New Features (Weapons, vehicles, machines & mores)

Oh, I had no problem with the doctor who reference, I thought it was appropriate to the thread as an answer to the other comment :o What happened ?

I don’t get the vehicle argument: We have bikes, other vehicles could be implemented in the same way. The map isn’t made for cars ? It’s okey it’s a survival game not a driving simulator, no need to build highways, players will adapt to the map, not the other way.

So you drive the car, see a tank, decide to stop and fight the tank, so you stop the car and booom, here goes the car and you are downed. Plus cars are loud, I don’t want to alert half of the map by riding the car.

Weapons skins are not about my likening it’s about the likening of ALL players that could choose the way their weapons look. Instead of forcing people to have only one available skins, wich would mean that YOUR preferences should outweight all others

I would say OK in case the diverse weapon skins would be limited and based on EXISTING weapon skins back in '89 - which makes green skin, black skin, sliver skin, cammo and that’s it… But not any farcry-style nonsens.
On the other side there is already a weapon skin based on quality, how would you adapt you idea to that? Fancy shiny level 1 shotgun?

Re portals and similar sci-fi stuff - no thanks. While machine AI (it’s not AI actually) is something which was more or less realistic in eighties, stargate-style does not belong here.

I found some of His/Her ideas good and i think if DarkAngelLord95 had His/Her own game i would think that it would be a hardcore 1980s sci-fi game, good ideas but not here if you make a new game, go head.

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That’s the idea with the car: faster than bikes but with some down. This way you have to learn when to use it/or not !

For the weapons skins I totally agree ! Just classic weapon skins would be great !
One idea could be to equip the skin on the weapons but the painted pattern would be more or less well-painted/degraded depending on the weapon quality.

Thanks ! I like scifis and I have many ideas about it, so I suggest them !

But I would also love more “normal” content too ! I just have a lot less ideas of content to add based on the réal Sweden in 80’ ^^’

Reason why bikes are in the game is because there are bike props in the game and many players wanted to ride with it.

So, devs added them into the game as rideable vehicles. But they didn’t make bikes OP. Only place where the bike is semi-good is on the paved roads. Take it off-road and you’ll see how cumbersome it is. It also can’t travel uphill without great difficulty.

There is quite a bit of outcry how bad the bike is off-road but then again, idea is that you walk the map, not ride it.

What the additional weapon skins give to you? Do they increase weapon damage? Firerate? Something else beneficial?

I just don’t get why there is need to pain/skin everything. Why not just accept it as it is? Speaking of that, what’s next? Skins for grenades and weapon attachments (scopes)?

Some of the new features did destroy the essence of the game. Most notably the popular demand for Machine Loot, introduced in June '19 update (notes).

Before that, each machine you destroyed gave you ammo based on the weapon machine had. E.g FNIX tank - .50 cal and rockets; FNIX hunter - .50 cal; harvester - rockets etc.

Also, each machine gave you machine components based on their size. E.g small fuel cell and small EMP was obtainable only from seekers and runners; medium fuel cell and medium EMP dropped only from hunters and large fuel cell with large EMP dropped only from harvs/tanks.

Makes sense, right?

But with that nice system, there was problem. Some players didn’t want to play the game as it was intended - by looting for ammo from loot boxes. Instead, they instantly wanted to get their ammo back from the machine they just killed.

And so the devs implemented the Machine Loot, where now, you’ll get about 80% of ammo YOU used against the machine, from the machine, not the ammo machines used against you.
With it, you can now easily get 500+ 9mm Glock ammo from proto tank or no rockets when taking down harv.

Same goes with machine components. Back in the day, there was more value to take down bigger machines to get bigger/better components from them but now, you can get large fuel cells and large EMPs from runners as well.

Of course, this isn’t all. You can also get first aid kits from machines (simple from runner, standard from hunter and advanced from harv/tank). Before the update, only harvs/tanks had advanced first aid kit on them and that too rarely.

And now we have it. Machines are walking loot chests, giving back first aid kits and most of the ammo you used against them. And all that just because some lazy players who didn’t want to play the game as it was intended.

Am i happy about it? No, not at all.
Not every new update/feature is beneficial for the game, despite being popular demand by players.

Another, more recent new feature, is list based inventory system. Many players asked for the rework of the old grid based inventory system (mainly to better sort it) and once players got what they asked, a lot were (and still are) against the new inventory system. There is even a big dedicated topic about it: New Inventory system complications
I’m indifferent about it. Took me some time to learn it but it is what it is.

Before you can Fast Travel, you 1st need to hike to each and every safehouse to unlock it. It at that point where using vehicle misses the POIs. Since once you have safehouses unlocked, the fastest way to travel is Fast Travel.

Speaking of vehicles and as mentioned above of them being one-shot instant kills for you, if machine happens to fire at it, there is another thing that doesn’t make machines operable.

All cars and trucks in game are looking seemingly fine but somehow, they are inoperable. Only one thing can do that and it’s powerful enough EMP. Latter fries any electronics, making vehicles inoperable.

Also, your player char is supposed to be a teen, without any special knowledge how to repair complex electrical systems. Unless tying the ability to repair vehicles into Engineer specialization.

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Weapons skins is like character clothes: just a way to make your character look like you want. I don’t think it should add bonus, except maybe a very low stealth bonus with camo skins. I think it would be a nice addition to the character customization like the events clothes for example.

-bikes are well-balanced ! But it was introduced when I already explored the wall map on my feet so it wasn’t a problem to me. Cars should be an “end game” unlock I think, hard to get. Maybe it could carry a whole squad (4) of players and, as the bike, would be better on road. Maybe it just shouldn’t explode that easily? Do real cars REALLY explode that much…? I don’t think so, unless it’s a Michael Bay movie! Cars could carry many people, maybe being a moveable storage box too and of course faster than bikes. But it would attract machines and be slower offroad. And hard to get/build/repair. So it could be a Nice balance and great for the endgame. It’s a good idea to connect it with the engineers perks !

It’s crazy all this things with the loot ! On wich platform do you play ?
On PS4 (with the ammo and components perks) I mostly get ammo used by the machines against me (especially with runners and Hunters). With tanks and harvester I get a mix of both the ammo I used and the ammo it uses against me.

They do. Put few rounds into it’s engine and look how it blows up. In the other hand, trucks are completely immune to any damage. Go figure.

Cars in the game are currently part of the environment as hiding in plain sight traps. I, personally, don’t like blowing them up (enough devastation in the game already) but it’s solid tactic to fire at and blow up the car when machines are near it.

Example: i unlock the car (since my 4th char is lvl31 with Engineer specialization). I’ll join random MP game (new and/or low lvl players) and spawn my car in there. Other, low lvl folks, jump in my car to drive/ride along. <- how is that end-game thing?

That is way too OP. Unless you remove every other Plundra from all the safehouses.

PC (Steam).

To showcase the Machine Loot best, here are few screenshots (click on them to expand):
Note: i have Salvage lvl2.

Proto tank loot table before Machine Loot came

Proto tank loot table after Machine Loot came

See the difference?

Following is more interesting:

FNIX tank loot table before Machine Loot came

Back then, it was 100% guaranteed that you got random 5* weapon from each FNIX tank and 50% chance of getting random 5* weapon mod as well.

FNIX tank loot table after Machine Loot came

Now, you get your “precious” ammo and have to grind/farm if you want a weapon from it.

I second that and I believe one the the recent patches messed it up even more.
We are getting worse loot when looting FNIX compared to Proto.

An example - when we need to “resupply”, we go to Broskulla to kill some Proto tanks and harvs to get: rockets, 50cal, 5.56mm, 7.62mm and plenty of each.

Fighting FNIX or Apo gives us like 9mm ammo and bicycles :frowning:

They only thing which is correct is weapon quality drop, but the drop rate is meh.

@DarkAngelLord95 I think that having vehicles is a great idea, although the fast travel works great it makes it so you skip going back through already looted areas but I have noticed sometimes loot responds in areas if you haven’t been there in a while. I agree with boats, cars, motorbikes, and armored vehicles but it could make certain actions a little redundant, like if you have your own tank it could make you too over powered and missions like killing robots for barcodes useless because with a tank you could just blow doors up. Destructible environment is pretty fun to do but depends on how they do it. And all the weapons and armor you suggested as well as attachments seem most useful. Love the ideas and hope they get added in future updates. :grin:

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Here’s a skill perk that would be very, very welcome in light of the “ongoing” issues with AI gameplay - and the expected fix. I’m not calling it an update, because this is not an improvement to the game, if anything it’s being downgraded because it’s pathetic at times in combat,.

Column - Combat

New Specialism - “Focus”

Your character will revive themselves with full health, full stamina charge, full ammo clip. Can only be used once similar to survivor perk. Choose to fight your way out to run, or carry on for the final kill.

I have spent the last 100 hour’s trying to get experimental weapons -0- so far, I used u tube videos as ref, killed level 5,6,7,8 all rival’s and up to level 11 to 15 area’s… nothing
I have every experimental outfit but, not one weapon… is the experimental weapons not available any more?

same here i have killed so many rivals got only exp clothing and ammo.

I can point you in the right direction - but I’m not doing it here. The last time I spoke directly to another member I had tantrums from administrators here.

Drop me a private message and I’ll tell you what I know

Same goes to anyone, it’s copy and paste text I’ve put together while I get all 48 Rivals setup so happy to forward directly. XBL message is also fine, GT - Alias DJA

New machine concept: builders/engineers. Purpose of covering plot hole of “how da frick FNIX able build and maintain all these bases and machines without human labour or any visible tools”.

I see them as separate class (5th “Utility”/“engie” etc), non-combatant versions of existing machine types with rudimentary combat algoritms (as simple as “prototype”), but sturdier (FNIX/Apoc sturdy). Instead of guns/launchers their means of self-defence are alarm call or weaponized tools. Basically prototypes that refurbished with tools instead of guns and additional “cargo pockets” that doubles as armor layers. Due to added weight they are slower/can’t “sprint”.

“Solder”: tick with welding/soldering tools that do cable/intricate electronics job. In combat same as Apoc Tick, but does fire damage and explode with small fuel cell on death. Usually seen doing maintenance on walls and computers in outposts.

“Welder”: seeker, basically bigger aerial version of “solder”. Chance to safely find, pick up, ignite and drop nearby gas canisters and such. OR hard to avoid suicide attack exploding cutter/welder gas cylinders.

“Sweeper”: hound with grab tools and container. Picking up small or other hard-to-reach for harvester objects. Think of “Boston Dynamics Spot with arm”.

“Worker”: hunter with grabber and wide set of tools. Do the bulk construction/maintenance work, except high (where “Welders” usually operate) or precision/small places (role for “Solder”). Heavy hitters in melee range, but almost helpless in mid-long range (Runner’s weaponry on shoulder slot?).

“Forklift”: Tank with lifting equipment. Do all the lifting via “squat and grab” with fork/pincer that slides along front plate and/or special crane arm. Legs are weighted or equipped wirh additional hinges for small-medium cargo. Means of self-defence are standart tanks (ticks + AoE) and light (hunter’s?) machinegun.

“Trucc/scarab”: harvester with drill and rocket pod removed. Instead there’s platform that allow to carry wall plates (as seen at outposts). Impenetrable with normal means. Self-defence standart Harvesters plus miniturrets on legs (Hunter’s shoulder/Runner’s armament?).
All these machines usually carry more salvage than more useful loot (craft components, lures, explody tanks etc).

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I like the idea, well done!
It would explain how Fnix built the outposts and bases.
The only thing that remains to be introduced to make sense, is a proper AA turret or SAM (or machine that serves as Anti Air to explain so many downed fighters.

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There’s pair of FNIX Rocket Dogs in the Archipelago region near downed fighter.
Add on “builders”: they won’t actively attack players or even react to players unless they disturbed. Some bigger ones can be used as transport or means to get to secret stash. That gives more stealth options like infiltrations through active industrial workshop without being too afraid to be detected OR when you detected and alarm sounded, you’d wish it was just Gabriel’s trumpet. They ignore music lures and afraid of horn lures, as this one is signal “to get the hell out of here and call for combat units”.

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I know, but they are not guided missiles.
Anyway good idea about the new machines.

They really should make those search lights on the outposts have detection scanners too. Kinda pointless otherwise. Stepping into the light should be like stepping in front of a machine line of sight.

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Yes, the searchlights should attract or spawn machines.

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