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CapnCaucasian

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About CapnCaucasian

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  1. CapnCaucasian

    large cities/sewer systems

    That's true... that could actually be a feature, where people with as50's could take down the simple gates that were just like metal bars. It would be pretty balanced, since as50's are pretty rare.
  2. CapnCaucasian

    large cities/sewer systems

    Since rocket has expressed interest in having DayZ go standalone, it would be great to see some decently sprawling urban centers to play in. Buildings with multiple large floors, interconnectivity, plenty of alleyways, etc. As with the already existing cities, these areas would offer a higher tier of supplies and a much higher zombie count (MUCH higher, so as to make city streets and other open areas nigh impossible to traverse in daylight/without serious weaponry). Think the middle of Atlanta in the Walking Dead if you want an idea of the numbers I'm talking about. To accompany these more complex cities, I also suggest equally intricate sewer networks that travel into, out of, and around different areas of the urban landscape. These sewers would be largely free of zombies (except for in areas where it would make sense for zombies to be able to gain access to the sewers, such as outflow) and therefore present an alternative, potentially "safer" means of traversing the city. However, the safety presented by the lack of zombies is offset by the greater chance to encounter other survivors, who would also be looking to utilize the sewers for quick, safe transportation. To add an extra layer of intricacy, different sections of the sewers could be blocked by gates requiring certain keys or keycards, which could be found as rare loot elsewhere in the world (for instance, Cherno Area 1A Key, Elektro Area 2C Key, and so forth). Additionally, keys that allow access to sewers beneath high-tier loot zones, such as military installations and office complexes, would be much rarer than keys that unlocked gates beneath some suburbs on the outskirts of the city. Going even further, some of these areas could be protected by high-tech keylocks that require two simultaneous key insertions, making teamwork a requirement for an endgame sewer run to be a success (at least until the locks have been deactivated ;)). This system would ensure balance and prevent newly spawned players from being able to access high level gear too quickly, as well as add an extra element of collection to world loot.
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