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Everything posted by bobotype3334
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Don't bloody do this. Public Service Announcement for those like you who think unimplemented features mean the game doesn't value realism: super stamina is a placeholder for an actual stamina mechanic and the current lack of vehicles. Not a lack of value for realism on the devs' behalf. Not that I like plebbit, but this search took me seconds. http://www.reddit.com/r/dayz/comments/2c0ty2/suggestion_stamina/ http://www.reddit.com/r/dayz/comments/1vwby6/recap_of_rockets_ama_filtered_for_only_dayz/
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The premise is that, as DayZ is pretty much an MMO, it could have "raids" like MMOs, although obviously not constructed in the unrealistic way that WoW and such have them. That word is just there to give you an idea of what I mean. There would be no notifications or anything, nothing to break immersion. So basically I have 3 or 4 'raid' or 'quest' ideas in mind. Elektro Power Plant could have a Power objective. Nothing in the game directly tells you this, but a series of visual clues shows players they can restore the power with work. While you attempt this, zombies will be attracted by the noise and commotion and will approach, making it nearly impossible for one player to do alone while being attacked. If you repair it without dying, the power comes on in the nearby city of Elektrozavodsk, a few of the islands, and also the train line, allowing players to see at night with streetlights/use vending machines/operate the Chernarus train line. Cherno's one would involve working with other players to access a petrochemical factory in the industrial area, clearing zombies as necessary, to yield an excellent vehicle and helicopter refuelling area. Novodmitrovsk's one would focus on its city hall, maybe have a bunch of zombies trapped in there obstructing some dank loot or something. Also I remember a thread made about the "St. Anne" ship being made a while ago. An anchored large military warship well off the coast you could visit while clearing out the zombified crew on board to access a comfy base of operations for offshore pirates, with a fair amount of food and weaponry on board, would be a "raid" to make having boats and exploring further out into the water even more interesting for your average Survivor team. Thoughts are very welcome.
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Suggestion: the game does not tell you whether or not you are "Dead" or "Unconscious"
bobotype3334 replied to cheeseburger8's topic in Suggestions
I really like this one, it still gives you a bit of bearing on what's going on, AND it does away with some of the reliance on ingame text DayZ suffers from, AND it makes being unconscious less boring. Cinematic even. -
One of the more important suggestions a dev could read. Will literally increase the game's chance of success two-fold. (Seriously.)
bobotype3334 replied to choobie's topic in Suggestions
NO QuickTimeEvents PLEASE. Your suggestion is nice but the very idea of a drop down menu hanging around while you're in mid-combat would greatly hurt immersion, like some kind of Clippy. Keep control in the player's hands, even if we're going to be at the whim of game bugs, this isn't Ryse. But yes, melee combat needs to be very risky for players so that guns are a zombie killing weapon instead of saving your bullets for KoSing players. A good way to encourage this would be edged weapons like the fire axe doing more damage than their blunt friends, but sticking in the wound if swung too closely to the target, so that you have to let go of the weapon or try and wrench it free for a few seconds. -
Killing a zombie with a fire axe would, realistically, also leave blood splatter all over the gear/face. And human blood goes a dark brown pretty fast if you've ever scraped your knee and got it on your clothes. The suggestion of cannibals shaking visibly, plus the random laughs implemented, seem good to me.
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Actually, yes: why are the trains even off the rails? They should just be on the rails non-functional. I'm assuming the explanation was "the driver was zombified and it went off the tracks", but you could as easily say it just coasted to a stop. Allow players to gather pieces and tools to get a generator working to start up the train, or have an in-game event where you start up Elektro's power plant and the train and streetlights become functional.
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That's another thing, melee combat needs to be more risky. I think the best way to do this would be a "sticking" function. IRL, if you hit someone in the chest/back hard with a fire axe, it's not just going to cleave through them because you aren't Conan the Barbarian. It's going to generally get stuck in bone and ribcage. A 50% chance of fire axes to get stuck in the victim after a body hit, leaving you the choice of spending 2 seconds wrenching the axe free or abandoning it, would make melee combat MUCH more risky. It would also add to realism and the allure of other weapons that don't kill in a single hit. And then in order to avoid being hit while fighting zombies and potentially contracting bleeding or a disease, players would be more likely to choose a gun option unless desperate.
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As I have been saying since I joined the forum since near the release of this game: the combination of tougher ZOMBIES DROPPING LOOT [very important, hear me out] and less ammo lying around will greatly increase the player co-operation factor and kerb shooting on sight. Tougher zombies being more of a threat means players are more likely to group to survive; [military] zombies carrying the majority of the ammunition in the ingame world will mean players will focus more on killing zombies for goodies than killing players, and will save up ammunition as such to take on the undead. Say six to seven shots to kill a military zombie or riot police zombie, in order to find about 10 bullets, while making melee combat risky; this ensures new players can kill a military zombie initially easily enough, but will want to preserve ammo for the purpose of safely killing more zombies to accrue more ammunition [as well as other military issue stuff zombies would be carrying]. You can still have ammo drop as regular loot too, just more uncommon, in little caches, or shotgun ammunition in farms and dribs and drabs of pistol ammo on civilian zombies or at police stations.
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In your quote the devs specifically say that weapons of that calibre exist, did you not read your own sourced text? Morphine and optics and the effects of attachments on weapons are all placeholders, I specifically remember hearing something, somewhere about the morphine and how they're going to fix it up to match logic, they just have a lot to work on at the moment, such as a gameplay-prohibitive realistic helicopter engine, for one. But trying to argue weapon inaccuracies still doesn't make them any sort of concession to gameplay over realism, they're just errors. You might as well say that wall clipping glitches make the game not a simulator, they aren't intentional flaws! Errors are NOT concessions. If Microsoft Flight Simulator has a wing fin tip the wrong colour on a plane or something, it doesn't make it not a simulator. Your comments about the environment being rather shitty have a point, but it honestly is that bad in certain parts of Eastern Europe. Fortifications and barricades will go messy, say if you imagine the center of the city in the movie Zombielands where they tried to establish barricades and people crashed cars through it and stuff. I already explained the abandoned apartment buildings-- do you think there's enough work in towns the size of Chernarus for all those apartments? The Soviets used to build completely useless tower blocks all the time, hence they would get abandoned. There's an entire military camp near Balota full of tents, they would have blown over in a strong wind after a few weeks with the way the winds are on the coast. The fact vehicles are planned means that the game definitely can't be set more than a few years after the apocalypse because petrol has an expiry date. DayZ is called DayZ because it's set DayZ after the zombies began. Thus, the presence of fresh fruit is not unrealistic; just assume the fresh stuff was unripe when the apocalypse happened, taking a week or two to ripen, and the rotten stuff was ripe a few weeks prior. Everything looked disused because it really is IRL in similar countries to Chernarus. Rural Eastern Europe, not Model Homes Showroom. Like I said, in an apocalypse people are going to run off with the good cars and there aren't going to be many of those around to begin with. And yes. More vehicles are on the way. This is an [you fill in the blank]. I don't claim to speak for the dev team, I'm just going by what I've heard from video interviews and AMAs. And from what I've seen on the forums, too. 1:What you said was: "your vision just goes grey"? Thus, I responded to that. You were wrong, and you can't say "oh no but what I said was this". As it is, people can keep doing stuff while pissing out blood, yes. That is why people like 50 Cent who sustained multiple bullets are still alive. If you are bleeding from the face that means you were hit in the head and that means you actually won't be running around, believe it or not, you are dead, have you even played the game? 2:Except you stated "all you need is food to be perfectly fine", so you WERE saying you don't need bandages. But way to lie, that works too! Regeneration of blood after a few minutes is barely unrealistic, your body can regenerate its blood volume easily within 24 hours without any excess nutrition being introduced, and introduction of fluids into the body accelerates this process. 3:Wow, your sarcasm is HILARIOUS! You're a comic genius, friend! Also, what an intelligent move, suggesting something sarcastically in a list of serious things, and then trying to defend it seriously! If you even did any research before giving your input, you would know Dean did that on purpose because sodas actually do dehydrate because of their high sugar. But you didn't, and now you look dumb. :( 4:Have you ever left your home in this country in which you live? Have you ever seen the burnt-out wreck of a car? Do you not know that this happens all the time and is a hallmark of poor areas [the kind where you don't find golden AKMs]? Working vehicles are coming which is why no normal cars are around yet, try to keep up with the big kids, kay? This is for you and Chaingunfighter. It talks about how scrapped cars being dumped in random locations is a common occurrence in Czechoslovakia, the location Chernarus is based upon. http://www.radio.cz/en/section/curraffrs/old-cars-must-be-dismantled-in-official-scrap-yards-under-new-eu-regulations"Abandoning an old car without a licence plate in a remote area used to be a common way of getting rid of an unwanted vehicle here in the Czech Republic." As for the "people couldn't get infected that fast" argument, you have a lot of movies to go and watch, a lot of general knowledge to acquire and many games to play so you can learn that diseases can spread to almost an entire population within Dayz, especially in poor, low-hygiene areas, ESPECIALLY if they're viral. Where do you think the slang term "viral" in the sense of spreading fast between people comes from? 5:"Mountain Backpacks." Uh huh... 6:They've made multiple changes to the stomach system, vomiting etc and will continue to do so. 7: They look like they've been sitting there since the 80s? Hell they might have, that's exactly what ex-Soviet areas are known for, civil strife and such. Chaingunfighter tells me that the game is also linked to ARMA canon, giving us plenty of reasons for blown up tanks, and if you've seen any zombie movies at all you should know by now that panic, rioting and explosions are the order of the day when zombies show up. Use your imagination. And btw anyway, you only need to say "btw" or "anyway", not both, it's really irritating.
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Running forever is a placeholder for when they introduce sprinting/stamina because this is an alpha. And yes, everything does have to be realistic, that's pretty much what they're aiming for. Unless you want spawn protection, a killcounter, ammo pools, double jumping and health kits. If you had the blood bag hung in a tree, maybe? Can anyone see that happening? A simple crafting mechanic where you attach a bag to a tree and place the blood bag in it?
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"And getting shot will only make my vision go grey?" Yes. it will only make your vision go grey, and not cause shock and bleeding at all like it does ingame, amirite? "And who needs hospitals when i can just eat more food to be perfectly fine?" Yes, you don't need to bandage yourself and get blood transfusions, that's definitely not a feature of DayZ. " a whole 6-pack of sodas to not die every 10sec" Yes, I'm sure you die every ten seconds from thirst in the game. "Wait, why is there a perfect orange in here? This house has been abandoned for months" Because DayZ isn't set day-z after the apocalypse at all? "Man, i didn't know the military uses Reflective Bright-Colored backpacks!" News update: Taloon backpack is now called "military backpack" "I think I'll eat two bags of rice here" Gosh, yeah, it isn't possibly because early access games have minor issues, it just must be because the developers HATE realism. "Yeah the aliens came and destroyed all the army's tanks and EVERY SINGLE CAR before the zombies came" Yeah I see where you're coming from, it's not like the GAME IS IN ALPHA AND HAS UNRELEASED CONTENT You're being very, very stupid. Stop it. And work on your abysmal English skills.
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"The simplification of calibers, while it does benefit good gameplay, is not something you'd find in real life, in reality there'd be 9x18mm and 7.62x54mmR and 5.45x39mm all over the place in an Eastern Bloc country" Yes. And you wouldn't find a gold plated AKM in an Eastern Bloc country either, would you? We can rationalize the calibers with foreign military intervention, which makes sense in a zombie outbreak. Anyway, you can find certain ammunition like 9x18mm. For Makarovs, I'm pretty sure. And you said yourself they haven't got around to doing it yet, which means they're going to do it, so what's your issue there? DayZ IS in essence a simulator. Rocket just knows if he explicitly says "simulator", he might lose an audience. This isn't call of duty where weapon ports are on the wrong side of guns or you fire from an ammo "pool". This is as realistic as you get. Morphine and optics are only two things you've pointed out to me that were actually unrealistic. Dispersion is affected by weapon kick so grips decreasing dispersion makes sense, doesn't it? Crafting is coming in depth, implying weapon modifications are going to take more time. A lot of your problems with realism seem to be more with the fact they're placeholders for the final game because this is in fact an alpha. But we've already covered this. He knows this, and doesn't give a shit. Realism has been the priority over "good experience". This is common knowledge in the community, friend.
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Okay so this is a list of ideas for attack capabilities of zombies and players. SURVIVOR Fighting abilities: >Punches >Tackle from a run, knocking the target flat on their back with the Survivor atop them. If you are on top, you get up faster than the one on the bottom [no innuendo here], leaving you at a tactical advantage. This can also break bones. >Grab onto weapons an attacker is holding to disarm >Grapple or hug enemies to try and move them around or throw them down >Wield melee weapons such as knives/sabers/machetes, golf clubs, pitchforks, fire axes, slegdehammers, fire extinguishers, even biro pens and more at close range >Shoot rifles, handguns, rocket launchers, crossbows, bows, and throw objects at range >Weaponise vehicles such as cars, boats, motorbikes, trucks, tanks, buses, helicopters and even bikes/horses to knock over and severely wound or to kill depending on speed [over 60 km/h to kill instantly, or being involved in a car crash at over 100km/h] >Can build or lay traps like pits, place explosives, erect barbed wire, cause fires, spread disease, demolish structures on people, tie unconscious up to die, trap and induce starvation, and probably some more stuff ZOMBIE Fighting abilities: >Clawing, can spread disease and induce bleeding on unclothed targets, severely damage clothing and >Haymaker, zombie flails its arms really hard with disregard for own pain, can break bones, cause internal bleeding, rarely knock unconscious if hits the head. >Biting, this will always make bleeding, sometimes spread disease and damage clothing, zombie will attempt it if close enough >Tackle, zombie will jump at their target from a run and knock them on their back with the zombie on top of them. Can break bones, and the zombie will also try to bite you if it succeeds in tackling. >If zombies are carrying explosives [military zombie] very rarely they will blow up when caught in a fire or explosion, which can damage people or zombies nearby >Zombies are a hotbed of disease, even their corpses or loot from their corpses can still kill you via giving you dysentery for example MELEE WEAPON FUNCTIONALITY >Chainsaws are fast and powerful, cutting right through limbs on swing, but jam in clothing and need fuel. >Heavy sharp melee weapons, such as fire axes, are the most powerful but can become caught in ribcages, leaving you in severe trouble in the middle of a mob of zombies. Since they get stuck in their target, they have no knockback to help you distance from your target. Swing speed is slow, inventory space needed big. >Heavy blunt melee weapons, e.g. sledgehammers and shovels, are half as powerful, but let you knock people unconscious and have no risk of becoming stuck. They also knock back targets from you. They swing slow and are high-encumbrance [don't fit in most packs] >Sharp medium melees, such as machetes, have less damage. They can stab for higher damage but higher stick chance, or can slash for less damage, more speed and less stick chance. High speed, a bit of encumbrance; can be carried in a belt at your side. >Blunt medium melees, such as baseball bats, work similarly to sharp medium melees but with no sticking or stabbing. Good for knocking unconscious, swings fast and is lighter. >Small sharp melees, such as knives/sickles, do the least damage, and need to be really close, but still inflict bleeding and don't stick. They can stab or slash. Can be put in gun holster for rapid access. >Ranged sharp melees, such as pitchforks or hoes or affixed bayonets, can attack from far away. Have a high sticking chance and are slow, and don't fit in bags [except bayonet], but give you valuable distance from zombies. >Fire extinguishers grant the best knockback, but low damage, low swing speed, and are heavy.
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Human versus human/Human versus zombie combat
bobotype3334 replied to bobotype3334's topic in Suggestions
Well obviously you'd fall to the ground and go into shock and such; this is DayZ, remember? I'm just saying one [1] won't kill you directly. And that's where getting a shot of morphine or adrenalin or other such deus ex machina gameplay concessions come in. -
Ok so I was thinking of some ideas for when [not if] we get lootable zombies. To ease server performance burdens, all zombie loot is non-existent until you kill and despoil the zombie, except for worn and visible loot. Nearly everything pocket-sized in the game has a small chance to spawn on any zombie. Who knows, before being turned a zombie could have picked up and pocketed anything, even quite rarely military grade bits and bobs. Civilian zombies The ordinary street walkers. Zombies tend to drop what they're carrying so loot is essentially limited to pockets or holsters. Can find snack food, money, pen and paper, notebooks, various tools, medication, bits of first aid kits, phones, makeup, glasses, books, small bags, tape, spray paint, shotgun cartridges, knives or swiss army knives [1 in 10 chance,] and [one in 20 chance to occur modifier] a pistol or revolver in chest holster accompanied by a random quantity of ammunition, or a tactical vest with rifle mags but no rifle [1 in 25 chance, representing a civilian who geared up when he found the apocalypse was happening, but dropped his rifle after he turned]. Clothing is generally in poor condition. Backpack wearing zombies Who knows who they were pre-apocalypse? Maybe a tourist or travelling backpacker caught by the zombies and turned, or a homeless guy, or a hiker, or even a person like yourself fleeing the zombies with his possessions who didn't get so lucky. Either way they're a zombie now and haven't shrugged off their backpack yet, meaning they're carrying even more loot, which will be damaged if you loot them after you shoot them. Can have some stuff normal zombies wouldn't have due to being too big to be carried in pockets, such as canned food, maps, compasses a GPS, complete first aid kits, flashlights, gas canisters, tent components, clothing, axes, even shotguns and stuff, plus all the things normal civilian zombies carry. Riot police zombies These guys generally carry, in a holster, a sidearm like a pistol or something, a taser, carry a small amount of ammunition, and are wearing bullet"proof" armour and helmet, although being zombies they have naturally seen no use to their shield and dropped it. Take 4-6 extra shots to kill; or you can kill them via headshot, which leaves the bulletproof armour undamaged for you to use. They also carry a little bit of civilian loot. Military zombies These dudes carry all that a normal civilian would in their pockets, have a 1/2 chance to have a weapon holster and a 1/4 chance to have an intact handgun in it, always have a military vest with a random amount of rifle magazines, have 50% of the time a military helmet, have military clothing and boots in good to medium to ruined condition [no Pristine here]. Half the time they will also be wearing a light military backpack with a first aid kit and some more magazines in it, or some rations, compasses, sapping and entrenching equipment, rare plastic explosives, flares, etc. And most importantly, military zombies can be carrying disassembled assault rifles in their backpacks. Added to all this, loot from zombie sources will generally be diseased. Mind I'm not talking about the zombie "Infection", stuff from zombies won't turn you into one, but because they have no hygiene they will leave their stuff coated in germs. There will be no way to tell, but you should disinfect zombie-sourced loot to be sure.
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Human versus human/Human versus zombie combat
bobotype3334 replied to bobotype3334's topic in Suggestions
I'm sort of iffy about it taking 5 Makarov headshots to kill someone, and so would a lot of people. People are getting pissed off enough about the damage thing so I took it out. Doesn't a bullet bouncing in the brain do more damage than one that penetrates straight through, anyway? So headshot damage should roughly equal out there. With my suggestions of zombies being able to tackle, melee damage isn't too overbuffed. Imagine a mob of zombies all running at you, some able to tackle, all highly likely to rip up your clothes and draw blood/break your bones/infect you with diseases rapidly, and you're expected to nail up to 5 consecutive headshots on each one with your pistol. Fireaxes do that damage right now and it is really too damn good, which is why I proposed sticking, as a mild annoyance but which one which reduces effectiveness of the fire axe and other melees. And thus all melees have advantages and disadvantages just like in IRL, while also having their tool-uses. And "body hit" does not include arms and legs, either, by the way. -
Human versus human/Human versus zombie combat
bobotype3334 replied to bobotype3334's topic in Suggestions
I did my research, I'm talking to kill fully, not just to seriously injure. I'm not saying anyone's going to be "cool" after taking a high powered rifle bullet to the body, I'm just saying you can survive it to bandage yourself up, but that 2 bullets is too much and the survivor just dies. We could count the heart as a "headshot" area too, because obviously a rifle bullet to the heart is going to kill you pretty fast, but being shot twice in the kidney or whatever is survivable. -
"DayZ has not followed that route" I'll stop you right there. Dean specifically called his mod the "anti-game" because it doesn't follow normal genre conventions of balance or not making players frustrated, and yes, the game does "almost always takes everything to the most realistic extent possible within the limitations of the engine and software, almost completely disregarding gameplay." Even though we all know how bad KoS is, there's no spawn protection, for instance, and as I said before, the game goes to the effort of having projectiles affected by fall-off for guns, rather than simple hitscan weapons. They could add pretty basic vehicles in soon, but instead they're going all out to get a realistic simulator-level helicopter and very realistic car physics. There is no way you can argue DayZ is gamey, even the very zombies are realistic "virus" zombies rather than magical undead who rise from their graves and only die to headshots. The whole morphine thing is a placeholder for their fixing of the medical system in the future. If DayZ was really taking that "gamey" route, then hell, blood bag use would be light-years easier, sights would just give you a flat "accuracy bonus", etc. The game takes into account factors such as exposure and disease, and there are plenty of items which aren't even "balanced" and are technically bloat. I think you'll find morphine giving unrealistic healing is the exception rather than the rule to DayZ's simulator nature. And sorry, I misunderstood you, I thought you meant up to 100 in every server, which would be fucking ridiculous. Anyway, on a server basis, I'm saying being able to find even 10 in the Chernarus wide area, if they were canon, would be unrealistic.
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http://en.wikipedia.org/wiki/Early_thermal_weapons#Flaming_arrows.2C_bolts.2C_spears_and_rockets Tracers AND fire-starters. "effective against wooden buildings". >Used to raze Lachish >Used by the Romans >Used in the siege of Oran >Used in Vladimir, eastern Russia >Used at the battle of Levunium >Used during the British Civil War >Used by the Chinese [technically rockets though] If we get a greater focus on Rust-tier basebuilding, this is relevant. If we don't, and we can't make wooden structures, then there is not much point. How about this, too: If it lands on dry grass when it isn't raining or snowing, the grass in the area for a fairly wide area ignites in a grass fire. It's unrealistic to expect this to "set people on fire", but it could be good for dousing an area/person/zombie in petrol and setting it ablaze.
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Good evidence. But even with that in mind, "only" 100 gold shiny AKMs are a completely ridiculous figure, as I'm sure you can see. As for "not a simulator", you might want to rethink that one. It's based on ARMA, a military simulator; it uses very no "gamey" concepts like bosses or health bars or levelling up, it implements/plans to implement one of the most realistic vehicle and physics engines out there, and bullets are projectiles affected by the environment. It IS one of the most realistic zombie games out there and strives to be as much as any game involving the "undead" can be, and the mod originated as Rocket's realistic survival sim for the military. Maybe gold spraypaint is a good idea for guns, but I just think that in the aftermath of canon ARMA conflict, the money a gold-plated AKM is worth to a poor Chernarussian farmer would be worth more to him than keeping such a weapon himself. 100 is a bloody insane figure, and even having over 10 is unlikely as hell.
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Human versus human/Human versus zombie combat
bobotype3334 replied to bobotype3334's topic in Suggestions
Yes, I thought zombies shouldn't be prone to knockout too. Maybe the virus just keeps their motor centres going because technically as zombies they already aren't technically in normal waking consciousness? I know gunshot doesn't equal gunshot realistically, but the differences are minimal enough that we can just discern "bullet" or "high powered bullet" categories, right? Unless you have a separate strength category for '22s and stuff. Sticking is just an idea because fire axes, as melees, are objectively the best melee choice at the moment. So having all that power, but having to worry about whether it's going to have a 1/4 chance of lodging in the wound, comes into consideration and makes other melee weapons a more viable choice, and it increases realism. -
I hope you weren't being a sarcastic douche there, it's worthwhile information to you when you're talking about the game. As it stands I agree completely, it's more realistic to have guns with their magazines, unless the zombie apocalypse included the Gun Fairy who flew around liberating dead owners' guns from their magazines and scattering those magazines around the floors of military tents in Balota. When you finally find a gun, you shouldn't have the disappointment of "oh no magazine" more than, say, one in six times?
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Well it would be nice to actually have binoculars not be a "bloat item". What the other guys in the thread said about field of view, we could go with that. Then we just give binoculars advanced variable zoom, I guess, and we're done. Do scopes have variable zoom ingame? I've been chronically unlucky in actually finding one to affix to my guns when I have them, either I get the gun or the scope before dying.
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Zombie loot drop on death +diseased loot
bobotype3334 replied to bobotype3334's topic in Suggestions
If something's in a zombie's backpack or pockets then it can't really get too messed-up. I think "no pristine" should apply to clothing more than items. At the moment you're actually slightly punished for killing zombies because you can draw attention to yourself by killing them, so zombie loot needs to be implemented as soon as possible to reward players. It will encourage teamwork by players in taking down groups of zombies for loot, and if they move loot more from the ground of military bases to the backpacks of zombies then PvE combat should definitely be a bigger focus. Also, if military zombies become the main source of military loot, this means more roaming around the map to find military zombies rather than just heading straight to an airfield, which means more exploration.