3rdparty 229 Posted July 25, 2012 but then at the same time - if its so complex, as a clan would you fix it up, only to log off 4 hours later and have someone elsea- steal itb- destroy itc- wait for you to come back in and shoot youdon't get me wrong i think its a brilliant idea, but in my mind it would be that complex to do, and that rewarding, that you would need some protection guarantees if it was you that owned it - even if it was only for 1 or 2 daysai yes, this be a point brought up before, to which im not entirely sure on ze answer, although there are more favourable solutions on my palette. its for that reason i havnt really dabbled deep into it because i think its a problem you can attach already to peeps setting up tents, and hiding vehicles away in their secret bases.I think a massive extension and greater creative capacity should be explored with traps. This could potentially help this situation. Otherwise i have seen the dev team discussing this idea requesting feedback which seems pretty interesting: http://dayzmod.com/forum/index.php?/topic/29313-some-feature-ideas-requesting-feedback/ Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 excellent point! i'm all for anything that promotes static servers tbhai tbh it has occurred to me that alot of issues peeps have might be solved by brutally reducing the number of servers, increasing the number they can hold and forcing peeps to stay stuck to one or a few. But that would be another discussion XD 1 Share this post Link to post Share on other sites
jdblair5 170 Posted July 25, 2012 What about hiring merc NPC's to guard places? Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 What about hiring merc NPC's to guard places?Im afraid NPC's are blasphemy on this game XD 2 Share this post Link to post Share on other sites
CarloNord 29 Posted July 25, 2012 What about hiring merc NPC's to guard places?NPCs... No. They're deadly as hell, they can see from a mile away and are all snipers from the glorious master race. So no. 1 Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 Shaameless bump, however edited in a couple new ideas.Extra features for the Hospital primarily concerning creating medicines.And utilizing police stations/prison as a potential trading posts (fortified buildings with metal detectors XD)(Linked threads) Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 Also, the whole prison/police station used as trading post is supposed to be balancing off this issue around security or "safe zones" which i really dislike the idea of, (no weapon zones). WHich is why I think the metal detectors really help this scenario, because they are a plausible option for the trading organisation to disarm you/test that youve been disarmed, and still doesnt prevent the eager lemming run beaver from wanting to live out this lil fantasy : Share this post Link to post Share on other sites
CarloNord 29 Posted July 25, 2012 Also, the whole prison/police station used as trading post is supposed to be balancing off this issue around security or "safe zones" which i really dislike the idea of, (no weapon zones). WHich is why I think the metal detectors really help this scenario, because they are a plausible option for the trading organisation to disarm you/test that youve been disarmed, and still doesnt prevent the eager lemming run beaver from wanting to live out this lil fantasy : Very nice idea, but wouldn't a police station be an issue because of zombies? unless some sort of lockable gate that you could place were to be introduced. So then you could wall off around the building and open as close the gate as you need, plus, you;d need a way to negate zombie spawns. Like the power grid, turning it on makes it so zombies only spawn in the outskirts of the city/town (not officially part of thread, just my own idea for it.). Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 Very nice idea, but wouldn't a police station be an issue because of zombies? unless some sort of lockable gate that you could place were to be introduced. So then you could wall off around the building and open as close the gate as you need, plus, you;d need a way to negate zombie spawns. Like the power grid, turning it on makes it so zombies only spawn in the outskirts of the city/town (not officially part of thread, just my own idea for it.).I dont mind ideas being thrown in randomly matey, i just enjoy developing ideas XDI remember having a similiar discussion bout this on that electric grid thread (i think) i saw ye posting on XD I think if groups were at the point that they were exercising this level of control over facilities, or for example the police station/prison. Then they would at least have to have the capacity to effectively "clear" the surrounding areas of zeds, and some how enabling some mechanic which prevented zeds spawning (once an area had been fortified or such n such conditions met)although this is looking at the game from a point of view were zombie spawns are much higher, and also hordes of zeds have been introduced.so although you clear an area out, zombies for the various reasons of attraction (noise, movements inside or to and from the base) accumulates ALOT of zeds. And i think this is something that should apply to peeps own customized forts/base building far away from towns. So you always have a flow of zeds piling up at the gates and walls.I think the Police stations structural integrity would be sound, and i think yea there would have to be some kind of lockable door (boltable from the inside) which would also give extra security but still not completely prevent the ambitions of a wannabe terminator. But any extra fortifications, would be built at the groups discretion, whether they wanted to extend this out to wall off a "car park" or block off a street and create an entrance (maybe suitable for either people or vehicles), is dependable on the groups size, preference, interests, and possible threats from other groups setting up (maybe within the same town).I think anywhere peeps set up forts or control over areas should attract zombies, as it very much constantly maintains the apocalyptic nature of the world you have to balance your activities with :) Share this post Link to post Share on other sites
CarloNord 29 Posted July 25, 2012 I dont mind ideas being thrown in randomly matey, i just enjoy developing ideas XDI remember having a similiar discussion bout this on that electric grid thread (i think) i saw ye posting on XD I think if groups were at the point that they were exercising this level of control over facilities, or for example the police station/prison. Then they would at least have to have the capacity to effectively "clear" the surrounding areas of zeds, and some how enabling some mechanic which prevented zeds spawning (once an area had been fortified or such n such conditions met)although this is looking at the game from a point of view were zombie spawns are much higher, and also hordes of zeds have been introduced.so although you clear an area out, zombies for the various reasons of attraction (noise, movements inside or to and from the base) accumulates ALOT of zeds. And i think this is something that should apply to peeps own customized forts/base building far away from towns. So you always have a flow of zeds piling up at the gates and walls.I think the Police stations structural integrity would be sound, and i think yea there would have to be some kind of lockable door (boltable from the inside) which would also give extra security but still not completely prevent the ambitions of a wannabe terminator. But any extra fortifications, would be built at the groups discretion, whether they wanted to extend this out to wall off a "car park" or block off a street and create an entrance (maybe suitable for either people or vehicles), is dependable on the groups size, preference, interests, and possible threats from other groups setting up (maybe within the same town).I think anywhere peeps set up forts or control over areas should attract zombies, as it very much constantly maintains the apocalyptic nature of the world you have to balance your activities with :)Makes complete sense, although building a fort away from the city is supposed to be safer than within, so zombies still being attracted to it? Maybe, if it's within like 500 meters of zombie spawn area. But how would you do that? if you could negate zombie spawns, they'd be spawning in the station even if the door was shut, so ya, maybe if you wall off an area they can't spawn inside that zone, or you could have a new item like a flag or something that negates zombie spawns within like 50-70 meters. Along with lockable doors and gates, and a door you can place yourself for your forts, maybe like a portcullis or a gate that swings open like the church doors. Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 (edited) Makes complete sense, although building a fort away from the city is supposed to be safer than within, so zombies still being attracted to it? Maybe, if it's within like 500 meters of zombie spawn area. But how would you do that? if you could negate zombie spawns, they'd be spawning in the station even if the door was shut, so ya, maybe if you wall off an area they can't spawn inside that zone, or you could have a new item like a flag or something that negates zombie spawns within like 50-70 meters. Along with lockable doors and gates, and a door you can place yourself for your forts, maybe like a portcullis or a gate that swings open like the church doors.Yea ye be right about remote forts, but i think there should still be some accumulation based on those principles of zombies awareness (noises, movements to and from base), but hopefully there will also be factors introduced like zombies random but small chance of spawning in the woods, and depending on how large hordes are developed, maybe theres a chance a remote fort is unlucky enough to fall into the path of the wondering zed mob XDAnd yea tbh i think any area you wall off, or building that you take "control" of (meet such n such conditions that meet that requirement of controlling a building) shouldnt have zombies spawning inside it.But yea tbh i dont know what "such n such" conditions would be, or how the de-spawning mechanic would function or be initialized, its defo something that will have to be used within certain perimeters, if base building is ever going to be effective.Ive seen threads being discussed on lockable doors n such, and i think they are a good idea, but tbh i do feel there should always be a way in, that nothing should be permanantly locked, just increasingly difficult to enter, which if is used with extended mechanics in being creative with traps XD could enable a very secure area, even trust worthy to leave alone.Although i do feel every area should be accessible to every player, i feel intruders and bandits invading your fort or controlled area should at least deal with something similiar to the time and complex scenarios that you faced building or securing an area in the first place. Edited July 25, 2012 by 3rdParty Share this post Link to post Share on other sites
CarloNord 29 Posted July 25, 2012 (edited) Yea ye be right about remote forts, but i think there should still be some accumulation based on those principles of zombies awareness (noises, movements to and from base), but hopefully there will also be factors introduced like zombies random but small chance of spawning in the woods, and depending on how large hordes are developed, maybe theres a chance a remote fort is unlucky enough to fall into the path of the wondering zed mob XDAnd yea tbh i think any area you wall off, or building that you take "control" of (meet such n such conditions that meet that requirement of controlling a building) shouldnt have zombies spawning inside it.But yea tbh i dont know what "such n such" conditions would be, or how the de-spawning mechanic would function or be initialized, its defo something that will have to be used within certain perimeters, if base building is ever going to be effective.Ive seen threads being discussed on lockable doors n such, and i think they are a good idea, but tbh i do feel there should always be a way in, that nothing should be permanantly locked, just increasingly difficult to enter, which if is used with extended mechanics in being creative with traps XD could enable a very secure area, even trust worthy to leave alone.Although i do feel every area should be accessible to every player, i feel intruders and bandits invading your fort or controlled area should at least deal with something similiar to the time and complex scenarios that you faced building or securing an area in the first place.Well, how bout a lock picking kit, shooting the door, or using a crowbar? that should be able to get past about any lock you'll find. And for negating zombie spawns, I can't think of anything better than a flag or command post structure, able to be placed like a campfire, that negates spawning in a radius of 75 meters, but should have different versions, like small at 25 meters, medium at 75, then large at 150. Also say I wall off the roads and alleys leading into the courtyard in electro with the office building in it, it would be annoying to have to recognize the regular buildings along with my placed ones, meaning a radial effect would be easier. Also, if you had one placed outside a town outside of 500 meters, you'd have a chance for a horde to march toward it, within 1500 meters of the town. If you were outside of that, you'd be safe, but if you were inside the 500 meter zone, zombies would be able to spawn 50-100 meters outside of your spawn negator's influence. Edited July 25, 2012 by CarloNord Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 Hmm yea sure, i think those are all plausible for use in different types of door/locks. I still think this is potentially to quick an entry however for something someone may of spent a long time setting up, not that i want to remove peeps ability to enter just ensure mechanics that made it more secure without placing limitations on what a player is free to do. So using traps in a more creative dynamic way, utilizing different resources and the environment itself provides a challenge to thieves and saboteurs by presenting them with the challenge of identifying, and disarming these traps.I see what ye mean bout the flag idea but still sits a bit uneasy with me, just in terms of how it could be used for exploits. But it is very similar to the general idea devs have suggested on the portable radio tower. I think if it was used, there would have to be certain conditions met, which would enable a different "value flag" so ye have set spawn radius' for when youve met the conditions of say.. securing a house, or a fire station, or manufacturing a walled off area. But I think these conditions would have to be heavily based on variables such as location, size of building secured, size of area secured and fortified etc. Share this post Link to post Share on other sites
CarloNord 29 Posted July 25, 2012 Hmm yea sure, i think those are all plausible for use in different types of door/locks. I still think this is potentially to quick an entry however for something someone may of spent a long time setting up, not that i want to remove peeps ability to enter just ensure mechanics that made it more secure without placing limitations on what a player is free to do. So using traps in a more creative dynamic way, utilizing different resources and the environment itself provides a challenge to thieves and saboteurs by presenting them with the challenge of identifying, and disarming these traps.I see what ye mean bout the flag idea but still sits a bit uneasy with me, just in terms of how it could be used for exploits. But it is very similar to the general idea devs have suggested on the portable radio tower. I think if it was used, there would have to be certain conditions met, which would enable a different "value flag" so ye have set spawn radius' for when youve met the conditions of say.. securing a house, or a fire station, or manufacturing a walled off area. But I think these conditions would have to be heavily based on variables such as location, size of building secured, size of area secured and fortified etc.Ya, I see, quick access would be an issue, but then you've got things like bear traps, however I can't think of anything else really that would slow them down. as for the "flag" idea, I was trying to find a way to easily and variably set up a base, a kind of set of conditions that are a "on size fits all" sort of thing. Share this post Link to post Share on other sites
Optimist (DayZ) 6 Posted July 25, 2012 I was thinking about this today. It's a similar sort of system Eve uses I guess, a whole world created by players.It would require a bigger map and many more players, but I like the idea of people banding together, securing a town, electric supply, food supply etc. In turn that gets made into a safe zone. Before you know it there is a whole economy of trade running, and the emphasis of the game shifts from PVP, PVE to a much larger dynamic. This is how Eve works, there is much more than just fighting. People have come together to make huge corps, mine, trade and buy. They build huge fortifications and start manufacturing their own equipment. Imagine something similar on DayZ?In a sense it would be like real life and eventually the Zeds would become something of the past, something that would just be part of the games history. Of course, for a model like this to work well, and for it to be fun, it would need a server that can host more than 50 players!But there is so much potential. Share this post Link to post Share on other sites
CarloNord 29 Posted July 25, 2012 I was thinking about this today. It's a similar sort of system Eve uses I guess, a whole world created by players.It would require a bigger map and many more players, but I like the idea of people banding together, securing a town, electric supply, food supply etc. In turn that gets made into a safe zone. Before you know it there is a whole economy of trade running, and the emphasis of the game shifts from PVP, PVE to a much larger dynamic.This is how Eve works, there is much more than just fighting. People have come together to make huge corps, mine, trade and buy. They build huge fortifications and start manufacturing their own equipment. Imagine something similar on DayZ?In a sense it would be like real life and eventually the Zeds would become something of the past, something that would just be part of the games history. Of course, for a model like this to work well, and for it to be fun, it would need a server that can host more than 50 players!But there is so much potential.The game needs to be optimized immensely before it can increase server size. Rocket has stated plans for DayZ to become a standalone by December, which means he'll be able to make some serious changes and optimizations. Preferably, he should move to a new engine, such as the thread; "CryEngine 3 - Possible?" states and recommends Cryengine or Unreal engine.As for it's similarities to EVE? In a way, I guess you could say that it is a player created world run by the player, for the player. Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 (edited) Ya, I see, quick access would be an issue, but then you've got things like bear traps, however I can't think of anything else really that would slow them down. as for the "flag" idea, I was trying to find a way to easily and variably set up a base, a kind of set of conditions that are a "on size fits all" sort of thing.Well there be that, but there already the capacity for, trenches for example, could be used to force particular routes of entry for vehicles, but ive also seen discussions/threads on trip wires which open up a variety of potential booby traps from IEDs to blunt force trauma, or even alarm systems (imagine if a trap was somehow linked to a noisy object like a rape alarm or egg timer that once ye set the trap ye became attached or entangled in a rope or thread holding the device attracting zeds from all around) i dunno pretty random 24+ awake hours suggestions dribbling out :SI just like the idea of creating a trap mechanic that allows peeps to be creative with setting up traps, it would at least ensure that there were not repetitive processes for disarming them that would allow more experienced users to easily identify the skins and or animations. :(I was thinking about this today. It's a similar sort of system Eve uses I guess, a whole world created by players.It would require a bigger map and many more players, but I like the idea of people banding together, securing a town, electric supply, food supply etc. In turn that gets made into a safe zone. Before you know it there is a whole economy of trade running, and the emphasis of the game shifts from PVP, PVE to a much larger dynamic.This is how Eve works, there is much more than just fighting. People have come together to make huge corps, mine, trade and buy. They build huge fortifications and start manufacturing their own equipment. Imagine something similar on DayZ?In a sense it would be like real life and eventually the Zeds would become something of the past, something that would just be part of the games history. Of course, for a model like this to work well, and for it to be fun, it would need a server that can host more than 50 players!But there is so much potential.Hmmm i dunno if this game is going the way eve went tbh. IT really depends on where the game direction is really going. Although ive seen a presentation rocket gave about where he said that the actual survival aspect of the game was more important necessarily from the zombies (they were just a apocalyptic scenario) which, if were following that direction solely, it might not make room for ideas like this. But he also seems to be very much interested in the idea of permafixtures, and players almost making their mark on a server and manipulating the environment. I think it requires what peeps have been discussing related to this thread, but the whole purpose of these activities is to survive zeds. I dunno if anything as far money will develop, trade of items and services, sure, but i dont think money will come back into it. I dont think youll see that kind of evolution of gameplay - ingame - in DayZ.Im not too sure though, have ye further thoughts on how this would function if zeds were consistant? And tbh given the server numbers (there should be less) it might conflict with the way average direction in gameplay develops then EVE. Edited July 25, 2012 by 3rdParty Share this post Link to post Share on other sites
3rdparty 229 Posted July 25, 2012 Ya, I see, quick access would be an issue, but then you've got things like bear traps, however I can't think of anything else really that would slow them down. as for the "flag" idea, I was trying to find a way to easily and variably set up a base, a kind of set of conditions that are a "on size fits all" sort of thing.Well there be that, but there already the capacity for, trenches for example, could be used to force particular routes of entry for vehicles, but ive also seen discussions/threads on trip wires which open up a variety of potential booby traps from IEDs to blunt force trauma, or even alarm systems (imagine if a trap was somehow linked to a noisy object like a rape alarm or egg timer that once ye set the trap ye became attached or entangled in a rope or thread holding the device attracting zeds from all around) i dunno pretty random 24+ awake hours suggestions dribbling out :SI just like the idea of creating a trap mechanic that allows peeps to be creative with setting up traps, it would at least ensure that there were not repetitive processes for disarming them that would allow more experienced users to easily identify the skins and or animations. :(I was thinking about this today. It's a similar sort of system Eve uses I guess, a whole world created by players.It would require a bigger map and many more players, but I like the idea of people banding together, securing a town, electric supply, food supply etc. In turn that gets made into a safe zone. Before you know it there is a whole economy of trade running, and the emphasis of the game shifts from PVP, PVE to a much larger dynamic.This is how Eve works, there is much more than just fighting. People have come together to make huge corps, mine, trade and buy. They build huge fortifications and start manufacturing their own equipment. Imagine something similar on DayZ?In a sense it would be like real life and eventually the Zeds would become something of the past, something that would just be part of the games history. Of course, for a model like this to work well, and for it to be fun, it would need a server that can host more than 50 players!But there is so much potential.Hmmm i dunno if this game is going the way eve went tbh. IT really depends on where the game direction is really going. Although ive seen a presentation rocket gave about where he said that the actual survival aspect of the game was more important necessarily from the zombies (they were just a apocalyptic scenario) which, if were following that direction solely, it might not make room for ideas like this. But he also seems to be very much interested in the idea of permafixtures, and players almost making their mark on a server and manipulating the environment. I think requires what ive peeps have been discussing related to this thread, but the whole purpose of these activities is survive zeds. I dunno if anything as far money will develop, trade of items and services, sure, but i dont think money will come back into it. I dont think youll see that kind of evolution of gameplay - ingame - in DayZ.Im not too sure though, have ye further thoughts on how this would function if zeds were consistant? And tbh given the server numbers (there should be less) it might conflict with the way average direction in gameplay develops then EVE. Share this post Link to post Share on other sites
3rdparty 229 Posted July 26, 2012 (edited) another lil bump XDEDITted in sewers as a possible network providing alternate routes to buildings/bases for small early organising groups/unique PvP/an environment suited to close combat as much as the open world is suited for long range AND providing a haven for small disorganised groups looking for (relative) safety to set up camp and close access to supplies. (although i can see a blood bath occuring on some servers down there XD)Example of Medic group organising on DayZ: Trusted Medics of the Wasteland [TMW]any thoughts/dislikes? (seen some negative responses to sewers idea, although it is by far not a reoccurring one) Edited July 26, 2012 by 3rdParty Share this post Link to post Share on other sites
L0G!N (DayZ) 149 Posted July 26, 2012 The only things medical i can think of right now is having permanent damages as a result from injuries, which effect your character's functioning and which could be restored by operating ... things like bullit removal, resetting broken bones ... while not entirely a reason to restore the hospital (though it might be) is have it have a garage with a chance to spawn ambulances that function as a mobile spawn for medical supplies (or even a mobile operating station). Which could come in very handy once you build a base somewhere...I feel i also must say that i like the list of suggestions here way better than the 'underground bases' that Rocket just can't seem to (excuse me for saying it) shut up about. While underground bases are great for mad scientist creating a zombie virus, most humans would rather restore the life they were used to. And to actually construct underground basis, (aka. capital ships in Eve) one needs a shit ton of resources and parts, in Eve these are all player made from 'lesser' structures. There wouldn't be captital ships without miners, traders, production facilities, player owned stations, and players in smaller ships defending these. So while underground bases might be cool (not realy my thing) it be more interesting to restoring partial 'normal life', and for this to happen most if not all of the suggestions in the OP should be implemented, together with a means to turn them into a stronghold so clans can hang onto them (be it defending them from zombies, or from bandit gangs) ...Without paying much attention to suggestions that are in the OP already (i am sure the OP can filter those out, if (s)he is interested in updating the OP):- Mining locations: spawning raw materials, repair them (and add a mobile generator, or more) to operate mining carts and mining tools (produce iron, coal, copper). Would also spawn Picks, that can be used on rocks to get boulders.- Factories: of all different kinds: Forges to turn ores into raw materials, Factories to make all sorts of things from these raw materials (from H-beams to carparts, plumbing etc)- Energy Plants: running off of coal, wood, gazoline, gass: each plant should cover a certain area with power, so there should be multiple on the map, preferable that there is not one location that has all the 'buildings' in it so that players would have to move resources from one place to the other.- Gazoline Stations need to realy slowly fill up and be depletable, there should be repairable gazoline trucks- Oil rigs would need to be repairable and spew out oil, some may need boats, others would have a pipeline to:- Refining stations, where the oil would be turned into gazoline to fill up trucks to refill gazoline stations or Energy plants, and ofcourse mobile generators.- Ammunition plants, requiring lead/metal & copper as well as charcoal & sulfer... ofcourse needing energy to fuel certain machines...- Weapon manufacturing- Wood works/Sawmills- Farms & Animal farms, slaugther houses- etc and so on...*!* And all of these should have degenerating parts that break down, so new parts would have to be made or found as well as tools...Most important perhaps is to have a means to 'repell' infected or atleast stop them from spawning, now we don't need a CCP to tell us what a save zone is, we can create our own ... and in my views all of the above would have to happen before we can actually truely build a Captial (ship) underground base ... Now maybe we can gather enough stones and metal to dig a hole in the ground and give a small clan some what of a base, but to me atleast partially restoring civilisation would be much more interesting... 1 Share this post Link to post Share on other sites
3rdparty 229 Posted July 26, 2012 (edited) !!!!!!!! :)dont ye worry, certainly will be working it into the OP, but before i properly integrate it (as ive been staring at it for a while wondering restructuring it given the size its growing to might be wise as to not put peeps off) I wouldnt mind seeing how this develops and if anyone else adds.I like the idea of ambulances, and itd be cool if any equipment that was introduced was also plausibly attached to the ambulance as well as hospital. Health is the clearly he most important thing when it comes too survival (seeing as the game is about survival) , it would be a shame for 2 or 3 locations to dominated by certain peeps without any possibility of access. Thats where ambulances would be really good, for remote fortifications or occupations of industry.It had also been occurred to me however that perhaps some kind of basic medicinal botany could be introduced, however this is incredibly dependant on how the game goes, and has mostly been influenced by the suggestions ive seen on farming/foraging. But if you had the potential to set up lil makeshift greenhouses for botany it could be a source of potential trade for a hospital that could combine them to make medicines.. or penicillin (as i think peeps are taking infections (which should be more severe and common) a lil to light hearted, and not seeing antibiotics for the disappearing luxury they are)Ive thought for a while about possible splitting the factories up, and ye have tempted me further, would be a good way to break up productive power on the map too.Without paying much attention to suggestions that are in the OP already (i am sure the OP can filter those out, if (s)he is interested in updating the OP):- Mining locations: spawning raw materials, repair them (and add a mobile generator, or more) to operate mining carts and mining tools (produce iron, coal, copper). Would also spawn Picks, that can be used on rocks to get boulders.Indeed, within the coal minin thread theres some discussion towards using a utilizing a pickaxe, but it had only occured to me to act as basic defense when harvesting coal, as i didnt see much other purpose for it outside the mine. However copper and iron may not be such a bad idea if crafting is focused on dramatically, allow me to add another from memory, flint from the quarry XD, http://dayzmod.com/f...n-flint-lighter- Factories: of all different kinds: Forges to turn ores into raw materials, Factories to make all sorts of things from these raw materials (from H-beams to carparts, plumbing etc)YES XD it might even be a requirement to hold this area for a while and do some crafting before it is possible to build a fort or underground base XD- Energy Plants: running off of coal, wood, gazoline, gass: each plant should cover a certain area with power, so there should be multiple on the map, preferable that there is not one location that has all the 'buildings' in it so that players would have to move resources from one place to the other.Ahh there be in depth discussion detailing this on the electric thread (well worth a read! XD)- Gazoline Stations need to realy slowly fill up and be depletable, there should be repairable gazoline trucksThis sounds ney too bad, i know ive come across posts in the base building threads relating to how gasoline will have to start being more closely regulated to produce that "competition" almost for the resource.- Oil rigs would need to be repairable and spew out oil, some may need boats, others would have a pipeline to:- Refining stations, where the oil would be turned into gazoline to fill up trucks to refill gazoline stations or Energy plants, and ofcourse mobile generators.XD i remember once someone trying to convince someone in game who had aboat to go to such n such coord because there was an "oil rig" there, XD. It doesnt seem wrong to include these environments, especially seeing as they havnt been suggested or at least are not amongst the repetititve ones. What was holding me back from this initially was the scale of this objective, combined with the electric grid objective might be too overwhelming because it would require full cooperation of almost everyone on the map... But only in the sense if they are mutually depedent on one another.If both oil refinement, and the electric grid could technically function without each other, then the scope of each activity, paired with the neccessity of all other industry on fuel and electricity. Would be an epic collision between big large clans, or a fascinating trade/mutual agreement set up between them.- Ammunition plants, requiring lead/metal & copper as well as charcoal & sulfer... ofcourse needing energy to fuel certain machines...- Weapon manufacturingdifferent factories, goodies XD- Wood works/Sawmillsagain different factories, goodies XD was thinking of somehow writing in the Wood works/Sawmills/timbermills into the OP after reading this http://dayzmod.com/f...rsive-roleplay/ a thread detailing some extra craft but also sharpening/tool grinder (defo would be in these buildings) But beyond this I was thinking of other possible industry uses. However these buildings really should be used for the pecurement of wood piles AND wood beams (for use in underground bases because at the moment i think wood piles will still be used), although this may seem a bit excessive, im increasingly more and more put off with the idea of how easy you can get wood piles, even if your in a forest with bare trunks (no branches) for 100s of meters. Again might be dabbling a bit into semantics, but it would give more merit and strategical importance to these buildings.- Farms & Animal farms, slaugther housesAi, although i do want some basic farming/foragaing/botany sandbox interactions, ive sense alot of resistance to it in this community, and have been trying to read through many forums before threading something together XD- etc and so on...*!* And all of these should have degenerating parts that break down, so new parts would have to be made or found as well as tools...yeeees they should XD, should never have a situation where one area is completely self sustainable, just well stocked and well defended. Most important perhaps is to have a means to 'repell' infected or atleast stop them from spawning, now we don't need a CCP to tell us what a save zone is, we can create our own ... and in my views all of the above would have to happen before we can actually truely build a Captial (ship) underground base ... Now maybe we can gather enough stones and metal to dig a hole in the ground and give a small clan some what of a base, but to me atleast partially restoring civilisation would be much more interesting...+1 XDDunno if ye had seen the devs suggestion on spawn zones http://dayzmod.com/f...sting-feedback/ but I kinda like ideas in this although i think it has flaws. Somehow mechanics have got to be introduced where by once an area is secured/fortified/occupied, spawning retrictions are put on zeds and players, zeds is easy i reckon to stop spawning in a building or a walled off area you created. But players is much harder to work out :S Edited July 26, 2012 by 3rdParty Share this post Link to post Share on other sites
3rdparty 229 Posted July 27, 2012 BLeh, although tbh looking at the size of that response i dunno if anyone else will want to be contributing without working through the dizziness first :S Share this post Link to post Share on other sites
3rdparty 229 Posted July 27, 2012 ... bump blushEdited to includeAmbulancesAlternative Mines and QuarriesOil RigRefineryIsland Share this post Link to post Share on other sites
L0G!N (DayZ) 149 Posted July 28, 2012 Well i personally think restoring an electric plant and keeping it running should indeed take the effort of a lot of people, as it will power the whole area so it shouldn't be to easy. While say a factory may have a couple of machines running off a mobile generator...The gazoline should realy slowly fill back up, meaning that if you empty one with a truck to power the electricplant, you won't be able to do that again for say a week, sure you may be able to fill up one or two cans with fuel to power a car after a few hours, but say that a large guild or a whole server runs the oilrig for a while filling up the refinery, to then power that to refine the oil, to then use that to fuel a city for a long time, they could create basically a save zone on the server. They may start to check service stations and filling these up if needed to keep supply lines safe. etc...If just a small group could achieve all those things and keep it running with ease it's just bore people, just compare it with eve (not sure if you ever played), but there aswell as single player can do small things, but a group can accomplish large things, just by deviding up tasks amoungst eachother. fighters band together with fighters to take on bigger prey, miners band with fighters to stay safe, producers band with miners and fighters, traders band with fighters or with producers, groups already together start undertaking bigger projects, etc and so on... for this to happen though you need those challenges that need ever bigger groups of people to accomplish ... 1 Share this post Link to post Share on other sites
3rdparty 229 Posted July 28, 2012 XD yuuuupBut yea what i was talking about was the scale of the activity should be enormous for both the oilrig/refinery and the electric grid. DEfo should be out the realms of small, even well organised groups. Because both them also have the potential to wield massive influence of groups and the server, (electricity and fuel is needed in practically every other objective) but also by allowing two you open up the potential for interesting group dynamics, because potentially two (just as large and organised clans) could settle separate safe zones, and co-operate or fight for dominance XDGonna restructure that OP again but just wanted to introduce some of the things ye mentioned before to bump this up next to a new thread I satrted which also incoportates some of the things ye mentioned; but giving these sandbox potentials to smaller groups/bandits/lone wolves: http://dayzmod.com/forum/index.php?/topic/48022-control-rural-industry/(bit too long and not as exciting to read methinks XD) Another one that probably needs tidying up for bite-size reading.Ive been unsure on what to decide in terms of gas stations and respawn rates. It defo should be incorporated to create that incentive for conflict/trading/sharing, but as too rates of despawn. Incorprating these activities would make the petrol stations make them far more popular targets, and i dunno how much more they would be used and what rates considering the scope of activities.But that in itself could open them up to potential fortification and occupation. Anyone who tries this better be geared up cuz theyll be alot of peeps passing by XD Share this post Link to post Share on other sites