Jump to content
Sign in to follow this  
Rabbit_Z

DayZ Standalone Suggestion: Rabbit EVAC

Recommended Posts

DayZ Standalone Suggestion: Rabbit EVAC

 

A little rabbit whispered in my ear while I lay half unconscious in the long grass 'Hey you're the same height as me... got any broccoli?', then proceeded to make a list of stuff it would love to see in DayZ standalone; I ignored the fields of row upon row of broccoli while listening wishfully to the other stuff, then again I very well could have been hallucinating from lack of blood.

 

 

 

Is anyone in Chernarus+?

Aircraft carrier 'BEREZINO' has appeared off the coast of Chernarus after reports of strange confusing radio calls for help from civilians. The commander unable to raise operational command on any frequency issues a self imposed mission, establish a base of operations, re-con the situation and rescue any survivors.

 

A temporary base has been successfully deployed in the North with 'EVAC' to airlift survivors to safety on board the aircraft carrier.

 

 

Survivor

You hear a rumour from another survivor heading North saying she heard it from this guy who had seen a message on a wall 'Rescue base at grid coordinates... '; she says he also insisted he heard a goat ask 'how do you take things out of a back pack?'. What have you got to lose? You avoid the gaze of a rabbit you swear has been watching you and head off to see if it's true?

 

You find the temporary base surrounded by infected; you spot an EVAC helicopter on the landing pad there are people shooting, a goat nearby screams 'Run! Or they will take off without you?' you think 'wait isn't that the goat that... never mind' and in a desperate kamikaze run head for a gap in between the tents and shooting...

 

 

Volunteer

The commander working with limited resources is asking for volunteers from incoming survivors, she acknowledges you for signing up after all you've been through and you find yourself holding a very capable weapon and top notch equipment compliments of the commander for volunteering.

 

Your orders are simple go to each city, town and village and radio in a situation report; secondary search for survivors. The commander has given you permission to engage with any unknown hostile threats you encounter and issues a warning from the field medics ' an unknown virus has been showing up in some of the survivors, in the early stages with no outward visible signs have suddenly turned violent without warning, so be extra careful when approaching survivors and stay alert at all times'.

 

 

 

Nuts the Bolts

Proposed extra game features: 'Survivor', Escorting Survivors, Volunteer mission, Aircraft Carrier and Reporting murder.

 

 

'Survivor'

'Survivor' is a single use once per level which automatically kicks in when a player's character receives damage from a single bullet, hit or fall which would take health below zero (death).

 

'Survivor' level directly affects the amount of damage received when it kicks in; at level (1) 90%, (2) 80%, (3) 70%, (4) 60%, (5) 50%, (6) 40%, (7) 30%, (8) 20%, (9) 10% and at 10 and above no damage; each time 'Survivor' is used the level decreases by one.

 

A character actively played while on-line, is moving and not in transport will automatically gain a 'Survivor' level every 6 hours (suggestion only).

 

 

Escorting Survivors

An extra 'Survivor' level can be earned by successfully escorting a survivor or survivors to the temporary base or aircraft carrier. Escorting survivors can be carried out by any character Volunteer, Bandit, including survivor escorting survivor.

 

To be successful you only need to complete two tasks:

 

1. Observe a survivor for a total of 30 minutes (suggestion only). Viewing does not have to be continuous and peripheral view game mechanic will count. Viewing with optics also allows for possible long distance covert escorting without a survivor being aware of your presence. The observation timer* will only count down while viewing a survivor moving and not in transport.

 

* Timer not displayed (suggestion only) to make how good is your body clock interesting and to keep with the style of uncluttered 'HUD'.

 

2. After observation the survivor only needs to make it to the temporary base or aircraft carrier and you gain a 'Survivor' level (one level for each survivor).

 

If at any stage the survivor or your character dies everything is reset.

 

 

Volunteer mission

After a server reset the location of temporary base will be randomly placed somewhere North of the map; wall note (sprayed or chalked) in city will show grid coordinates, some paper notes found in game could also show coordinates. If your character picks up a radio and map or GPS you will see location of temporary base and Aircraft Carrier.

 

At the temporary base next to EVAC helicopter landing pad will be a large tent with a map chart inside, this is the item to click to activate the volunteer mission options menu*. If already a volunteer you can choose resupply from the limited supplies. Any items a character is already carrying can be added to the temporary base making them available to everyone.

 

* On first selection of the mission you have access to the commander's special supplies locker for volunteering.

 

Selecting the mission will add a special re-con mission icon to inventory screen; when clicked will act like a container and show three types of picture icons representing all the cities, towns and villages in Chernarus+, hovering over a picture icon will show the location's name.

 

To complete the mission you only need to visit each city, town and village in any order and send a situation report using a radio; for this to be successful you also need to be carrying a map or GPS and select the radio context sensitive menu 'Send situation report'. You have to be within the large circle system trigger point to see 'Send situation report' if you are outside the circle you will not see it on the menu. When you click a feed back text message will say 'Situation report for 'Location name...' acknowledged' and the associated icon will turn green.

 

Complete all reports and you gain a 'Survivor' level; this is an opened mission and is repeatable as many times as you wish.

 

 

Aircraft Carrier

After each server reset the aircraft carrier 'BEREZINO' will appear anchored at a random location off the coastline of Chernarus+. The location can be seen by anyone carrying a radio and map or GPS.

 

When approached by air or sea you must first land or climb aboard and make your way to the ready room then click on map chart to activate the mission options menu. Options available are the same as temporary base. Any items a player is already carrying can be added to the aircraft carrier making them available to everyone.

 

The aircraft carrier will fully repair and fuel any transport brought along side or landed on the deck with suitable waiting time for repairs.

 

If you lose access to the transport you arrived in and no transport is available you will be given the option to reappear at the temporary forward EVAC base or coastline with suitable waiting time for estimated virtual helicopter flight journey time.

 

 

Reporting murder

You only become a bandit if a witness reports your murder.

 

Report is sent by radio and received by everyone within range with a radio.

 

A witness without a radio cannot send the report but will pass on the information to anyone they meet if they communicate*. Reaching the Base/Carrier will send the report to everyone with a radio. Meeting another player with a radio and you communicate* will also send the report to everyone with a radio.

 

* Any text message or mic chat will pass on the report to that person(s).

 

If a witness is murdered before sending the report it will go unreported.

 

If a witness had passed on the report to another player but they did not have a radio and the original witness is killed, the other player will still pass on the report when they find a radio or meet someone with a radio or reach Base/Carrier.

 

If at any stage someone carrying a passed on unreported (by radio) witness report dies the report goes unreported.

 

Here is the proposed mechanics:

 

The only interaction a witness player will ever see is the text message 'Report murder Y/N?', everything else is done automatically in the background.

 

The 'Report murder Y/N?' message will be triggered after two sequential events:

 

1. The witness (player's character) must see (field of view*) the murderer perform the last action which causes the death of the victim for the first flag to be raised; the witness only needs to see the murderer (not the victim).

 

* Includes in game peripheral vision (white dots at side of screen).

 

2. The 2nd flag is raised when victim's dead body is viewed. In the case of a victim bleeding* to death this could be a while after the first flag is raised.

 

* If victim is attacked by 'infected' or another player while bleeding to death the 'Report murder' flag is reset. It is also reset if the victim commits suicide for example accidentally walking off the edge of a building.

 

If both flags are raised the message 'Report murder Y/N?' will appear which the witness can respond with key press 'Y' for Yes or 'N' for No. This gives a player the power to decide if the murderer was acting in self defence or intentionally committing murder or they could be accomplice of the murderer!

 

After selecting yes if the witness has a radio the report will be sent instantly to all players with a radio within range. If not it will wait until it can be passed on.

 

If the victim murdered was a reported bandit a text message 'Victim was a known bandit' will display when viewed close up; this will reset flag and prevent murderer becoming a reported bandit by another witness.

 

If the murderer has a radio they will see a text message 'Your murder of ...victim's name has been reported!' when the report is successfully sent.

 

The result of the report is that each informed player will see a text message 'Reported Bandit' display when observing that player's character close up includes viewing with optics.

 

A reported bandit can avoid recognition by changing* all items worn (including weapon) while committing the murder; if at some point in the future forgets and wears a single identical item (including weapon) of the same colour again will then be recognised. The disguise does not work when clicking on the mission map in temporary Base and on the Carrier.

 

* Substituting the same item of clothing or weapon with a different colour would be enough to not be recognised.

 

If a reported bandit clicks on the mission map in the tent of the temporary base or on the aircraft carrier they will see a screen 'Your murder of '...name(s) of player's character(s)' has been reported. You have been arrested and... fade to black... sound of firing squad… executed!'.

 

 

 

Broccoli surprise!

Thank you for making it to the end; A big special thank you goes to each and everyone of you involved with all things 'DayZ' you guys are awesome, the goat thinks your awesome, the rabbit thinks you're awesome and wants to know ETA on the Broccoli?

  • Like 1

Share this post


Link to post
Share on other sites

It's too gamey and not what the devs are going for. They will never add npcs and nor do i want them too. Some of these ideas are really cool though, just not fitting.

Share this post


Link to post
Share on other sites

You got a cool idea for another zombie game but not exactly this one mate ... who knows maybe Dean will use it for a different game ;)

Share this post


Link to post
Share on other sites

^^

Cool idea though. SELL THE IDEA BEFORE EVIL ROCKET STEALS IT

Share this post


Link to post
Share on other sites

This is a great idea, I don't see it going down well in the base game but it would make an awesome mod when they release the tools.

Have some beans for that wall of text though.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×