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Bases, Base Value, Groups and More! Read to find out! :)

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On what's been happening in DayZ and the events in Walking Dead, and I think it is a great idea to implement both into the game, somehow.

 

But, no doubt that this mod was created based on the Walking Dead, and the distinction between the two are very different, and it can be very similar if you incorporate this idea I developed into this game.

 

But first we all know, since DayZ is all about finding food, killing bambi's for potential food, and ganging up with others to hunt down food and later betraying anyone for the large amount accumulated is VERY boring and decreases the interest into the game. Eventually, you come to trust NO ONE, leading the game to be very after a while.

 

I have a better idea to curtail such events to make the game more fun and the possibilities are endless, I want to inspire base wars and have a well-balanced all player experience all around.

 

How?

By establishing a 
GROUP, and a BASE with BASE VALUE.

 

Say what?

Here, let me explain all the ideas on the top of my mind. Read on!!

 

 

So you want to have fun, establish groups, and have a “purpose” in this game other than running around killing people, looking for better equipment, with no goal at the end of the tunnel?

Well here is a goal, amongst many that will be detailed in this “suggestion”, that will permit you to have trust in this game again.

 

Establish a GROUP!

Wait? But I don’t trust anyone? Oh you will, trust me, you will discover why as you read.

 

But first, everyone wants the ability to establish a GROUP, and I say, to the developers DO IT! Because everything will revolve around it, and you will understand why! Not only that, the community wants to be able to establish one! But this is better…

But enough of that, let’s get down to business.

 

What kind of business you’d ask?

Establishing a Base.

 

A whaaaaaaa…? Like Woodbury from the Walking Dead?

Yes. But how you may ask?

Let me define it, then explain the fundamentals and all behind it.

 

BASE: A base, which can be established on a building plot or by a base establishing structure (BES), builds a community of in-game players with a goal of maintaining it, with a variety of player made roles, for survival.

That sounds AMAZING doesn’t it? But there is work behind it, so I will throw in all the pitches I can that could lead to the development and implementation of this model into reality.

Dreamy huh? Well, let’s get to it.

But first thing is first…

 

A base? How do I create one? What do I need? What’s the purpose? How will this affect overall game play? Blah blah blah…?

 

To construct a base you need a group of 5 or more people, and a BES to establish a base on a building plot, like a hospital, fire station, or regular civilian buildings like an apartment or a detached house, or use the actual structure somewhere on the map. Individual players, or groups of 4 or less people, and is not possession of a container cannot picked up a BES. This will insure that a BES, to be established, is crucially put, rather than at random away from areas of potentially vast resources, and/or away from other established bases, that can insure a group’s survival in-game. A group of 3 or more people MAY take over an establish base after occupants have been killed or have abandoned/left the base. Loners or up to two players in a group, may ransack a base, but not capture it. They are able to steal contents in a container, but only based on the value of the contents (Explanation later on) in the container. A group can control up to only two bases, yet can only build or establish one base.

Establishing a base is permanent. In my idealistic view, there can only be a maximum of 4 established bases to balance out the game. As well, army bases or camps should not be considered a designated “base” to be established and should be restricted. Why? They can be used as a hub for individual structures that can be obtained to protect and maintain an established base. (This idea could implement a “wasteland” type mod script into the game to be able to establish structural development of a “base”, for example, like the Woodbury town from the Walking Dead.)

 

A BES can be found scattered across the map, as well as different structural units too. To acquire a BES or structural unit, they must be carried in a container. A BES cannot be carried in a backpack.  
 

A container? What?

Yes, a container, and the use of one will play a crucial role in establishing, developing and maintaining a base. A container can be used later for storage or for excursions to obtain structural parts in nearby or faraway towns or villages. A container can be used only after a base has been established by a group. Individual people or groups not in possession of a BES cannot use a container for any of these such purposes if they haven’t established a base. Thus insuring that there are only a maximum of 4 bases established on the map. One BES can be spawned in one container. This will permit a chance of establishing a base more quickly to change the scope of the game for groups made, changing their goals or plans. Each base can have any number of containers, but they are restricted to each base established and cannot be used in “other” bases, rendering that one base with having no containers is useless. So a container found somewhere on the map is independent and cannot be used until it comes in contact with a BSE, and it will be restricted to that BSE.

 

But here’s the thing,

 

There may only be a maximum of 12 containers in game, and they can only be carried IN hand, replacing the weapon held,

 

A base limit is to be restricted to 100 - 250 meters radius from where the base was established. Thus creating the opportunity to re-plant structures found across the map; like a wall to block off a road way leading into a base (imagine a Woodbury styled base from the Walking Dead), or a tower or bunkers in the wilderness manned by a machine gun (with limited, and hard to find ammunition) to fend off threats. A structure that is found and stored into a container cannot be removed, but re-planted back at base, so selection, and priority of the structures found is crucial to the development of a base. A container that has left the base limits can be at fault for a container reset/respawn after a certain period of time. So if a character goes out alone and dies and the container is left for a certain period of time, based on the number of containers in the base (remember, one restricted per base), the container will reset somewhere on the map, rendering the possibility of another established based to capture it for their own use.

 

The more the base has in terms of structure, food, weapons, ammo, clothing, hardware, all the like, appoints to base value. The higher the base value, the higher the target for other larger groups to try and take it over.

 

So what is base value, and how does it fit in with our purpose and long term goal?

 

A base value is the value of the contents in the base. A can of food, based on the fill effect of hunger, may a base value of 3 or 8, while a specific gun stored in a container may have a value of 5 or 30, or ammo for specifics can have a value of 7 or 100. A structure, like a wall, may have a value of 10, or a tower may have a value of 15. A container will have a value of 1000. So the more items that a base accumulates over time, the value rises, and more the likely that other groups, when all bases have been established, or not, will want to either JOIN that bases group, or want to TAKE OVER that group.

 

And apart from the base being formed, they can be expanded by accepting other groups into their own, growing their newfound community, and the base starting radius limit can be upgraded to the maximum of 250 meter radius.

 

The organization of bases can be very rigged, so establishing a leader in a base is crucial so that all parties are on the rock with protecting their base and growing community. Even as leaders disconnect, new ones who have been around longer can be appointed leadership by the group, casting a voting system so that bases continue to strive and not be vulnerable to attacks by someone who lacks leadership as well as information necessary to continue a player-made storyline.

The scenarios with this incorporated gameplay are ENDLESS. Stretching the current game-play to a new found one, creating new story lines, communities, and more player involvement.

 

Bases can form alliances, to take on a larger base, or just because. War is always imminent between bases, smaller groups of bandits, or individuals who want to cause problems, like trolling.

 

A base should be strategically run.
 

 

There are 40 players in a server, and may roughly lead up to 80 – 100 players per server once the game is fully released. So establishing a base scenario will create a new sense of gameplay and roles for gamers. Server resets are crucial for stability and performance, so understand that when one is reset, everything is loss. But I highly recommend that server resets be limited to a minimum of 12 hours, with a maximum of how ever long you want, until there is no food left on the map and everyone drops dead because they can’t find food or until all zombies are killed. The possible scenarios established by servers are endless too, but restrictions of set gameplay like I have developed above should be the restricted limit to insure balance in the game remains far in all servers.  

 

Here is a scenario example:

There are 40 people in a server, some groups are already formed in-game, TS3 channels, IIRC or other VOIP channels unaffiliated with DayZ. These groups pick a destination to meet up. Once they have, they form groups. If a server restart happened, or bases are already established, these groups have countless scenarios to incorporate. Either they can stalk larger groups who have a BSE on them when come into a sighted contact with them, and surprise them when they sit up a base and leave to collect structures, or other necessities to maintain the base, or they can find a BSE and set one up themselves, yet they have to protect the contents from "outsiders," meaning roles can be formed in groups when on the move to establish a base structure somewhere on the map.

 

Since a group may have 5+ people, someone may take the role of container carrier, where else two people may be watchers, one may scout, one may ransack houses when they pass through a small town. The roles are limitless. 

 

The group who established a base has the opportunity to let other player into their group, or kill individuals on sight. There are many scenarios involved in this situation. Like the group who has followed them instead of establishing a base may wait out and confront them to join, rather than kill them, to insure that the base can survive from outside attacks, but the leader of that group can assign player-made roles for their involvement in their growing community. If a group has a method of killing larger groups who want to be in the group, but accepts individuals into their base, the waiting group can send out one person at a time, and each person can send in a player of that group every 5 minutes or so. Once that happens, this group can retaliate against the leader and the group who established the base, but remember they cannot take over the base unless there are a minimum of 3 people in that group.

 

 

There are MANY possible scenarios, and it creates a new type of gameplay, and this is a gameplay I know the DayZ community will love. I mean, who doesn’t want to form a community to take on zombies, inflict war, or cause problems in a base, and form MANY different kind of new storylines.

 

 

Go ahead DayZ community! Discuss what kind of scenarios could happen if this gameplay was implemented into DayZ! If you really like this idea, click on the poll above “Like, Dislike” to get DayZ developments teams attention!

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For the second time;

No!

 

""A base, which can be established on a building plot or by a base establishing structure (BES), builds a community of in-game players""

In mother Russia, base does not build community of characters, community of characters builds base!

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No. But...

1. In game guilds. A way to bind to each other like other MMOs.

2. Towns are the bases.

3. A bind statue in the town that the guild claims and only guild members can use. Players would respawn at this bind location.

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Sorry but this is a shitty idea.

 

This is a game where you can apply antiseptic, or drink it, not because it's edible, but because "why don't we allow players to eat and drink anything regardless of whether it's gonna be good or not". And you come talking about "Base establishing structures", radius restriction, minimum playercount and base value?

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Orrrrrrrr I can build walls out of whatever (wood, concrete, metal sheets, dead people) and build me a little shack in the middle and say "Hey! This is my base there are many here but this one is mine and I will kill you if you come near it!"

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Oh, and lets not forget people!

His last version of this post had a disclaimer stating he will pursue legal action if his "intellectual property" was used in game without credit or compensation!

It was hilarious!

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It was literally a pain to read your suggestion since it had a terrible way of acting like you were talking to an audience and they were talking back. Try to be a bit more concise with your suggestions.

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Orrrrrrrr I can build walls out of whatever (wood, concrete, metal sheets, dead people) and build me a little shack in the...

 

(wood, concrete, metal sheets, dead people)

 

dead people

 

Fuck logic and everything even remotely realistic. I'm building a zombie fortress and none of you can stop me.

=.=

Edited by Wolfguarde

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Your idea has many flaws but In my opinion we really need something like guilds or bases 

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