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Ungotter

Objectives (Radio?)

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Intro:

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I've had a browse around the forums and not found anything I believe to be so similar to this idea.

I saw a thread about somebody finding a radio which was giving out random sounds and such which gives me further possible development into my idea.

There are a lot of suggestions that have civilized places readily available with supplies and people could effectively 'live there' and everything be happy and nice. The problem? Bandits of course.

So let's say we encourage this violent gritty behaviour instead!

The Idea:

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On occasion (not on a timescale, this would be better if made random) there should be objectives/events that occur which will inform players that there are supplies at X location. Sounds simple enough?

Let's build on it. These supplies may come as very small supplies, larger supplies and may only focus on one type i.e weapons, food, medical. However, players will never be made aware of what these supplies are until they actually reach the thing. What this encourages is a risk factor, while if I informed players that the supply is small with food then some players would say "Waste of time". Without this knowledge what players have to consider is "Can I risk it? I do need some food that might be there" "I do need some medical supplies that might be there" "This could be a large supply to keep our group going".

Now for the smaller supplies, they can be left in open locations or in a small house. Larger supplies? In an industial building, warehouse or some other larger building guarded by a high amount of zeds. You want some supplies? Group up and work for it. The supplies disappear after let's say a few hours after they spawn and all zeds in that area will also return to normal (Just so it doesn't get overcrowded) which gives groups of anti-bandits or bandits time to organise a means of entry, escape and celebration. Your team left the building after you cleared it but got shot down and robbed by a group of bandits waiting for you to leave? Perhaps you should have worked to avoid that.

I wish for you to imagine it, we have the knowledge of some supplies. Who needs supplies? everyone damn it. You and your friends attend the location, yet there are various other groups in the brush just waiting to strike too. So who decides to move first? The supplies aren't there forever. Yes, it is a frenzy but nobody said you had to attend. The risk is there, the game requirement is 'balls' and this is the time to use 'em.

Radio/Compass/Map

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Well, while the events are nice it doesn't seem very immersive to simply have a big notification come up saying "SUPPLIES AFHGHAGASGH GO PLZ!"

That's why I propose that players lucky enough to have a radio will be the one's to be notified of this supply. Through means of coordinates to give an exact location (So those with a map will be having an even easier time!) and additionally some vague directions i.e. "South East of X near Coast" which gives the compass some use to use who do not own a map. However, the possibility of word of mouth/others simply stumbling upon these supplies is not gone.

This can also give groups a possible incentive to give roles. So perhaps one guy can sit around/near base guarding it if he has nothing else he wishes to do; be notified by the radio and contact his team mates accordingly and begin preperations to move out.

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I'm open to improvements/further suggestions with this one. I just figure having other tasks to tend to other than survival when this game is out of alpha to be essential. It adds action and gives you a story to come away with. So what do we think?

Again I'm not asking to add civilians or anything, just some random events like this where you see players attending a frenzy. Sure bandits are a problem here, but that's the point, you're meant to be fighting over this stuff.

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There could be a C130 fly over the Island, and dropping supply crates as it flies over, which pop smoke and flares when they land.

C130's are loud, and quite observable.

This way it doesn't lock the idea down to those with radios, as other survivors may see or here the drop.

Those with a radio will receive morse code coordinates, or simple voice comms designating drop site.

Thats assuming there are people alive outside of the island.

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I'd add a Fallout-like radio which broadcasts some random news and songs.

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There could be a C130 fly over the Island' date=' and dropping supply crates as it flies over, which pop smoke and flares when they land.

C130's are loud, and quite observable.

This way it doesn't lock the idea down to those with radios, as other survivors may see or here the drop.

Those with a radio will receive morse code coordinates, or simple voice comms designating drop site.

Thats assuming there are people alive outside of the island.

[/quote']

I like this idea. Imagine that it's night and you are walking in the forest, all of a sudden you hear the Hercules coming and you run in to the open to see the blinking lights. You quickly run in the direction that the plane is headed until you see the dropzone. Or just during the day when you can actually see it coming, I guess a lot of people will come towards it, gives some bandit opportunity as well.

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I'd expand on this idea by suggesting that There be broadcast towers that can be player controlled were players can have options for diffrent short range broadcasts like "beware bandits occupy blah blah" or "area clear" or "looking for friendlys" or more creative stuff that I can't think off right now which can alert incoming players who are tuned in looking for clues of what might be going on....and as soon as a player leaves the broadcast tower for a certain time it reverts back to radio silence

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Going to bump this as this idea has now been suggested in a thread, perhaps may grab some more attention this time.

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