-Diabetic: Will encouter negative status effects when hungry (2 points)
NEO Scavenger is a game where you must survive in the wasteland long enough to figure out who you are. Sledgehammer: High damage blunt weapon. I also feel that modding/changing game code shouldn't be an essential part of the game to customise your experience. There should also be preset values, "Easy", "Medium" and "Hard" (Im sure you could think of better names IDK), with easy being a challenge, which is not to difficult that the game becomes unplayable for n00bs, normal being the game in its current state, and hard being an incredible challenge that will make even the most wasteland-hardened veteran quake in their boots. Nearly all your suggestions are stupid, and has the same kind of thinking that drove the developmental ideas in Neo Scav Extended mod.
Can be thrown with little sucess We appreciate your understanding during this busy time. I'm not really sure how it would work, but hey, Im just brainstorming. Or in a future patch!
Sign in to add this item to your wishlist, follow it, or mark it as not interested. Perhaps we could have a Tailor Trait which would allow you to sew,repair,hem Ect clothing to fit your character. This wiki can be your best reference in the early-going. What if it actually used a slide scale system? I was going to write about constructing a settlement yourself, which would be a late-game task. Or maybe break them down into separate skills. Another affect caused by slicing weapons is severed x (left arm,etc), during which an oponent will die or pass out extremely quickly. Can be used without fuel That's not what's wrong with the mod, though. Skills should be balanced through buffs and nerfs, and new ones could be added as well. Allies also sound cool, perhaps AI could be generated with a set "Personality Type", (Hostile-Attack Everything they come across,Neutral-Ignore you and will likely not become allies, Freindly-Will actively seek you out and talk). All rights reserved. Certain items would only be craftable on the Enclave scale-quality armor, guns, firearm ammunition, high-quality arrows, car parts-and other enclave upgrades would let you produce normal player-craftable items in larger quantities for smaller costs (say, three arrows from one Arrow Recipe.) Neo Scavenger 2? 3.Combat: Sign in to see reasons why you may or may not like this based on your games, friends, and curators you follow. I would really like to see something that's a mix of the PZ (Project Zomboid) skill system, and the Unreal World skill system. Maybe a gym in the DMC that lets you learn Strong, Athletic and Melee. Still others will just not be friendly ever (Bad Muthas) but would gain you many allies should you attack them.
I also think the melee skill should provide a bonus to attack after charging into battle as well as the ability to use adrenaline, meaning that the player has a small window of oppurtunity to break free of being chain kicked to death. Their could be a steady hand perk which would increase accuracy tailoring. Because when I head out into the wilds to get more stuff to sell, I don't want to lose out on the thing I've been waiting for for weeks. These will each result in a resppective wound, on top of a seperate bullet wound. Off the top of my head, here are a few skill ideas: Perks: Like how Retreat/Run! I do enjoy having permadeath in the game, but if its an option, it would appeal to both newbies and NEO veterans. Yes... but he would have never added in most the things from NeoScav Extended, and that is the extent of my point. Perhaps AI could also be allied and will attack you should you attack a freind of theirs. Bow: Arrows should remain in the target and have to be pulled out later, meaning ammo can be recovered from a corpse or from your own body after being shot by one but escaping. ---------------------------------------- Everything from go-karts to dirtbikes to trucks and RV karts-ideally very detailed, but I'd settle for abstraction if it meant we got them at all. Leave other suggestions in the replies please! Anyway, these are my Ideas for Neo Scavenger 2... (Please note every negative point I will make about the game is simply constructive criticsm, I ABSOLUTELY love the game). Brick: 0 range, blunt weapon Manage fuel, lubricant, and coolant for massively increased carrying capacity and movement speed, at the cost of increased notability-and your enemies having access to the same things.
Read more about it in the, There are no more reviews that match the filters set above, Adjust the filters above to see other reviews. Im gonna be a meany pants and call nearly all your suggestions stupid. Choose your starting abilities carefully, because they and your wit are the only tools you have in the apocalypse! Well fitting shirt:Comfort boost less chance of wounds during scavenging. Perhaps Botany and Ranged also in the ATN. *EDIT* Carried by Militia. That's just it, though. Same rules as hacksaw These are the things that actually bring me back to the game, but I can see how some people may want more options. Given what an enormous amount "Ranged" covers, I think it, Melee, and Strong should involve the largest amount of time and materiel to achieve. In the near-future, supernatural activity and human warfare have fragmented mankind into pockets of civilization struggling to survive in wild and dangerous lands. Making your first journey into the game? Basically, the game is meant to be hard, and it's meant to have a learning curve. Ranged would be the category, while it itself would hold all of these skills. The weapon could of course be recovered, but would be some distance away and would take valuable time to pick up. Since the official launch of version 1.0 on December 15, 2014, there is much here that is based on prior (beta) versions of the game, which needs to be updated.
I want to be able to have a safe place to leave my allies, a safe place to leave my stuff, somewhere to make big projects and revenue-producing objects (tanning racks, stills, laboratories, salt wells, fields, pastures, machine shops) and somewhere to defend when the Bad Muthas decide they're hungry. In the original game, I noticed that there is very little variety between each playthrough. After spending a large period of time playing Neo Scavenger (And enjoying myself immensly while doing so) it is inevitable that I began to think of what the potential sequel would be like. Spear w/ strap: Gives the ability to wear a spear on the shoulder slot (Any Spear, Meduim length of string) Another move would be "Strangle" which can only be used when an opponnent is under both the conditions "Stunned" and "Fallen. NEO Scavenger. In a nutshell, the biggest problem with Neo Scavenger Extended is that it's not truly Neo Scavenger: Extended. Items: NEO Scavenger (playable as a stand-alone download or in the browser via Flash) is a game where you must survive in the wasteland long enough to figure out who you are. Popular user-defined tags for this product: To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. You may have noticed I've been refering to weapons as blunt,stabbing or slicing. No crafting recipe We should focus more on what we want to keep, that way the things we like will stay in. Pole: 2 range, blunt weapon Purchasable from the ATN or the new equivalent should there be one. Nailed Baseball Bat: Significantly reduces durability but inflicts stabbing wounds (Wooden Bat, Nail, blunt object) Each turn you must decide where to go, how to scavenge for supplies, and how to deal with anything and anyone you encounter. Sign in to add your own tags to this product. Another point to be made is that you CAN change the difficulty of the game as is, you just need to go into the gamevars file, I suggest using notepad ++ if you want to change things in it. Throwing Knife: Higher sucess rates when throw thanks to intelligent weight distribution.
It'd be nice to be able to talk people into working with/for you, and solidifying their loyalties in various ways so you have backup when you get blindsided by a pack of dogs, or someone to watch for you while you sleep, or someone to help you loot. Perhaps if some skills could develop after time or repeated use, or even degrade if not used often enough. ATN_WARRIOR. -Resourceful: More crafting options are available, can use "Use Enviroment" in combat (3 points) Go there, find the thing, kill it/get it/fix it/help it and come back. After spending a large period of time playing Neo Scavenger (And enjoying myself immensly while doing so) it is inevitable that I began to think of what the potential sequel would be like. Cannot be used as a flurry, but still results in losing a move unless the player choses not to pull the weapon from the oponents wound 4) Procedurally-generated tasks. Personally, I'd like five things from NS2: 1) Allies. The game also has an extremely steep learning curve and brutal difficulty wich can make the game hard to get into for new players. This defaults to your Review Score Setting. Alle Diskussionen Screenshots Artwork Übertragungen Videos Neuigkeiten Guides Reviews. And why that's important to point out is because that Dcfedor has very good ideas. "Destroyer" Short Sword: 1 range slicing weapon with very high damage. -Clumsy: Small chance to use extra moves on each hex, higher chance to be injured when scavenging (3 points) I am yet to think of many combat moves, but should any potential reader have any thoughts, it would be greatly appreciated if they could leave said thought as a reply. I suggest that at the beginning of each playthrough, you could change a few values with sliders for different variables that affect the difficulty of the game (Base Stats, Scavenging Luck, etc.) -Charismatic: Higher sucess rate with "Offer to Talk" and "Offer Ceasfire" (2 Points) I definitely will assess things to keep and get rid of later in the post, however Dan did say that he wanted new suggestions for the sequel. Español - Latinoamérica (Spanish - Latin America). NeoScavenger Extended does this, sans fitted clothing. Non Craftable.
Shards of impenetrable darkness continually emanate from it like bits of ash from a blazing fire. 2.Skills: I'd like to extend this to being able to attack entire Enclaves once you have the bodies and gear. Forum: Neue Diskussion starten < > Aktive Themen 1 – 15 von 97. If you wanted to involve draw levels, I'd make them balanced by taking more/less time and more/less energy to do. on October 15, 2016 - 13:01.
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