A new weapon?

Do you know what we're missing?
More fire!
I think adding a flamethrower as Intellect’s dedicated ranged weapon would be an amazing idea and one that I see adding more play styles to the game, and also eliminating the "pipe baton bundle"
Its ammo would be crafted in batches of 20 at the workbench, and 50 in the chemistry station, with three fuel types:
(1). Normal Fuel (100 gas + 2 oil)
(2). Napalm Fuel (100 gas + 5 oil + 2 polymer)
(3). Melter Fuel (100 gas + 5 oil + 1 acid)

It could also open the way for a flamethrower-type trap which is something we need in the game.
Feedback from all is welcome and sorely needed
 
I have some questions and a few suggestions.

Q1 whom would this addition primarily be targeted for? High End pc, mid to low end pc with reduced visuals, Consoles.

Q2 Have you ever used, or tested guppy's fire mod? I think it is still available on Github, but would need you to either do a parallel
installation of an older alpha, or temporarily rollback to an older alpha, if available.

They are so deep down the rabbit hole as far as degrees of support necessary, that any suggestion that they will take to heart
would have to allow console and low end pc.

Have you ever personally played with the different fire mods? If so what is your Hardware specs?

Visually it could add something. but as far as performance, unless they gut the present particle system, reduce the details and
jiggles on the entities, reduce the polys on the highly detailed but non interactive models, set the trees and grass to stiff, and lower
the color palette it would turn into "*"storm 2026.

Q3 If you took a poll and people honestly answered, how many have to reduce visual quality, and how many of them are totally happy
with that.?

These are things I have to ask myself, in regard to certain things I would desire to be in the game. I modify my game extensively to test
my theories and desires. The majority, as the game has progressed, have prompted me to have to make adjustment on the otherside
in order to balance performance, and playability.

On the other hand if this was just a conversational, then yep the recipes could be a cool addition.
 
Do you know what we're missing?
More fire!
I think adding a flamethrower as Intellect’s dedicated ranged weapon would be an amazing idea and one that I see adding more play styles to the game, and also eliminating the "pipe baton bundle"
We can already "do fire" by using molotovs. 🔥🔥🔥
 
I have some questions and a few suggestions.

Q1 whom would this addition primarily be targeted for? High End pc, mid to low end pc with reduced visuals, Consoles.

Q2 Have you ever used, or tested guppy's fire mod? I think it is still available on Github, but would need you to either do a parallel
installation of an older alpha, or temporarily rollback to an older alpha, if available.

They are so deep down the rabbit hole as far as degrees of support necessary, that any suggestion that they will take to heart
would have to allow console and low end pc.

Have you ever personally played with the different fire mods? If so what is your Hardware specs?

Visually it could add something. but as far as performance, unless they gut the present particle system, reduce the details and
jiggles on the entities, reduce the polys on the highly detailed but non interactive models, set the trees and grass to stiff, and lower
the color palette it would turn into "*"storm 2026.

Q3 If you took a poll and people honestly answered, how many have to reduce visual quality, and how many of them are totally happy
with that.?

These are things I have to ask myself, in regard to certain things I would desire to be in the game. I modify my game extensively to test
my theories and desires. The majority, as the game has progressed, have prompted me to have to make adjustment on the otherside
in order to balance performance, and playability.

On the other hand if this was just a conversational, then yep the recipes could be a cool addition.
Q1A: this addition would target anyone able to run the game as this is an idea for the game itself.

Q2A: as a living and breathing example of a someone who has never had the funds for a PC I can say quite confidently I have not played with any mods. But I plan to make a full switch to PC by mid 2027

Current hardware specs: PS5 slim

Planned* hardware specs: MINISFORUM G1 Pro
AMD Ryzen 9 8945HX — CPUNVIDIA GeForce RTX 5060 — GPUDDR5 SO‑DIMM Memory — 32GB installedPCIe 4.0 NVMe SSD — 1TB installedWi‑Fi 7 + Bluetooth 5.4 Module5 Gigabit Ethernet Controller350W Internal Power SupplyGlacier Gen3 Cooling SystemHDMI 2.1 / DisplayPort 2.1 ControllersUSB 3.2 Gen2 Controllers

Q3A: based on my discussions with friends who play this game *also on console* I feel fairly confident that if I created a poll that at least half would be happy with this and it would not tank performance.

This is more or less hypothetical unless a developer sees this idea.

Side note: I would imagine a weapon like this working both fundamentally and visually like the flamer from the video game fallout 76.
 
Q2 Have you ever used, or tested guppy's fire mod? I think it is still available on Github, but would need you to either do a parallel
installation of an older alpha, or temporarily rollback to an older alpha, if available.

They are so deep down the rabbit hole as far as degrees of support necessary, that any suggestion that they will take to heart
would have to allow console and low end pc.

Have you ever personally played with the different fire mods? If so what is your Hardware specs?

Visually it could add something. but as far as performance, unless they gut the present particle system, reduce the details and
jiggles on the entities, reduce the polys on the highly detailed but non interactive models, set the trees and grass to stiff, and lower
the color palette it would turn into "*"storm 2026.
They just mentioned a flamethrower, not spreadable fire which is what Gup's mod is about. Completely different things. A flamethrower could just apply the molotov effect to whatever you hit with it.
 
@Coffee_hajdit
Until you responded, I didn't understand the after effect that you expected.

If it were only for entities, and not for objects then yep it sounds like a good addition.
Whenever anyone else has proposed this, they would add the desire for it spreading. Then get
angry of disappointed with the responses.

Would it be possible to add it, as an individual weapon, yes. They can't say that it is impossible
because they already do it in Pois. as far as the traps, that I agree on also. In the burnt forest
there are certain ember piles, that ignite entities as they cross them.

I wasn't trying to be obnoxious with my questions, just setting expectations, depending on how
far you wanted them to take it. Those are things I learned from reading their responses, over the
years, when they would respond. If you were conversing with Joel, your first post plus your response
would probably sell him. If he still approaches the game the way that he did.
 
@Coffee_hajdit

I thought some more about the visual, for your post. DM blue name, and present
your Idea.

The reason is blue name was working on a lower load higher visibility particle
generation system. The original thought was for a different presentation, but
if the smoke plumes and furls were repainted as flame, attached to a model
and allowed to freely point vertical to horizontal. It would perfectly present a
flame thrower. I tested the different prototypes, and checked the load and fps.
No major drops, and if it is only the one emitter then it should work easily.

It would as an entity destroyer; fit what you want.
 
TFP has commented on an interest in a fire based trap and perhaps weapon in the past (somewhere in the past 1-2 years, I believe). So there is a possibility. If added, it would almost definitely just have a single flame that cannot spread beyond setting zombies on fire like the melee flame mod or molotovs do. That's something that they can manage to keep at a decent performance. Once you start to spread fire, it can quickly tank performance as fire is generally performance heavy. That doesn't mean they can't find a way around that, but I think it is very unlikely in vanilla. Consoles (especially XBox Series S) are already at or near their limits. So a weapon or trap, possibly. But spreadable fire like some people ask for, very unlikely. And for traps, there would need to be an expectation that having too many at once in the same visual location could tank performance as well. Weapons would be easier as you'd only have 1 per player at most, and the official max number of concurrent players is 8. Traps can be more abundant.
 
Do you know what we're missing?
More fire!
I think adding a flamethrower as Intellect’s dedicated ranged weapon would be an amazing idea and one that I see adding more play styles to the game, and also eliminating the "pipe baton bundle"
Its ammo would be crafted in batches of 20 at the workbench, and 50 in the chemistry station, with three fuel types:
(1). Normal Fuel (100 gas + 2 oil)
(2). Napalm Fuel (100 gas + 5 oil + 2 polymer)
(3). Melter Fuel (100 gas + 5 oil + 1 acid)

It could also open the way for a flamethrower-type trap which is something we need in the game.
Feedback from all is welcome and sorely needed

Isn't that almost literally the fuel types in Izy's flamethrower? (I know for a fact there's "normal" and "napalm" and one other)
 
I personally have never used the rocket launcher. I would use a flamethrower or traps which shoot/ spray flame. I did have Izzy's Weapons at one point but never updated it after v2
A robot turret with flame would be amazing as the sledge is kinda overshadowed by the machine gun. Just let the flames be able to hurt you and it’s balanced.
 
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