or stove to work properly (maybe attempting to make food that needs a stove or fire without either can end up under cooked and harmful to anyone who eats it).

Sound good?
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Re: bonfires/campfires

Postby eldarstorm » Mon Apr 23, 2012 10:01 pm

well cooked beans will remain Cultivator only, in the next update regular cans of beans will already drop from resources. Allowing other classes to cook will make Cultivator unless. As mentioned before, that kind of stuff unbalanced classes.

We may do a trigger for zombies within a range, we will see. As for antlion fear, we probably won't add that.

We may have them require a "fuel", it will probably be cheese for now.

Sub quality food, think we have addressed that already, it would clutter up existing ends and menus.
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Re: bonfires/campfires

Postby Lord Rahl » Tue Apr 24, 2012 8:59 am

what if you could get "scrap wood" while scavenging, as a spare part. The scrap wood would be used to make fires once you get enough pieces.
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Re: bonfires/campfires

Postby LostInTheWired » Tue Apr 24, 2012 8:44 pm

Lord Rahl wrote:what if you could get "scrap wood" while scavenging, as a spare part. The scrap wood would be used to make fires once you get enough pieces.

Not a terrible idea, but keep in mind, the resource "Scrap" is already basically random scrap wood and metals. It's just highly abstracted.
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Re: bonfires/campfires

Postby Lord Rahl » Wed Apr 25, 2012 8:54 am

Than not even "scrap" wood, just "spare wood" or "wood chunk" or something. :P there are plenty of wood planks and wood gibs that can be used for this too. Maybe even be able to harvest from trees in order to get wood. in fact I have an idea now.
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