Tool ideas.

PostNukeRP Gamemode Suggestions

Tool ideas.

Postby Lord Rahl » Fri Oct 28, 2011 9:43 am

I realized that although the cultivator has pots and pans and all of that, he doesnt use a stove. Maybe you can create a stove that works in a way similar to the wastelander radar, where you must weld two tools together in order to make things work. I think that you should add this stove at the same time as the gas-ran cars idea, this way you can have the tool run on gas as well. Just an interesting concept.

I have mentioned this, but perhaps not in as much detail as i would have liked to:
A map interface upgrade for the radar. Basically, when welded, (maybe even wired?) to the Wastelander's radar, alongside the GPR, there will be a screen/hud interface that acts as a map.This map will depict a more precisce view of the world, showing things to a better scale then the radar does.
It could be a static screen welded onto the radar itself that acts similarly to an RT camera,
Or maybe it could be an interface displayed from the radar's "sync/attach to HUD" menu.

A scientist tool that can turn chems into small parts.
-I realize than turning liquids into a metal isnt exactly realistic, but anything is possible, WITH SCIENCE!
(Cave Johnson, we're done here.)
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Re: Tool ideas.

Postby [TBU] CrazyKid » Fri Oct 28, 2011 11:38 am

Idea 1: GREAT IDEA
Idea 2: AWESOME IDEA
Idea 3: Wait what? XD

Loving the first two, but the third one makes no sense at all. Just saying.
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Re: Tool ideas.

Postby Lord Rahl » Fri Oct 28, 2011 12:18 pm

[TBU|FN] CrazyKid wrote:...Idea 3: Wait what? XD
Loving the first two, but the third one makes no sense at all. Just saying.


Well heres the thing: Eldar had always said that chemicals are liquids, and thats why he couldnt add my suggestion for a tool similar to the engineers forge, that makes chem into small parts.
But there are several reasons why my argument is still valid:
-Grub Nuggets are chems. They are solid.
-Depending on the chemical we are talking about, you can probabaly make it into a metal of some shape or form when combined with other elements/compounds/substances. :geek:
-I made a portal 2 reference at the end. I must: because I can. :ugeek:

Anyway: If you really want me to, I will actually do the research myself: And prove that it IS possible.
(I really want this added :lol: )
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Re: Tool ideas.

Postby eldarstorm » Sat Oct 29, 2011 1:44 am

Most liquids can become solid at some degree, but small parts are metalic. Would be like trying to turn gas into the metal parts needed to make a clock.

The grub nuggets could be explained in a few ways. They could be sacks of liquid, or they could be boiled down into the needed chem. Always thought of chems as a raw petroilium of a sort.
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Re: Tool ideas.

Postby Remnant John » Sun Oct 30, 2011 9:39 am

eldarstorm wrote: Always thought of chems as a raw petroilium of a sort.


the what? XD how can a living creature excrete petroleum? just sayn

and also i think making chemicals into SP would be downright lame, because you all know that EVERYONE has well over 30,000 chems in their stockpile which would most likely translate to like 1/3 the chemicals in SP so take 30,000 chems and divide it by 1/3 and you get 10,000 SP that's quite a bit now by example, let me just say that the Unified Zhone is STUFFED with chems, we would have so much SP we wouldn't even know what to do with at all, we would have well over 1000 of each ammo,

that would be a shame, i like it hard
(non pervertedly, you horrible pervert minded person)
P.S. my chrome didn't know the word pervertedly. it tried to correct it to perversity
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Re: Tool ideas.

Postby Lord Rahl » Mon Oct 31, 2011 8:10 am

Remnant John wrote: ...you all know that EVERYONE has well over 30,000 chems in their stockpile... now by example, let me just say that the Unified Zhone is STUFFED with chems...


Thats my point exactly: Everybody is OVERLAODED with chems, we need some new use for chems, Which gives me a few new ideas:

1) When you implement the fuel idea: A chemical to fuel converter?
2) Use of chemicals to make a production stimulant?
-By this i mean a tool or something that will cause miners to make more metal, or maybe fertilizer for the cultivator: to make plants produce more oranges, or just produce faster.

I will expand on this idea soon.
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Re: Tool ideas.

Postby [TBU] CrazyKid » Mon Oct 31, 2011 10:35 am

The reason any of us have over 30k chems is because the worms give a massive return when salvaging them. Maybe turn down how many chems you get back?
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Re: Tool ideas.

Postby eldarstorm » Mon Oct 31, 2011 11:46 am

Well, first off, Small Parts were ment to be hard to get/ hard to find. They are basically mechanical small workings of a sort.

As far as living things not producing patrolium, its less far fetched than making a small working part from a liquid. For the most part, these parts have to be found since most people have lost the knoladge or equipment to make them now.
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Re: Tool ideas.

Postby Lord Rahl » Tue Nov 01, 2011 9:43 am

I understand the problem of converting chemicals. It doesnt work but still:
Even if you make it so that chemicals are more difficult to find, or that you don't gain as many per salvage of a grub, I bet that chemicals will still be the "penny" if pnrp.

Eldar mentioned that small parts are supposed to be difficult to find, but I've personally found small parts to be much more common then scrap. Maybe thats just me.

Anyway: I had mentioned a few ideas on tools that can be made/fueled with chemicals:
-Making A stimulant turbo-fuel of some sort for miners and super miners, only scientists can create it, but only a scavenger can use it.
-Fertilizer for Orange plants. I read somewhere (no idea when or where) That Chemicals such as urea and ammonia are excellent fertilizers for plants. I figured that this use would be realistic and not too difficult to implement.

Unrelated tool ideas:

1) A zombie trap.
-Can be created by either the Engineer, maybe Wastelander (due to his lack of tools)
-I am talking about the spinning propeller traps in ravenholm. They seem to be pretty simple, and I have attempted to create them using wire and propellers but the thing is they dont slice the zombies. Itd be a very interesting, and fun addition to Postnuke.

2) An "undead attraction apparatus"
** :ugeek: For the Lulz, maybe call it the Aperture Science Undead Attraction Apparatus, just because. :ugeek: **
-a tool created by w/e class that acts as a turret in the sense that zombies will go over to it and attempt to attack it, but this tool only attracts zombies to it. It doesnt kill them, it just attracts them so they stay away from your base.
-It could act as an attraction for antlions too. Maybe make it so that the tool needs to be turned back on every now and then, and so that the activation process itself takes a period of time about the same as syncing a radar. While turning it on the player is vulnerable as if he was scavenging or breaking into a stockpile.
Maybe it can be broken/damaged by the npcs, and have a certain amount of health. When the health reaches zero it turns off and the zombies will no longer be attracted, and it needs to be repaired.
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Re: Tool ideas.

Postby eldarstorm » Tue Nov 01, 2011 6:42 pm

Unfortunetly it seems harder than you would think to make a NPC hate a object. Originally we were going to have zombies hate and attack the mounds for example.
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