New rad mechanics and weapons

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DirtyHarry
Posts: 53
Joined: Tue Apr 18, 2017 4:00 pm

New rad mechanics and weapons

Post by DirtyHarry » Sun Apr 23, 2017 4:08 am

Areas with harder to kill npcs should be higher rad areas, decresing the chance of noobs wandering into lvl up spots with higher lvl players, rad endurnce should increase with lvl to compensate.

A new item/skill could be a visual gyger counter.

Also given than food can poisona player and kill,as can rads, some bullets should be irradiated rounds causing another potential death hazard, and perhaps poisonous map areas that have an increased riak of poisoning.

There should also be bow and arrows and crossbows with normal or poison arrows again another potential death hazard.
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Aegis
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Joined: Wed Apr 05, 2017 12:32 pm

Re: New rad mechanics and weapons

Post by Aegis » Sun Apr 23, 2017 7:01 am

At this point i also suggest adding on top of your idea an use for rad-suits for those areas to survive longer (adding maybe a passive ability for the suit that halves radiation gain while being in such maps)
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pearcekj
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Joined: Sat Apr 08, 2017 8:42 pm

Re: New rad mechanics and weapons

Post by pearcekj » Sun Apr 23, 2017 7:24 am

I'd like to see new terrain added with increased radiation, like swamps and bogs. Radiation suits and medication would be essential. They could have mobs like mutants, alligators, poisonous snakes, spiders, etc. Mutants could wield weapons that inflict poison, sickness or radiation. Mutants could be friendly or enemy and have tribal societies with camps and quest lines that open up access to holistic medicine and primitive weaponry, also unique crafting locations for useful related items.

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