RogueNemesis
Refugee
For months I've had these ideas pass by and I decided it's time to express my thoughts on possible but effective game mods. Some of these mods have been used in live game on PC gaming channels and these appear to be effective and appropriate to implement in the live game.
Mod 1: Craftable End-Game Mining Vehicle - This vehicle has been an extremely efficient mod for tearing down terrain and gathering resources for players in their servers/worlds who desire time friendly resources gathering and quick landscape construction in the late hundred day worlds. Since this vehicle can change how farming materials work, the materials used to craft will be expensive.
Mod 2: Animal Farm Mod - This is an effective option for starter worlds which will help players gather food resources such as meat and eggs from chickens. This mod allows players to craft a chicken hut and bread chickens which in result in high egg production.
Mod 3: Double Action 9mm/44M - This would be a great playstyle for players to utilize when out in the wasteland. Either ammo can be equipped depending on the choice of the devs. The double action 9mm can act a legendary item to be found in an infested cache.
Mod 4: Biome Legendary Loot - Legendary loot can allow players to change their playstyle based on the legendary gear equipped from the end game experience. Legendary weapons and gear may be restricted from crafting and upgrading because of its tier. Legendries an be looted from infested caches as well.
Mod 5: Trader Mission Boundaries - Lately, accepting missions from 6km away from the giving trader often is a long hustle to travel to the mission location. Perhaps, the mission regardless of tiers will be located within a 1km limit of the chosen trader. Trader Rekt gives only 1 km distance missions compared to trader Joel who gives 1km - 6km distance missions
Mod 6: Additional Vehicles (Pre-war Jet or Mining vehicle) - If we accept a mission to travel 6km away, a vehicle such as a jet can enhance the experience of traveling to the objective location. A jet will save player time travel between max tier missions. The jet would require a high material crafting requirement. The jet may be overkill for users who do not have a upgraded current gen console.
Mod 7: Countering Charged and Infernal Infected - As a End-Game player among my friends, sometimes it seems as if there is an element missing when combating Charged/Infernal Rads. I have an example to possibly combat this. We know that against high radiated zombies, the stealth (Assassin Armor) is less effective because of their high health. By wearing a full set bonus of Assassin Armor, the bonus includes bonus damage to Infernal and Charged Rads. This full set bonus will only apply to any radiated zombie.
I'm open to thoughts and opinions, these are just ideas that can help everyone in the community especially when many are excited for update 3.0!
Mod 1: Craftable End-Game Mining Vehicle - This vehicle has been an extremely efficient mod for tearing down terrain and gathering resources for players in their servers/worlds who desire time friendly resources gathering and quick landscape construction in the late hundred day worlds. Since this vehicle can change how farming materials work, the materials used to craft will be expensive.
Mod 2: Animal Farm Mod - This is an effective option for starter worlds which will help players gather food resources such as meat and eggs from chickens. This mod allows players to craft a chicken hut and bread chickens which in result in high egg production.
Mod 3: Double Action 9mm/44M - This would be a great playstyle for players to utilize when out in the wasteland. Either ammo can be equipped depending on the choice of the devs. The double action 9mm can act a legendary item to be found in an infested cache.
Mod 4: Biome Legendary Loot - Legendary loot can allow players to change their playstyle based on the legendary gear equipped from the end game experience. Legendary weapons and gear may be restricted from crafting and upgrading because of its tier. Legendries an be looted from infested caches as well.
Mod 5: Trader Mission Boundaries - Lately, accepting missions from 6km away from the giving trader often is a long hustle to travel to the mission location. Perhaps, the mission regardless of tiers will be located within a 1km limit of the chosen trader. Trader Rekt gives only 1 km distance missions compared to trader Joel who gives 1km - 6km distance missions
Mod 6: Additional Vehicles (Pre-war Jet or Mining vehicle) - If we accept a mission to travel 6km away, a vehicle such as a jet can enhance the experience of traveling to the objective location. A jet will save player time travel between max tier missions. The jet would require a high material crafting requirement. The jet may be overkill for users who do not have a upgraded current gen console.
Mod 7: Countering Charged and Infernal Infected - As a End-Game player among my friends, sometimes it seems as if there is an element missing when combating Charged/Infernal Rads. I have an example to possibly combat this. We know that against high radiated zombies, the stealth (Assassin Armor) is less effective because of their high health. By wearing a full set bonus of Assassin Armor, the bonus includes bonus damage to Infernal and Charged Rads. This full set bonus will only apply to any radiated zombie.
I'm open to thoughts and opinions, these are just ideas that can help everyone in the community especially when many are excited for update 3.0!