Suggestion list (ideas changes and wishes for features and additions)

is there real struggle to survive after a fight? are you constantly running out of ammo after every single battle?
When you miss loot then you probably don’t care
and when you don’t want to miss loot you check twice and three times which is just tideous. The marking would just trim down the off time and enable people to play more of the actual game.

The point is that no enemy that is killed would be marked if it was real. Marking would disrupt the immersion. Checking for loot is part of the game. That’s how I see it.

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destroyed machines burn and have electical sparks at times. it’s an immersive way to mark unlooted machines and when the machine is looted the fire goes out and the sparks stop. That’s how I see it.

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That is already part of the game, and in two different ways as well:

  • Unlooted machines have their (head)lighs on. After looting, the light goes out.
  • Unlooted machines get the yellow outline when you get close to them.
    Idea with the latter is, that you take all loot from the machine. If you do that, no outline will appear around the machine, once you get near to it, showing you clearly if it has any loot on it or not.

Though the headlights are not really on every time (or are directed straight to the ground so that you can’t see any beam?) also the yellow outline is a bit redundant as it only appears at like 1 meter distance while the pick up icon pops up sooner (I’d sayaround 6 meters?) than the outlining.

I have POI icons disabled in my game and the “pick up” icon doesn’t appear well advance of the yellow outline. Instead, they both appear about the same distance.

With POI icons showing up well in advance, if there is any loot to be picked up, what is the issue about it? :thinking: As i see it, it distinguishes the lootable machines with loot easily.

Btw, discussion about that feature is here: Looted or not looted body's

Actually, many ideas you list, have their own dedicated topics in the forums.

Hey all

  1. Make option to upgrade weapons from level 1 to 5:
  2. Upgrading is can be same as apparels(you need find more schematics via fixed places/missions/rivals).
  3. Add weapon parts as another resource for upgrading weapons
  4. Same goes for weapons parts
  5. Make a kinda black market for trading weapons and rewards for doing some daily missions

List ideas topics merged.

Since the source topic already contains a long list of different ideas and other users have also posted their idea lists here, here’s another ideas list which is better suited in here.

//Mod

Well since this is now officially list ideas I’ll throw in my list for experimental weapon effects as well
So far we have
hammer: emp charge up
Klauke: chance to stun
12G: explosive pebbles
Kpist: overdrive
AG4: fire bulltes
KVM59: chain lightning
PG90: penetration
m/49: 2 shot burst fire

my suggestions are:
Möller PP: colour markings, effect: marks enemys for additional damage (probably stacking with the marking of the binoculars and probably lasting longer as well)

44 Magnus: salvo shot, effect: Unloads all 6 bullets into the same spot for massive damage in short time

N9: Caliber change, effect: changes used ammo from 9mm handgun to .44, increasing its damage but not touching other caracteristics (such as rate of fire or recoil)

semi auto shotgun: auto reload, effect: continously reloads the gun slightly faster than manual reload, can’t be reloaded manualy

HP5: Cryo ammo, effect: Hits slow down enemys on hit, have a small chance to freeze the enemy completly

Meusser hunting rifle: super sonic, effect: increased base damage and sound is not able to be traced back to the players position

Älgstudsare hunting rifle: empty

AL-76: hammer mode, effect: much slower firing rate but higher damage per bullet, increased stagger chance

AG5: Acid ammo, effect: long lasting damage over time

N16: empty

Kvm 89: empty

N60: empty

I love that idea, the gurillia warfare was that made me fall in love with this game.
I would also want to add the ability to temper with cars since you can open up the hoods. Like setting of the car horn to lure machine to them for strategic purposes. It would be a good skill point in the tech tree.

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I think all of those are fantastic ideas, especially the ones about the N9, and the HP5.

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Idea for the N16- Disruptor shots.
Not an EMP.
This would cause the affected area, lets component drive, to momentarily shut down, with out shutting down the entire machine, so it can still fight, but not as well.
Any thoughts on this, good/ bad idea?

what about instead of exp semi auto shotgun having auto reload, it has an auto mode. This will result the shotgun to fire its salvo really quickly, melting any machines that come its way. That would be cool.

Yeah I like all of your suggestions!

The thing I feel annoyed is ammo. Because ammo is categorised as a attachment, I need to detach each ammo everytime I put weapons in the strage box. It’s very cumbersome and hard to manage.

I like your opinions and raise them as follows.

Suggestions:
1- Difficulty option when playing multiplayer should need options like do you want to increase the number of the machines or do you want them to be more powerful as hitpoints and damage. There are too many people who is using god tier PC which can handle 5 tank or 40 hunters in a battle with 4 people. I imagine a crazy battle with at least 4-5 tanks 3-4 harvesters and 30 or more hunters on the fields of the farmlands. We can play the game in skirmish difficulty like walking in the park. But if we change it to guerrilla it becomes ridiculuosly hard without the number increase which sucks. We want much more machines at least as an option. (put a warning for low end pc’s).
2- Please add more vehicles or bike types. Mountain bikes which is slower but can go faster or climb easily off road. Or motocross motorcycles. And please let us drive cars with passengers by taking risk of getting caught and explode in the car which can be easily explode with bullets.
3- We want much more enemy types. Some machines should go inside to houses like sneaky crawlers on the walls as melee robots which can track you down without showing you the dedected indicator even if it is on. This will pump up horror elements and you cant feel yourself safe in houses. Or destructible houses also will work. We want some robots which uses traps like we are doing to the robots. underground hiding type proximity robots when a lifeform comes close it can jumpscare and attack the victim. (please do it random we dont want to memorise the underground robot locations.)
And some tracked robots like real life tanks and moreover with flying gunship like robots.
4- creating your own destructible robots like scraping the machines you destroyed and tinkering them alive for fight with you. you can add recipes for them which can only be dropped from reaper or rivals. and you can also add a tinkering feature on the skill tree. to increase hit point and armour of this companion robot. According to the tinkering level this robot should change its faction during a gunfight and join the enemy side. This will become huge fun. After you receive the recipe from the rivals. you can always build them even if they rejoin or destroyed in gunfight. Only one companion robot per player allowed. And it does not have a timer. It should go with you until destroyed.
5- Robots should communicate with each other after they spot you on a region. For example if you spotted in farmlands region. Then all robots in the farmlands should move the latest known human location asap. players should set a huge beacon to horn all enemies on a region to gather to pick an epic fight.
6- new guns and heavy guns. Please let us to create a defensive line with artillery and usable cannons before we lit the beacon and let the swarm of the machines come over us. This will be awesome because we can set very good fighting locations by using geography and heavy stationary weapons that can be installed from players.
7- Rivals and reaper should not be visible on the map.(at least do it as an option.) we should seek them by getting reports from resistance like their last known location or spotted in NW of some place. This can become a hunt with using compass and with adding a tracking skill on the lvl tree, one can say about the which robots are close or passed nearby.

This is the thoughs of my team and we can pay for a huge dlc if it has these features.

Any opinion of yours?

All, of those are good ideas.
Maybe their could be an option to armor the cars to a certain degree.

Use prestige points towards an extra tier of skills.
Ex: multiplayer bonuses (all players do 4% more damage costs 50 points… etc)

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  1. Night vision is pretty much useless in-game and serves as just more clutter for the loot pool, however I believe that if the devs made nights way darker(like the original slender dark) then the flashlight would become a necessity and the game would look almost erie as it should with the swedish apocalypse going on and such.

  2. Also what if the developers messed around with 6 crown or experimental attachments like a magazine that increases fire rate the lower it gets, or a silencer that makes noise and attracts robots to the bullet impact,things like that.
    2 1/2. Dragons breath rounds would be dope but that might just be me.

  3. What about new 1x scopes for close range? Imagine holo sights or tactical red dots. The potential there is awesome to think about but also what if some outfits had inherit abilities. Like what if the exo suit you get from the reaper made you have 10% more health when wearing the full set. Or what if the runner boots gave a speed boost and other such changes.

  4. Final idea but I can only dream of the day when the devs add weapon crafting to the game. What if you could disassemble a weapon to gain the ability to craft it in the bench for 1.5x the amount you received for recycling it? (Also please make storage boxes 500lbs)

Thank you for reading.

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Night vision is something I never use. I think it’s useless. But my friend prefers that over op but thinks it equal to ir.
And summernights in Sweden in the part where I live are almost as bright as during the day. In winter it’s the oposit. There are a week or two in the middle of the winter when the sun doesn’t rise above the horizon.

In my opinion there is no need for more storage. Take a look at car batteries. You can fit 200 of them in your plundra and carry another 96 with max out carry capacity. Sure you don’t just have car batteries but my point is that stuff take less space than irl. And I have stuff in my plundra for an entire platoon. And I never have to use it because my char already has more than he needs and can use. But that’s my opinion.

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  1. Yes, NV is completely useless since the nights are so light. Full moon 365 days a year…

  2. No, it would just make a mess. And please, this isn’t Borderlands! Don’t stray away from how firearms work in real life. A magazine can’t change a weapon’s fire rate. The construction of the reciever and the bolt determines that.

  3. We already have 1-4x scopes. You don’t have to use the zoom, right? We also have a red dot sight (2x ACOG). Today, you can freely buy these sights in a huge variety, but in 1989? No. The one we already have should be enough. In 1989, civilian shooters and hunters were still getting accustomed to riflescopes becoming “normal” to own and use. The old guard still preferred their iron sights.

“Dragon’s Breath” rounds could be cool as a unique, craftable ammo in the future. But what if we got that? Suddenly players would request incendiary rounds for their other weapons too. “If I can have that one, why can’t I have that one too?”, and so on… This would eventually raise a problem in the experimental AG4 becoming obsolete.

The two exo-suits aren’t really that hard to acquire, and giving you a huge boost isn’t really proportional. The craftable properties for clothes that we currently have, already give you a significant boost. If I was to make one wish for the exo-suits, I would want them to look good. They both look silly, and I won’t use them.

Weapons crafting? Please, no. Finding 5* and 6* weapons needs to be at least a bit hard for there to be anything to engage players in hunting machines, at least in my opinion. If anyone and their grandmother could look up a schematic’s location on the wiki, pick it up, and then craft the best weapons in the blink of an eye, that’s just wrong. The game is fully manageable with 4* weapons. 5* and 6* weapons are supposed to be a bonus for your hard work.

Storage boxes are plenty big enough as they are. What do you need a 2,5 x amount increase for?
What are you putting in there?..
There are 18 weapons in the base game, 21 with the new weapon pack.
In addition, there are 8 experimental weapons, at least for now.
Let’s say you want to store one of every 5* and 6* weapon.
That’s 29 weapons, each of them weighing 2 kg, so 58 kg in total.
Let’s say you want them all stored fully equipped with 5* attachments.
24 of them can take attachments, 52 open attachment slots in total.
Each attachment weighs 0,25 kg, so 13 kg in total.
The combined weight of all this is 71 kg. - only 35,5% of your Plundra!
You can still cram 129 kg of all kinds of stuff in there!
How much more can you possibly need? Are you wasting your Plundra space on gas tanks, radios, car batteries, emergency response packs, a couple hundred lockpicks and crap like that?
Personally, I store a weapon collection like the one I just calculated.
I also store a small surplus of extra 5* and 6* weapons and attachments for trading.
Other than that, I only store extra adrenaline, medkits and some extra ammo of the most valuable and hardest to find types.

:blush::+1:

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