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[Standalone Suggestion] Bases

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I would like to propose a possible solution for above ground bases.

Matt Lightfoot has indicated that the problem with above ground bases is memory and bandwidth.

I am a professional webmaster and am well aware of these issues.

I propose the following solution,

The map comes with pre-defined buildings that can be used for bases.

These houses could have two visual states,

The first visual state would be a normal run down, damaged house.

The second would be a house with boards and defenses around it. (barbed wire, perhaps a gun in placement)

You would need to "repair" these houses in order to use them for their benefits.

(the resources required to fix a house would need to be significant as this could be an "end game" item)

Now I know what your all thinking, what if I spend all this time fixing a house only to log off and get it stolen.

Well it would be possible to steal a house but it would require a very specific set of tools and items, these would be even more difficult to acquire.

For example,

If you are fixing the house and you get 1 of the 15 items required to patch it.... then for someone to steal it they are required to have 3 items and an engineer kit.

However if you spend the time and get all 15 of 15 items to fix a house then its at full defense.... the for someone to steal it they are required to have 30 items and an engineer kit.

(obviously the items don't currently exist so the DayZ team would need to consider the balance).

I am curious if people like this idea and feel I have earned some beans? What do you think is this prototype idea worthy of the DayZ standalone??

Regards,

Excursion

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Nice idea, quite original.

The only issue is how many of them could you fit onto the map, and would it be less desirable because they are fixed locations? Half the fun with the mod so far is that you can create your camp of tents, campfires and barbed wire absolutely anywhere, so long as you have the right bits of kit!

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I quite like it, although I see it more as a means of making a temporary fortification than a homebase. Buildings by their nature are pretty obvious places to set up a camp, I don't think I'd want to leave all of my precious loot in there only to come back 2 days later to see it all gone, even a well organised group would have issues hanging on to it..

I prefer the possibilities of making a secluded camp somewhere (possibly underground as discussed). That opens a whole new world of customisation and tactics.

Edited by Fraggle
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Quite an involved idea, but I like it. I can still see people trolling an area by building houses around it :P

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I love this idea. I feel it'd add more to the game. Something else you have to guard.

Leaving a man there at all times to guard it can make doing other stuff that much harder which can be fun.

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I like all the different aspects of your idea. You did a good job of putting this all together.

Very cool, thanks for sharing this. :)

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I'm confused as to why nobody asked this already,

What are the "items" you propose? And why would I need 1 to barricade a building and 3 to break in?

If I'm breaking in, why do I need to remove every single barricade before I gain access?

I like the concept. Maybe not as the end-game bases we're looking for, but if the default locations and secondary-state assets are made preset and ready to rock, this would make a nice, safe(ish) place to hole-up for the night.

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@Sodesa :

That linked topic doesn't discuss this type of fortification at all. It's about instancing vs building.

The way OP suggests here would cause minimal server-load, because the assets would already be part of the map.

Swapping run-down and open building models for pre-existing "barricaded" versions.

I still don't think it's as good as custom construction would be. Even if it had to be seperately instanced.

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@Sodesa :

That linked topic doesn't discuss this type of fortification at all. It's about instancing vs building.

The way OP suggests here would cause minimal server-load, because the assets would already be part of the map.

Swapping run-down and open building models for pre-existing "barricaded" versions.

I still don't think it's as good as custom construction would be. Even if it had to be seperately instanced.

I guess I should have been more specific. The discussion about these types of pre-existing structures starts further down the mentioned thread.

Posted 26 February 2013 - 10:24 PM

snapback.pngJeremiah Cross, on 26 February 2013 - 10:11 PM, said:

I like the idea, but it needs more fleshing out. It would give larger groups something to work towards and keep them busy, I'm just worried it would introduce some enforced system as to how a takeover would work.

The system I had in mind would be a compromise already, as the actual maintenance and fixing operations would be fairly static, as in they would be done the same way every time. However, why should a takeover mechanic with a running down timer, like in Team Fortress 2: King of the Hill mode be introduced at all? Sure, if barricading is made possible, then the invaders would have to figure out how to get into the facilities, but taking over a facility should in my opinion be as simple as killing every body in there.

Combat loggers would of course be an issue. I dunno, I'd like to take this idea further but am currently out of ideas how to address the logging in behind to captors backs -problem.

Edited by TheSodesa

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I see,

I added to the spinoff discussion, but I obviously didn't have a thorough enough read-through. :P

I could do with an amalgamation thread for all these structure topics.

This browser doesn't like links, or mutiple tabs.

Think I'll just boot the PC later and have a proper read.

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it is important for people to have a greater challenge to break in than to build it for one simple reason.....

When you build it your rewards are pretty limited. (storage, security, defenses) this is a great reward don't get me wrong.

If you steal a building however your rewards are greater, (the loot plus all above) the payout is greater so the challenge to get to it must also be greater.

Its important from a balance point of view as well. Otherwise why bother ever doing it yourself.

I understand this isn't an ideal solution, anyone being able to create anything on the map is ideal, however the engine prevents the ideal solution from being possible (at least not possible in the same instance)

So I thought this idea would allow the creation of variations to find something the guys at BI could use to solve their problem.

Searching the boards for existing ideas can be difficult due to the amount of topics. The community is very creative with their suggestions.

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It is clear from the links suggested in the responses that "bases" have been suggested in a number of different ways.

However I do not believe that my idea is the same, I address the problems inherent with the engine limitations.

Additionally I have suggested a solution to the "balancing" problem of bandits.

I see no complete ideas in the other posts that give a good solution to protecting the building.

I do envisage a number of "normal" buildings being "convertible" to strongholds. In order to ensure good server stability you couldn't have every single building on the map be a stronghold.

So again perhaps scatter them around the map and do not identify them so it give en even greater incentive to explore the world.

PS. Cheers for all the positive feedback.

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I just read joe_mcentire's post,

There are similarities to my suggestion, (I think he suggests things that the engine cannot do without major code changes) perhaps we could PM each other and get a solid idea together and present it to the forum together.

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