Eugen : If you were to create a mod for #DayZ , what would it be about ?

So I started writing down some ideas... I got a bit carried away.

Camera system:

  • Leave 3PP camera as it is.
  • When in 3PP mode you also look down weapon sights in third-person. You do not zoom in to 1PP mode.
  • No crosshair or HUD in 3PP mode. 3PP is akin to an out-of-body experience in this mod.

Spawn system:

  • Players can create a spawn lobby. Any number of players can join a spawn lobby group to allow spawning in the same random location. Only new characters are allowed to be loaded from a spawn lobby.
  • When spawning players can choose to create a new character or load an existing character.
  • Players can use flares to call in a chopper and get rescued. These rescued characters can be loaded as an "existing character" but after the first time they spawn they become a normal "existing character" on that server. You have to use another flare to switch servers.
  • Players can switch from 1PP to 3PP servers and vice versa using the same rescued character.

Grouping system:

  • No PvE. So boring.
  • Players can use "Wave" emote to become friends with the currently targetted player. Friendly players always appear have a pleasant smile on their faces to you.
  • Players can use the "Fuck Off" emote to become enemies with the currently targetted player. Enemies always appear to have a frown and dark rings under their eyes to you.
  • If a player performs an aggressive action against you or one of your friends while you are nearby they automatically become an enemy, regardless of their previous status.
  • Aggressive actions include killing, force feeding or knocking another player unconscious.
  • As a server-side option aggressive actions flag players as enemies regardless of the distance or online status, enabling a basic faction system.
  • Arma 3 hex marker for friendlies as a server option. 150m range, same as face recognition.
  • Individual zombies are less aggressive against groups of friends. Zombie hordes are more aggressive.

Safehouse system:

  • Players start with a Photograph of themselves. Players can also take Photos of themselves or their group with a camera.
  • Players can place a Photo into a Picture Frame that allows taking ownership of a house. If it is a group Photo the whole group owns the house.
  • House ownership prevents unauthorized players from spawning in the house.
  • Only buildings with Refrigerators can be claimed. Players must keep fridges stocked with food. If all food in the fridge reaches a Ruined status then players lose ownership of the house after 24 hours. This will either keep players searching for food or force them to farm/hunt if they want to keep their house secure.
  • All doors, fridges and other world containers can be locked with combination lock.
  • All doors and world containers can be booby trapped. The activation switch can be placed/hidden anywhere inside or around a house but it must be placed to activate the trap. Picking it up deactivates the trap. Traps can be painted.
  • As a server-option traps can be single-use or unlimited use.
  • Traps can cause Cardiac Arrest (electric), Burns (incendiary), Sleep and poison (gas).
  • Fire and police stations, militar jails, air towers, workshops, factories and those small kiosks should allow unlimited ownership for the last player that placed a Photo inside it. No fridge stuff necessary.
  • Kiosks should be bullet proof except for the window. They should also have a world container so player can sell stuff.
  • Workshops should allow repairing all vehicles to Pristine.
  • Factories should allow clothing and other gear repair to Pristine.
  • Jail cells should lock. A key can be created by players that own the building. Changing ownership (i.e. switching photos) should destroy all current keys for the jail cell in the building.

Trade system:

  • When near a window or table players can select an "Enter trade" action.
  • It takes 5 seconds to enter or leave a trade. You can instantly leave a trade if you are in a house you have ownership of.
  • When two or more players have entered a trade they can see all other trading characters inventories. They can only drag items into other players inventories, not take items out of them.

Weapon sling system:

  • No more magical item hotbar.
  • One weapon can be slinged in a quickslot.
  • Other weapons must be stored in backpack (if small enough) or strapped to backpack.
  • Equipping weapons from backpack takes 5 seconds. Looking in backpack can still be done while running (to avoid gameplay slowdown).
  • Items in"quick access" containers can be assigned to one of 3 hotkeys. Examples of quick access containers are military vests and pants pockets.
  • Compass gets a custom slot (K).
  • Watch gets a custom slot (L).
  • Radio gets a custom slot (J). It also never runs out of battery. It also has unlimited range. Servers can optionally include it as a starting item.

Hunger system:

  • Disable water making stomach full. If you drink too much water you puke.
  • No longer die from hunger. Eating while hungry increases nutrition. Being hungry decreases nutrition. Eating too much makes you puke.
  • Add nutrition gauge. Low nutrition decreases speed and adds "Malnourished" condition. High nutrition adds "Well-fed" condition.
  • Malnourished condition decreases speed, removes sprinting ability.
  • Well-fed increases stamina. Lowers weapon sway.
  • After processing a stomach's worth of food your character has to take a poo. If you don't take a poo you will poo yourself. Having to take a poo and pooing on yourself both increase weapon sway. You have to wash yourself and change/wash your pants to get rid of this status.

Medical system:

  • Two bleeding statuses. "Mild" or "Heavy".
  • Crossbows cause heavy bleeding. Bolts have to be removed before bleeding can be stopped.
  • "Suture" or "Direct Bandage Pressure" action necessary to stop heavy bleeding. Both actions take 1 minute to complete. Chance of infection slightly higher with direct bandage pressure.
  • Can revive other players up to 5 minutes after death using 1 minute of CPR and then Defribrillator to cure "Cardiac Arrest" status.

Soft skill system:

  • There are two types of skills; "Learned" and "Innate".
  • Every player can increase all skills over a single lifetime.
  • All skills increase passively as a character plays/ages.
  • Using certain actions increase skill level as well (e.g. repairing a car increases Mechanic skill.)
  • Starting skill values are generated using your GUID as a seed. Everyone has one Learned and 2-3 Innate skill bonuses.
  • No in-game skill display.

Example Learned Skills:

  • Medical: Greatly increased healing effect on self and others.
  • Architect: Greatly reduced barricading and base construction times.
  • Engineer: Greatly reduced lockpicking and crafting time.
  • Farmer: Greatly increased crop yield. Greatly reduced tilling and crop growing times. Can domesticate cows and horses for transportation or food (milk).
  • Mechanic: Greatly reduced vehicle repair and construction times.
  • Woodsman: Increased wood, leather and meat (butchering) yields.
  • Fireman: Additional Strength and Resilience innate skill bonus.

Example Innate skills:

  • Running: Slightly increased stamina and run speed. Slightly decreased carrying capacity.
  • Aiming: Slightly reduced weapon sway and increased breath holding times.
  • Jumping: Slightly increased jump height and distance.
  • Strength: Slightly increased carrying capacity and melee damage. Slightly decreased stamina.
  • Resilience: Slightly increased resistance to disease, poison and hunger damage.

Pet system:

  • Animals can be tamed to become Pets.
  • Pets have skills that level over time.
  • Reindeer, horses, cows and donkeys can be ridden.
  • Wolves and dogs can guard locations if placed on a chain, catch small game and attack targets.
  • Bears can guard locations if placed on a chain or attack targets.
  • Pigs and sheep can be bred.

Event system:

  • Helicopters fly around the map randomly that attacks players holding weapons (not stowed away.) Helis can be shot down resulting in good loot.
  • A zombie horde roam the map in the direction of the biggest concentration of players.
  • Humanitarian airdrops. Food. Water. Building supplies. Clothes.
  • Seasons.

Reproductive system:

  • Two or more players can select a "Have Sex" emote. Female characters have a random chance of getting pregnant by male characters.
  • Babies are Pets that become a free "Rescued" character for their parents after being raised in-game for a week. You can perform actions on babies to raise their skills. Babies can die, of course.
  • Depending on the actions you did while raising them baby-based rescued characters can have additional skill bonuses. If you play one of these characters their children may have even more advanced skill bonuses. If they die, you have to create a new character with your standard bonuses... so have a bunch of babies for the best possible character.
  • I'm scared to even suggest sex because the request will come for a "Forced Sex" option... I mean, handcuffs are already in the game. Still, it would make for an interesting progression option.
/r/dayz Thread Link - twitter.com