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Messages - Funkmachine7

#1
Ideas / Re: Musings on ammo
October 09, 2014, 04:35:30 PM
Part of the problem is that a man can carry a lot of ammo, sure a load of 180 rounds in 30 round magazines is common but so is more.

In the Vietnam war US soldiers often carried 1000+ rounds and more ammo for machine guns, a few hand grenades.

Why did they carry all that ammo? because when your ammo runs out you are no longer in combat, you are dead.

If you have a fixed position then it will have its own ammo stored there.
If your expecting a fight you'll carry more ammo, so raiders will probably come with a lot of ammo for sieges.
#2
Ideas / Re: Musings on ammo
October 08, 2014, 09:48:29 PM
An Ammo count for mortars and other large weapons is understand able, one shell/ missle per shot is simple and we then have a reason to buy ammo.

Having to buy ammo give the player a money sink and a cost to using artillery in defense.

Now ammo will probably explode if it caches fire or is damaged, so you'll need a safe place to store the ammo.

Ammo for larger weapons i.e. missile launchers, make sense  it's a way to limit there damage but let them as much fire power as need to balance them.
#3
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 05, 2014, 08:10:19 PM
So far just bionic/prosthetic arm with power claw and bionic/prosthetic heart.
but i'm planing to do the rest of the organs in the same style.
#4
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 05, 2014, 01:57:09 PM
i'm thinking more like this
.

CrazehMeow, i've been doing so work on expanding the range of bionics with some new parts and i'd like to collaborate with you on haveing one bionics mod to avoid the code clashing.
Should i email you the parts or what?
#5
Mods / Re: [Mod Request] Weapon Crafting
October 05, 2014, 08:51:44 AM
Is this the mod your after?
Workplaces
#6
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 08:16:04 PM
Quote from: pollgg12 on October 04, 2014, 07:07:04 PM
Not sure how he would go about doing that. it would need to be really expensive or they would die after a day
The mechanics are shown here, Miscellaneous w MAI.
Just use MAI source code thats what it's for :)

Reanimating should need a few fresh organs and a variable number of mechanical implants.
use more of the expensive mechanical implants and the Frankenstein is stronger I.e. plasteel plating adds to there health.
#7
General Discussion / Re: Firefighting tips
September 18, 2014, 05:07:52 PM
Useing floors you can build fire blocks around wall by place down floors in frount of them
#8
Thanks of the tips.

I'm hopeing that with two walls, i can avoid having the base blown open too badly.
The inner wall probably need more defences, im thinking of thickening the inside of the outer wall and placeing a few sniper turrets in the middle of the inner walk way, probably with doors as well to slow down any attackers that get inside.
At the worst the door ways will be stronger than wires and make the power grid stronger.
#9
For some reason raiders always seem to drop on to my trade beacons.

I'm working on filling up the inside with rooms.
#10
I'm working on a castle, the idea it should remove any cover of the attackers.
It need's some mortars and the inside filling in.