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StrayWolf

Cooperation incentive - a proposal

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We all agree that at the present time Day Z does not provide any incentive for players to cooperate in-game. That's a fact and one that I don't believe can be easily remedied.

I'd like to propose one possibility.

In a survival situation, a single person cannot do everything. Yes, he/she might know just enough to keep their ass alive but they are not MacGyvers. Far from it.

They might know the basics of marksmanship for shooting a rifle, but they won't know gunsmithing. Nor might they know the basics of upkeeping a firearm, especially one with which they have never fired before.

I also believe that while someone might be a good hunter they might not be a good medic. Again, they might know the basics to staunch a wound but they won't know howto suture a wound.

So, what am I getting at? In a survival group that has banded together to survive they RELY on each other not just for the 'human aspect' but for each others' respective abilities. And you can take it to the lowest common denominator - some people might not know how to do jack-sh-t...so...they become 'wood gatherers' for the group...while the rest do 'more important' stuff like...fixing up a generator. Or doing weapons maintenance.

I think that the 'Humanity' value can be implemented into this. You have a base score. The more people you relate with - work with, etc - in-game, the higher the value. Benefits - you get sick less often, have a bonus to weapon breakdowns, additional food points, etc etc. This is a net benefit of being member of a group.

Now, how does this get added up? Glad you asked.

When you spawn, you are assigned a random skill set along with specific tools for your skill set. So, you know that you are a 'former mechanic' prior to the apocalypse for example...

Or, you have extra medical supplies, etc...you were a former EMT or nurse or maybe even a doctor.

Catch my drift? Not everyone will spawn with the same skill sets. Some might not even have a skill - again...randomize.

The next step is to get together with other players - role-playing will play a part. I believe that players needs to agree to 'form a group' and then they will have to stay within a certain distance AS A GROUP, in order to maintain the benefits of said group. I believe that from the main group you should be able to create a sub-group for specific tasks - like long-distance exploration, scouting, raids, etc etc.

Anyways - I hope this starts a healthy discussion on the topic. I hope Rocket likes the idea too. I was thinking that since Arma has different soldier classes and theability to create platoons and sub-platoons that this could be incorporated as survival groups. And we can get Humanity back into the game with a purpose.

Obviously...lone wolves won't have these benefits but 'bandits' will. The bottom line is to drive players to cooperate for good or bad.

Thanks for reading.

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Having a buddy or two with me is an insane advantage. Playing together helps immensely. I have 3x the eyes, ears, and guns.

You do bring up weapon durability which I haven't yet seen mentioned.

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I tend to agree.

Rather than repost check out my reply to this post:

http://www.dayzmod.com/forum/showthread.php?tid=5657&page=2

Although this thread would be a better spot for it. If this is along the lines of what you are suggesting perhaps you could help flush out some of the other "roles".

Yes, I read the perk idea after I posted mine. Almost the same concept and I think this is where Day Z needs to head down IF we want players to cooperate and/or have a 'purpose' besides survival.

Thanks for reading.

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I disagree that day z provides no incentive to cooperate, cooperation gives you a huge tactical advantage in combat, it makes zombies way less dangerous (if you get knocked down you are not automatically dead), and cooperation with strangers is exciting and scary, as well as having a good feeling of RP/immersion and also feeling like you helped someone out.

Having said that I support your suggestion and think it is a good idea.

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