Jadesteele
Refugee
As someone who played 7D from it's 1st beginnings from 360 and liked it, i would like to post here for consideration the designs for a couple of additions - i'm no coder or game designer, but i do think that these might be quite interesting to have, both the furniture items and the POI idea.
first, i present The Ballistic Glass Series
New Resource – Ballistic Goop.
Created upon a chemistry station from 1 polymer, 1 Oil Shale and 1 water per unit.
Used by itself to create: Ballistic Block
Used with wood to create: Ballistic Dummy
Used with sand in Ballistic forge to create: Ballistic Glass
Balistic Glass be used to make Ballistic Glass blocks and Solar lamps.
Recipe Needed for all.
Clarification:
Ballistic Block – a standard shape-able block which works like wood, but has the appearance of a green translucent jelly block (appearance is kinda like a minecraft slime block). Durability is low at 100 pnts, but block is resistant to melee attacks, receiving 1 pnt of damage for each hit regardless of strength. Block is destroyed completely by fire or explosion attacks. Once placed, cannot be removed without destroying it. Created with 5 Ballistic Goop per block. Recipe Needed.
Ballistic Dummy – A ballistic dummy is a place-able furniture piece two blocks high which looks like the head and upper torso of a person, with the same texture and colouration as a Ballistic Block. Durability is average at 500 pnts, but block is resistant to melee attacks, receiving 1 pnt of damage for each hit regardless of strength. In addition, punching or shooting the dummy rewards 1 pnt of exp per attack. Arrows shot at is do not break and can always be retrieved. If shot with regular bullets then 1 bullet tip per bullet used can be retrieved. Block is destroyed immediately if attacked with fire or explosives. Created on workbench using 10 Ballistic Goop and 5 wood. Once placed, cannot be removed without destroying it. Recipe Needed.
Ballistic Glass - Made by Smelting Ballistic goop and sand in a Ballistic Furnace, at 1.1 = 1 ratio. Recipe Needed.
Ballistic Glass Block - a standard shape-able block which looks like green-tinged glass, and can be used the same way. However, durability is markedly higher, at 250. The only difference between it and regular glass is durability. Made from 5 Ballistic Glass, 2 Ballistic Goop Each at Workbench. Recipe Needed.
Associated New electronics –
Lights: Solar lamp.
Created on a workbench using 2 Electric parts, 2 electronics, 5 ballistic glass, 10 forged steel. Recipe needed.
Needs to be connected to power grid to work (energy drain is low at 1 pnt battery per 20 rw (real world) minutes) lights up area 5x5 in same way as normal lights, but light counts as sunlight, allowing growing of crops within building/ underground. Looks like a bar light with attached brackets.
Forge: Ballistic Forge
Created on a workbench using 40 Forged Steel, Ten electrical parts, 5 Electronics, 1 Gold Nugget. Recipe Needed.
Needs to be connected to power grid to work (energy drain is high at 10 pnts battery per 5 rw (real world) minutes) generates heat at sale level as forge. Used to create Ballistic Glass. Can also smelt sand into regular glass. looks kinda like a microwave with electronics attached.
New POI:
Ashley Ballistics (name is a joke based upon a comment made in the original Resident evil 4 by the character Luis Sera ) Tier 3 POI at the south side of Parishton on the Navisgane Map, and as random in other maps Snow Biome.
The POI consisting of a Walled compound, containing a T-shaped car park, with the ‘vertical’ part between a large two story building (at the right) and a single floor building (Left).
The single floor building is divided internally into 2 parts; a front store based on ‘Shotgun Messiah’ with several examples of Ballistic Stuff on display and a pair of sealed boxes in the back, and a Rear section with a gun range, complete with several Ballistic Dummy’s (each one contains between 1 and 10 bullet tips) – one of which has a weapon bag behind it, hidden by a black stand. There is also a staircase at the left side going down to a basement area, which runs the length of the building and contains machinery, several tables with lab equipment upon them, a ruined chem. Bench and two broken Ballistic forges, all lootable – forges hold Ballistic goop, between 2 and 5 units. There is also a ‘rest area’ at the end under the store, consisting of two couches, a low table between them (stack of books), and a section of four cabinets( two lootable) with both a coffee machine, microwave and a fridge – generic loot for all.
A door at one side leads to a tunnel across under the car park to the other building.
The second building on the ground floor is laid out with 4 ‘offices’ on the left side – these are more or less generic office styled rooms, although they each also have individual touches:
Office 1 has two desks, one with the normal computer and chair arrangement, while the other one has two trash piles upon it. There is also a picture on one wall hiding a wall safe. (Generic loot)
Offices 2 and 3 are more generic, although 3 also has 2 bookcases (random books/magazines)
Office 4 has no desk, but is filled with file cabinets, as room was being used for file storage – also contains safe on wall (moderate amount old money)
The right side of this floor is divided between a break room, a bathroom and a stairwell to upper level.
Finaly there is a small reception area at the fron, with big glass double doors (currently locked)
The upper level is also divided – on the left side, there are 2 offices, however, these are mostly destroyed, having been set up to look like a wrecked gyrocoptor has hit the roof and demolished it. – there is a few scattered boxes to represent the gyros cargo (generic loot)
On the right side, there is another large office room, again more generic, although there is also 2 random cardboard boxes against one wall.
The rest of the floor is taken up by a single large room which serves as the main office room for the building – most notable is a switch hidden on one wall behind a large plant pot, which when pressed moves a bookcase to reveal a safe – this is where the book containing the recipes for the ballistic items is. The sound effect for the bookcase moving should be loud, and initiate the sudden destruction of the front doors, along with the spawning of a moderate mob of 8-10 assorted zombies outside who are aware of the player.
As for other zombies at the location, they should be light in number, and more in line with a tier 3 poi.
Aside for this, i'd also like to suggest an addition item -
Windmill – a 6 block high, 3x3 wide freestanding windmill with a junk-built aesthetic – materials to make are: 50 wood, 40 raw iron, 4 machine parts, 25 nails. constantly turning and produces a slight amount of heat – repetitive squeak sound when player is near.
When hooked up to a grid produces 5 pnts of electricity per rl minute – can be used to recharge batteries.
Finally, would it be possible to have have a DEEP mine location - a large mineshaft which goes down to near bedrock level, with several very large deposits of metal harvestable within it on various side-branches.
Ty for taking the time to look at this, even if you just look and snigger.
first, i present The Ballistic Glass Series
New Resource – Ballistic Goop.
Created upon a chemistry station from 1 polymer, 1 Oil Shale and 1 water per unit.
Used by itself to create: Ballistic Block
Used with wood to create: Ballistic Dummy
Used with sand in Ballistic forge to create: Ballistic Glass
Balistic Glass be used to make Ballistic Glass blocks and Solar lamps.
Recipe Needed for all.
Clarification:
Ballistic Block – a standard shape-able block which works like wood, but has the appearance of a green translucent jelly block (appearance is kinda like a minecraft slime block). Durability is low at 100 pnts, but block is resistant to melee attacks, receiving 1 pnt of damage for each hit regardless of strength. Block is destroyed completely by fire or explosion attacks. Once placed, cannot be removed without destroying it. Created with 5 Ballistic Goop per block. Recipe Needed.
Ballistic Dummy – A ballistic dummy is a place-able furniture piece two blocks high which looks like the head and upper torso of a person, with the same texture and colouration as a Ballistic Block. Durability is average at 500 pnts, but block is resistant to melee attacks, receiving 1 pnt of damage for each hit regardless of strength. In addition, punching or shooting the dummy rewards 1 pnt of exp per attack. Arrows shot at is do not break and can always be retrieved. If shot with regular bullets then 1 bullet tip per bullet used can be retrieved. Block is destroyed immediately if attacked with fire or explosives. Created on workbench using 10 Ballistic Goop and 5 wood. Once placed, cannot be removed without destroying it. Recipe Needed.
Ballistic Glass - Made by Smelting Ballistic goop and sand in a Ballistic Furnace, at 1.1 = 1 ratio. Recipe Needed.
Ballistic Glass Block - a standard shape-able block which looks like green-tinged glass, and can be used the same way. However, durability is markedly higher, at 250. The only difference between it and regular glass is durability. Made from 5 Ballistic Glass, 2 Ballistic Goop Each at Workbench. Recipe Needed.
Associated New electronics –
Lights: Solar lamp.
Created on a workbench using 2 Electric parts, 2 electronics, 5 ballistic glass, 10 forged steel. Recipe needed.
Needs to be connected to power grid to work (energy drain is low at 1 pnt battery per 20 rw (real world) minutes) lights up area 5x5 in same way as normal lights, but light counts as sunlight, allowing growing of crops within building/ underground. Looks like a bar light with attached brackets.
Forge: Ballistic Forge
Created on a workbench using 40 Forged Steel, Ten electrical parts, 5 Electronics, 1 Gold Nugget. Recipe Needed.
Needs to be connected to power grid to work (energy drain is high at 10 pnts battery per 5 rw (real world) minutes) generates heat at sale level as forge. Used to create Ballistic Glass. Can also smelt sand into regular glass. looks kinda like a microwave with electronics attached.
New POI:
Ashley Ballistics (name is a joke based upon a comment made in the original Resident evil 4 by the character Luis Sera ) Tier 3 POI at the south side of Parishton on the Navisgane Map, and as random in other maps Snow Biome.
The POI consisting of a Walled compound, containing a T-shaped car park, with the ‘vertical’ part between a large two story building (at the right) and a single floor building (Left).
The single floor building is divided internally into 2 parts; a front store based on ‘Shotgun Messiah’ with several examples of Ballistic Stuff on display and a pair of sealed boxes in the back, and a Rear section with a gun range, complete with several Ballistic Dummy’s (each one contains between 1 and 10 bullet tips) – one of which has a weapon bag behind it, hidden by a black stand. There is also a staircase at the left side going down to a basement area, which runs the length of the building and contains machinery, several tables with lab equipment upon them, a ruined chem. Bench and two broken Ballistic forges, all lootable – forges hold Ballistic goop, between 2 and 5 units. There is also a ‘rest area’ at the end under the store, consisting of two couches, a low table between them (stack of books), and a section of four cabinets( two lootable) with both a coffee machine, microwave and a fridge – generic loot for all.
A door at one side leads to a tunnel across under the car park to the other building.
The second building on the ground floor is laid out with 4 ‘offices’ on the left side – these are more or less generic office styled rooms, although they each also have individual touches:
Office 1 has two desks, one with the normal computer and chair arrangement, while the other one has two trash piles upon it. There is also a picture on one wall hiding a wall safe. (Generic loot)
Offices 2 and 3 are more generic, although 3 also has 2 bookcases (random books/magazines)
Office 4 has no desk, but is filled with file cabinets, as room was being used for file storage – also contains safe on wall (moderate amount old money)
The right side of this floor is divided between a break room, a bathroom and a stairwell to upper level.
Finaly there is a small reception area at the fron, with big glass double doors (currently locked)
The upper level is also divided – on the left side, there are 2 offices, however, these are mostly destroyed, having been set up to look like a wrecked gyrocoptor has hit the roof and demolished it. – there is a few scattered boxes to represent the gyros cargo (generic loot)
On the right side, there is another large office room, again more generic, although there is also 2 random cardboard boxes against one wall.
The rest of the floor is taken up by a single large room which serves as the main office room for the building – most notable is a switch hidden on one wall behind a large plant pot, which when pressed moves a bookcase to reveal a safe – this is where the book containing the recipes for the ballistic items is. The sound effect for the bookcase moving should be loud, and initiate the sudden destruction of the front doors, along with the spawning of a moderate mob of 8-10 assorted zombies outside who are aware of the player.
As for other zombies at the location, they should be light in number, and more in line with a tier 3 poi.
Aside for this, i'd also like to suggest an addition item -
Windmill – a 6 block high, 3x3 wide freestanding windmill with a junk-built aesthetic – materials to make are: 50 wood, 40 raw iron, 4 machine parts, 25 nails. constantly turning and produces a slight amount of heat – repetitive squeak sound when player is near.
When hooked up to a grid produces 5 pnts of electricity per rl minute – can be used to recharge batteries.
Finally, would it be possible to have have a DEEP mine location - a large mineshaft which goes down to near bedrock level, with several very large deposits of metal harvestable within it on various side-branches.
Ty for taking the time to look at this, even if you just look and snigger.
