JackTrysGames

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Everything posted by JackTrysGames

  1. The most fearsome foul-tempered rodent you ever laid eyes on
  2. I think he's talking about a modern version of puttees- things to keep your combat pants in your boots. Dunno why you'd really want that. Military Coat, Combat Pants, Combat Boots As for the Colt Model 1911... no. We have enough guns in game as is.
  3. I'd probably grind a hundred saves just to get the largest version of the Carter Hydro Dam and stay there forever.
  4. The lack of rear sights makes it very annoying to use, and (in my opinion) not worth hunting down over the standard Revolver (or the Hunter's Revolver). The solution? Trench sights. Instead of giving it a proper rear sight, make the front sight shorter and file a little upside down triangle out of the frame of the revolver. For context, this is the current """sight""" the Warden's Revolver has. How am I supposed to hit anything with this? It's like trying to aim a musket, except some muskets actually had proper iron sights.
  5. It'd be cool if Astrid and Will weren't cookie-cutter variants of each other when it comes to lines... Will: Everyman, current voicelines Astrid: More serious, goes into more detail for the injuries Mathis: Arrogant and cocky Jace: Self-deprecating- a lot of "I'm fine" Molly: Very focused and determined, no-nonsense and to the point Jeremiah: Cynical, yet somewhat stoic Methuselah: Watchful, observant, detailed commentary Hobbs: Cowardly, panicked, lots of yelping
  6. The smaller barn at the Pleasant Valley Farmstead.
  7. Milton sits in silence, awaiting its only visitor. I arrive, bearing a hatchet I found on the dashboard of a car. Benches, tables, chairs, stools, crates, planks, pallets- none are spared, and I have 99 reclaimed wood by the time the first day becomes a dusk. Paradise Meadows. Orca Gas Station. Bank manager's house. One by one. Cooking oil, salt, flour, potatoes. So many potatoes I lose track. And then... I crack my knuckles, set down three skillets, and the symphony begins. Oatmeal. Pancakes. Bannocks. Pies of every type- peach, rabbit, venison, and enough rose hip pies to fill an entire house. I don't sleep anymore. I just eat a peach pie and continue. My buffs list is a mile long. I haven't been able to see clearly in a week. The melody of cooking doesn't end... even as I pass day 30.
  8. So, as you may know, I often play as a Sleepless Wanderer- often having near-zero Fatigue and crossing region thresholds by chugging coffee for climbs. But I have found something in the recent Frontier Cooking update that cracks my playstyle wide open and makes it possible to be abused by everyone else. Specifically, Peach Pies and Rose Hip Pies. I'm never making Rose Hip Tea again. You see, Peach Pies and Rose Hip Pies don't just give you Fatigue Reduced, despite what it looks like. No, sir. They give you a flat boost to your Fatigue. So if you were to eat, say, four at a time, you'd gain half of your Fatigue back (or all of it, if you're a STTH user). On an unrelated note, I haven't slept at all on any of my recent TLD saves.
  9. Stay On Target > Tips From A Professional Sharpshooter "An Olympic archer's guide to steadying your aim." Field Dressing Your Kill, Vol. 1 > Field Dressing Your Kill, Complete Collection "All you'd need to learn how to strip a carcass." Wilderness Kitchen > The Chef's Guide To Banquets "This heavy cookbook is filled to the brim with all sorts of tips and tricks for the sous chef in all of us." Survive The Outdoors! > Lighting Your Wood Stove "A very direct handbook for lighting a wood stove. Simplistic, to the point, and accurate." The Frozen Angler > A Day At The Lake "A romantic tale that goes very in detail about the fishing techniques the main character uses... if you can get past the filler." A Sewing Primer > Sew What? Everything! "A very disorganized book that nevertheless has quite a bit of sewing knowledge tucked away within. It'll take a while to find it, though." Frontier Shooting Guide > Advanced Guns Guns Guns! (ALREADY EXISTS) Small Arms Handbook > A Crash Course in CQC "An E-book that was printed and published by popular demand. The original version is long gone, but this manual still has all of the juicy details."
  10. After following a long note trail and using another special item (cause I'm presuming they wouldn't reuse the Shortwave Radio for TFTFT Part Four), you'd find the corpse of a well-equipped mainlander who was a bit too curious for his own good and paid the ultimate price for it. Detective's Revolver Holster A lightweight yet eccentric holster, often worn under a matching coat. Increases the draw speed of any Revolvers you have equipped, and directly reduces their weight. It's a shoulder holster. Improves draw speed for Revolvers while reducing their weight. Repaired with Leather and Cloth. Detective's Coat A classic trenchcoat, worn by vampires, businessmen who don't want to get their suits wet, and detectives of every stripe. Great waterproofing with surprisingly good warmth. Made of real leather. It's a nerfed Moosehide Cloak with better warmth that can be repaired with Leather.
  11. Imagine this. See it from my perspective for just a moment. You're a newbie who's finally managed to brave the Blackrock area and reach the Blackrock Prison. It's HUGE! There's at least six different cell blocks, a dozen guard towers, and several outbuildings to explore. You practically start drooling as you think about the sheer amount of loot you're about to have- whether that's the food in the cafeteria, the weapons in the armory, or even just a few noisemakers from the prison cells. Then you start trying doors. Locked. And not just any kind of locked. A special Super Ultra Maximum Safety™ brand lock that is guaranteed to withstand blunt force trauma, explosions, and the proverbial end of days all at the same time. There isn't even a prompt to try and force it, because it's just that tightly sealed. Maybe there's another way in? Nope. You're not getting in here... or there... or anywhere. After an in-game hour of searching through the entire complex (and a few wiki pages) you finally find the one entrance that isn't locked tight, and what's your reward? A long vent crawl and ONE cell block. ONE. Not even the armory is accessible. Half of the building is collapsed! Total letdown. There's two solutions to this, and I vastly prefer the latter. OPTION 1: Make the outside match the inside. Almost all of the cell blocks should be COMPLETELY caved in to represent the internal damage. If the inside looks like it's barely standing, why does the outside look fine? OPTION 2: Make the inside match the outside. Clear the debris in the cafeteria, the other cell blocks, etc. Maybe even add a few new items (a prison jumpsuit and a guard jacket?) to fit all the new places. Move the Milling Machine and Ammunition Bench to the armory, and add some loot there. Make some unopenable doors openable and add loot tables behind them.
  12. Prototype Rifle (or Scientist's Rifle if you're sticking to the name gimmick) A high-tech prototype rifle- the only one of its kind, taken from its home laboratory for testing. Designed to hit long range targets at high speed, with the aid of every piece of tech the scientists could find. A mere husk of its former self... until the Aurora hits, of course. (Without Aurora) -33% Range -Increased bleedout time (Longer time to kill) -Slow bolt cycle -No iron sights -HEAVY -Very fragile (With Aurora) +133% range (Twice that of the Curator's Rifle) +Halved bleedout for anything hit (Can level a charge, and possibly knock the bear over) +Functional red dot +Average bolt cycle speed, unlike its non-Aurora self -Still very heavy and very fragile It's a hybrid railgun and traditional rifle. Without the tech, it's barely even a rifle, as the bolt locks up and becomes harder to cycle. But during the Aurora, those fancy bits whirr back to life, and God help anything you point the Prototype Rifle at when you're under those neon lights in the sky.
  13. Now you've piqued my interest. An outdated military rig that's still in remarkably good condition. It has several attachment points for storing useful items. Before you yell at me, TFTFT is supposedly going to add military areas, so maybe something like this could be found there?
  14. This might be out of place, but what if shooting a car during an Aurora made its alarm go off? Not quite useful for weapons that make noise, but if you throw a stone or shoot an arrow at it, there'd be a chance it'd still go off. This would fail the "silent apocalypse" achievement, though.
  15. The more skilled you are with it, the easier it is to wield and use. Eventually, you'll be skilled enough with it that flipping it and twirling it for things like pancakes is as easy as lifting your arm. So if you've used it a lot, chances are you'll get a lot more than one "CLANG!" out of it.
  16. Three-Meat Chili A rich, hearty chili once made to warm up bush pilots after long flights. Surprisingly spicy, despite its mundane ingredients. Rabbit Meat, Venison, Ptarmigan Meat, plus a can of Pork and Beans and a can of Tomato Soup +Provides Warming Up regardless of heat level Made in a Cooking Pot at Cooking Level 5 Found in the Main Hangar kitchen in Forsaken Airfield, set on the counter. It's a very thick chili with large chunks of meat, served in what appears to be a thermos. // Venison Burger A burger, made with ingredients found commonly on Great Bear Island. An American idea, yet on a Canadian island. Venison, Cattail Stalks, Flour, Water Doesn't provide any buffs, but has a high calorie content and is quick to make Made in a Skillet at Cooking Level 2 Found in the Terminal in Forsaken Airfield, on top of a suitcase. It's a burger, made from venison, cattails, and bread. What else did you expect? // 'Chicken' Soup An alternative chicken soup recipe that uses birds native to Great Bear. A godsend in this world of illnesses and strife. Ptarmigan Meat, Cattail Stalks, Rose Hips, Reishi Mushrooms, Carrots, Potatoes, Water, Salty Crackers +Provides Comforted, which would reduce the duration of certain sicknesses +Provides a weaker Restore Condition Made in a Skillet at Cooking Level 3 Found in Grey Mother's kitchen in Mountain Town, pinned to the fridge. It's a soup with noodles and chicken in it, as well as bits of carrots and potatoes. Served in a particularly well-decorated bowl. // Night Shift Coffee A drink commonly seen in the shaky hands of the men working late night shifts at the Hydroelectric Dam. Motivates and makes fatigue disappear, but is absolutely terrible for your health. Tin of Coffee (1 cup), Prepared Rose Hips, Go! Energy Drink, Heavy Hammer (not consumed in making it) +Provides Overclock, which makes you move slightly faster +Provides Reduced Fatigue +Restores 20% Fatigue -Afflicts with Overexertion- a status that gradually drains your Condition (taking 5% by the end of the effect) Made in a Recycled Can at Cooking Level 1 Found in the Lower Dam in Mystery Lake, pinned to a nonfunctional coffee machine next to the broken window. It's a very dark and faintly purple coffee, served in a mug with the Carter Hydro Dam logo on it. // Champion's Meal You are the predator above all predators, and you have proven it by making this dish. Enjoy. A lot of Bear Meat, Salt, and Cattail Stalks, plus some Tomato Soup and Salty Crackers +Amazingly filling +Doesn't give the usual downsides eating Bear Meat gives Made in a Cooking Pot at Cooking Level 4 Available from the start. It's a meat-on-the-bone bear steak, marinated in tomato soup and garnished with cattails. Served on a giant platter. // Wolf Steak A correctly prepared steak, made out of a wolf. Delicious. Wolf Meat, Salt, Cattail Stalks, Hunting Knife (which is not consumed in making it) +Very filling +Doesn't give the usual downsides eating Wolf Meat gives Made in a Skillet at Cooking Level 2 Available from the start. It's a wolf cut, but with the particularly dangerous pieces removed. It's garnished with salt and cattails, and served on a plate. // Winter's Night Soup A simple tomato soup, combined with a few common veggies. It's nothing special, but still reminds you of home. Tomato Soup, Carrots, Potatoes, Cattail Stalks, Salt, Salty Crackers +Provides twice the usual Warming Up duration and can be reheated +Provides Comforted, which would reduce the duration of certain sicknesses Made in a Cooking Pot at Cooking Level 1 Found in the only guaranteed-to-spawn house near the Quonset Garage in the Coastal Townsite in Coastal Highway. It's a Tomato Soup with veggies added and served in a thermos with the Quonset Garage logo on it.
  17. Marksman's Bow A true relic of the old world- a compound bow. While difficult to draw, it is incredibly effective at range, and can launch an arrow far further than anything created by hand. +50.00% Range +Faster bleedout +Can be repaired at a Milling Machine with Scrap Metal and Dried Gut -Slower draw (negated at Archery Level 5) -Much heavier
  18. Name ideas: What Have We Buried? Finish Signal Void. Just Like Mama Used To Make Cook all Frontier Cooking recipes. Defiant Stand ...That's not going to work, but I admire your dedication. No Stone Unturned Collect all Memento Caches. Dead Silence Investigate all Shortwave Caches. Hard-Earned Meal Hunt 10 rabbits with fire-hardened arrows.
  19. Here, have my own personal take on this. Digital Watch An old, barely functional digital watch. It has a modified alarm that automatically triggers whenever it powers on. Weighs nothing. Found in one specific spot. But it wakes you up whenever an Aurora occurs.
  20. Also, related feat idea: Martial Artist REQUIREMENTS: Land 10 Decisive Strikes with just your bare hands. REWARDS: You've learned how to properly defend yourself. Your fists are now more effective in Struggles, and all other items are marginally more effective.
  21. I'm thinking the odds of each one would be something like this... >Hunting Knife Stab it in the chest with a reverse grip. It's not really a scare weapon, but it is very maneuverable, making Wounds easy. Low Scare Chance Highest Wound Chance Low Kill Chance >Prybar Bonk it over the head. Like the Heavy Hammer, but nowhere near as likely to kill and more likely to scare because it's lighter. Still has a bladed edge, so it can wound. Highest Scare Chance Low Wound Chance No Kill Chance >Hatchet It's a hatchet. Chop the wolf with it. Boasts the original wound/kill chances it had for Struggles with a notably lacking scare chance. Low Scare Chance High Wound Chance Medium Kill Chance >Revolver (Loaded) Shoot it in the chest. I dunno what else you expected. It's a loaded gun. It's gonna puncture if not instantly kill. High Scare Chance Guaranteed Wound Highest Kill Chance Revolver (Unloaded) Whack it upside the head. Without bullets, it's barely effective- unless you're a firearms expert, in which case it's basically a worse prybar. Low to High Scare Chance (Scales With Revolver Firearm) No Wound Chance No Kill Chance Heavy Hammer Straight down swing with the hammer onto the wolf's head. It's all or nothing- a mild concussion and it flees or you cave its skull in and it dies on the spot. High Scare Chance No Wound Chance High Kill Chance Fists A tackle bump- you hit the wolf with your shoulder, ramming into it with your full body weight. Respectable scare chance, but no wound or kill chance. Medium Scare Chance No Wound Chance No Kill Chance (You wish) Fists (Martial Artist) Don a four-ring set of brass knuckles on your right hand and give it what-for with a right hook to the jaw like a true boxer. If you manage to instakill a wolf with this, you have my utmost respect. High Scare Chance Low Wound Chance Low Kill Chance
  22. In a few rare situations, predators such as wolves will get the drop on you and you'll have to draw something from its sheath. But what if there was something you could do when it was charging across the map in your direction? Imagine the ability to Prepare for a Struggle, drawing your weapon and/or entering a fighting stance. Wielding your Hunting Knife in a reverse grip, or getting ready to swing with that hammer you found at the processing center. Or maybe you've been unlucky this run and you just enter a boxing stance. Whatever works. You're not going down without a fight. If that wolf runs up while you're Prepared, you hit it with one powerful Decisive Strike before choosing your Struggle weapon- whether that's caving its skull in with the hammer, stabbing it in the chest with your knife, shooting it with the Revolver, or even just slugging its jaw with your fist. Maybe with a character scream sound for dramatic effect. This would give considerable Struggle progress and have a chance to scare, wound, or instantly kill the wolf depending on the weapon- with the Prybar having the highest chance to scare, the Hunting Knife having the highest chance to wound, and the Revolver having the highest chance for an instant kill if it's loaded. If, somehow, the Decisive Strike doesn't finish the fight before it begins, you now have a flat bonus to Struggle progress, as you didn't give it the chance to get on top of you. And if it does instakill, what if there was a special animation for it? The wolf yelps and then falls limp directly on top of you. You push it off of yourself, and then stagger to your feet, gasping and panting. This'd probably have to be a Feat-exclusive move or something due to how powerful it is (maybe for winning Wolf struggles?), but I can easily see this in game.
  23. The Skillet should be a Struggle weapon. I think this is obvious, but if it's not, it 100% should be usable in a struggle, with somewhere around Heavy Hammer levels of scare potential. Maybe even scaling with Cooking for the fun of it.