Crafting Recipes/Ideas

Although quite basic I quite like the crafting system, and with being able to craft most things in the game.

A few ideas I have had and I’m sure a few others have to are-

Backpacks for added carry weight.
Utility belts that could reduce the weight of things like flares or repair kits.
Specific ammo type belts also making that ammo type weigh a little less.
A weapon strap to make your secondary weapon weigh a little less while holstered
(I know a strap would not make a rocket launcher weigh less but we are fighting robots after all lol)

Body armor
Similar to to the companions armor system but for the player, weighing more depending on the material used like flame resistant materials weighing less than let’s say explosive resistant armor and the amount of protection given could also add more weight. Slower hero but more resistant. Also takes damage and breaks so have to craft more.

Companion pack mule
With Some people not being a fan of the pets combat system or just simply not liking pets in games (I think it’s a great addition) , I think a way it could be used instead of combat would be to replace the weapon with a pack mule add on that adds 2-3 backpacks on the pet that just simply adds more carry weight for those scavenger hoarders and without a weapon the pet tries to keep out of combat the best it can anyway lol

Just a couple ideas I thought might make a few Nice additions

It would be great to hear some of your ideas.

1 Like

I already use my pet as a pack mule. It can hold 8 remote turrets and I remove 4 when I reaper is at about 25 to 30% health. Then I let my rocket spotter pet, spot the reaper as the salvos of rockets buzz around in a grand finale of the reaper being destroyed. The reaper doesn’t know what to do with all the rockets buzzing around so just doesn’t do anything, but it may try and do its blast thing…That only destroys the pet if I don’t get it packed away soon enough but it a great show to watch.

The pet has enough space then to stow any loot that makes me overweight, and we fast travel back to a recycle center after the second reaper is destroyed. All the weight limits help keep the game more balanced, and players CAN’T go overboard with their greedy looting habits.

Also the player already gets limited on travel and speed when go over the carry limit now, which is unrealistically high as it is now. The reason the runner gets armor is the Sweden runners also have the same armor and it is limited to the 4 classes of runners.

If a backpack and/or armor are added for the player then it should just be part of what the weight limits are now. In other words, a 25 weight unit backpack would take the place of what weight limit is now and the same with any armor add on where you stay at or below the max 96 weight units and your speed and travel abilities stay the same. It would just require more crafting and more time spent at crafting between battles.

Remember, you can already increase weight capacity of player with skills points twice and we just got more weight capacity with the runner. And you already think it just is not enough? Will it ever be enough?

2 Likes

Maybe this and the backpack thing are a topic for the skill revamp. Remove the skills and give us different sizes of backpacks for different weights or specialisations (one for reduced ammo weight, one for reduced equipment weight, one for reduced health-item weight and one for reduced weapon weight.

Oh and don’t forget to reduce the initial carry weight without a backpack (maybe 10kg).

The first one could be found at the first church and give us a carry weight of 30kg.

Then there could be more to be found (by loot or during story missions) with weights of 45kg, 60kg and finally 96kg, each with the above mentioned specialisations…

I think it’d be a good idea to give up it’s weapon in exchange for a carry weight boost. Give it an extra 25 lbs but no guns a feature that’ll work well with the loot module if implemented it’d give a nice synergy. Have it loot while I fight or after depending on if they improve the ai to avoid danger a bit more.

You should deploy a runner with a rocket when dealing with ticks. They are pretty good at wiping out the swarms from APOC and FNIX hunters. One rocket will wipe out a whole bunch of ticks. After the hit you only see little piles of smoking scrap. this is very useful when right after a battle the runner pet starts picking the ticks off and any little lynx or runners that may still be around. I don’t know how many times I am “shopping” in a machine selecting what I want and start hearing a lynx or runner firing at me. No more since my rocket scout is on duty. The pet is also useful for when you are in cover to adjust your weapon load or for me, put remote turrets in a slot ready to deploy.

Need at least a heal command and stay command. Heal to get the scout pet back to the side or behind you and stay to put it in a safe spot but still handy so you have a safe place to duck to.

You can deploy the pet, give it heal, it closely follows you to where you want to hide it, then a stay command to keep it there. Then you are free to attack the machines. After the battle, the heal command and the pet runs to you and then watches for machines as you loot.

The scavenger feature is not selective at all and I found zero use for it. All it collects is trash and after the first battle the little guy is full. Then I have to dump most everything it picks up.

HEAL= come to me and stay very close to me.
STAY= stop and don’t move from the spot the pet stopped at.

But it will still fire at machine in its line of sight. The Spotter will mark machines, so comes in handy when you don’t/can’t look around yourself.

Hello, I feel like the crafting is a bit undeveloped…

I will go over my thought process for thinking so and some possible ideas for incorporating it.

My thoughts behind my claim are that:

You cannot create attachments,
You cannot alter your vehicles,
You cannot make any kind of alteration to melee weapons,

(don’t get pedantic on me and point out spray paint, I mean meaningful things)

But you CAN create ai portable rocket turrets from raw materials,
You CAN make magic bullets from raw uranium,
You CAN create a backflipping explosive puppy from string, copper, and gunpowder at a commercial quality and scale.

Does this not seem weird?

I don’t want to bash on the devs, because quite frankly, I love this game. But sometimes I wonder why the hell I can make repairs to a robot dog but I can’t add a grip to my gun or duct tape 2 magazines together?

The devs seem like they want me to, they have all the resistance gear and cobbled together experimental weapons, but then I as a player cannot make make my own addition to my weapons other than deciding between a barrel extension vs silencer and just filling in whatever slots the weapon is compatible with.

(I am ignoring the augment system as that feels like a really expensive resource sink with black magic involved.)

I think crafting could be the biggest game changer for generation zero, isn’t improvisation the most important part of the apocalypse anyways?(At least for me it is the coolest)

I would like to see crafting being a viable way to alter or create attachments that aren’t available in the game already so that they do not overlap with existing attachments. That means things akin to:

-altering stocks/altered stocks

-grips/grip tape/foregrips

-underbarrel attachments like flashlights/laser pointers/bayonets

-different magazine types like double sided/smaller/extra large

-new or just altered sights, stuff like zoom/reticle size/color

-barrel lengthening/shortening/thickening/etc

-saw blades or tasers or heated elements on melee weapons, just something.

Some may draw parallels to the weapon smithing found in games like call of duty or fallout 4 or dying light, and for all intents and purposes, yes it is basically that but generation zero-ified.

Why would the game need this? To be frank it doesn’t really but it is an avenue available to make crafting more meaningful.

For those wondering how you would balance this kind of new sub set of crafting, I have 3 ideas,

We already have the research tree in game so why not use that and just unlock points by deconstructing other attachments?

Maybe attachment types are unlocked by what tree you specialized in,
marksman gives you scopes,
vanguard gives melee and underbarrel,

Both support trees give you nothing because they are jokes… that was a joke in a joke

Supports both get magazines and grips

Commander has the laser pointer paint enemies and synergize with the damage buff.

Medic gets the ability to rapid swap the double sided mag to healing ammo.

Survival and commando both share stocks and fore grips

Tech gets to do optics and under barrel and melee because wires and lights.

I have been playing elden ring a lot recently and the cook books you get from characters makes me wonder if generation zero could use it’s characters to pass on valuable insights and survival techniques such as creating recipes or machine schematics instead of finding random books in the wild. This also extends to custom weapon modifications and the like. Maybe comes with personal quests

And finally 3 rebuttals to potential arguments

  1. Any version of “but doesn’t the dlc already do that?”

-if you are going to argue that buying the dlc to get precrafted guns and melee is better that creating them In base game from hard fought research and material gathering then I’m afraid we have to disagree on the meaning of fun.

I would like to spend the time to make my ideal mish mash of vehicle parts rather than pay 5 dollars for a dirt bike just to go up a hill because they made the pizza scooter so much less powerful.

Created vehicles and weapons do not need to be able to replicate the dlc stuff at all, but there should be a base game option to do what the dlc does from a role perspective.

Off-road vehicle, speed demon, not made from Popsicle sticks, etc maybe with more severe trade offs but there should still be a way.

  1. Any version of “you’re just going to make this game now like X other game”

-allow me to pose an exaggerated question for clarity sake, does adding base building and creating make this game like Minecraft?

No it isn’t the same, there are ways to execute a similar concept in a different manner, you can decide to make a crafting system like any other game or not, and merging that system into the gameplay of generation zero is what determines the similarities, comparing mechanics does not equate to comparing gameplay loops

3.“that is totally unrealistic to be able to craft X item because X reason”

-I have 3 cases I’d like you to examine:

Portable rocket turret

Health stealing minigun

50BMG healing ammo

All made at a wooden bench with only hand tools and raw materials.