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-current, that protects weakspots
-current as a trap
-even current as immersion factor
great idea !
I think weather may be planned (not sure :P read so many posts it might just have been someone's suggestion). Depending on how they do it - "running" water (ie, stream currents) may be introduced with (or sometime after) they put electricity and generators in the game. I'm not sure if they plan on just using fuel generators or if there will be other means (hydro, wind, solar) of generating a source of power so water may remain static. Given their general aim of introducing a certain amount of realism to the game, water currents (and waterfalls I'd like to see, even if only for the visual effect) probably will come up - but would only be a "high priority" item if they plan on including a water wheel (or some other form of generating hydro-power)...since I think they're aiming for vehicles in A11 and electricity in either A11 or 12 (though that might also be something I just read without any actual confirmation from the devs).
It (and the other renewable energy sources for electricity generation) have come up a lot on the main forum (on their website) and a few subnotes of other threads here :P so I've seen it a lot. And the concept of running water came up in one of those discussions too (since I think I was the one to suggest a water wheel in that one) as a means of powering a generator and/or charging a battery.
Electricity IS coming (just found a post from mad mole on the official forum, which I posted a thread about here with a copy of what he said) but not specifics about when or how it'll be handled yet.
Well, if they include wind currents (and speed) as well as water currents, then we could use sails to travel against the water flow (albeit so long as wind speed and direction exceeded the water's flow speed - would require variables to wind speed/direction as well as varied current speeds which is all really more complex than a game like this needs) - oars are also a possibility (still slow when traveling against a strong current and TOO strong a current you'd barely be able to hold your position - forward thrust from oars </= to current speed). More likely an outboard motor would be the answer to travelling against water flow, with all of the drawbacks of noise and fuel usage.
If you remember alpha 6 or 7 (can't remember) water was impenetrable, so most people built under a lake or put water on the sides of bases. However, that's not what I'm referring to. Water should be a defense not a end all solution for base defense.
PS: I still build my farms on top of stone pillars sunk into a lake or riverbed - just because it looks cool.
In Alpha 6/7 we only had the few lakes in the game and they were only 1/2 block deep anyway. You could dig through them by placing a 3x3 square of any block type and then breaking the middle block. That would allow you to dig under the lake and effectively create an impenetrable base.
Right now you can use water as effective base defense. It will just take a while and a lot of effort to create the right scenario. So if you dug a 3(wide) x 5(deep) trench and filled it with water (which would take a long time) and lined the bottom with spikes, zombies would enter the water, sink, and die on the spikes as they attempt to dig out. The only zombie type that could bypass this would be the spider.