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DayZ Hero & Bandit

Cool story bro  

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  1. 1. I think...

    • This idea rocks.
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    • This idea blows.
      2
    • This idea needs work.
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I had an inspiration in terms of Hero and Bandit mechanics. I was going to post elsewhere but thought it's worth a shot at glory to post here.

*

Summary:

Points up or down are done on a GUID/CD-KEY level, with only one point per GUID/CD-KEY able to be obtained from any character/account.

Heros (+10 or more points):

Bandaging/healing someone gets +1 point. At +9 points, only using a Blood Bag, Morphine, Epi-pen, or Antibiotics etc (can you administer these?) can bump you from +9 to +10. +10 points makes you a hero. Can't get more than 1 point per person, no matter if they respawn or anything, so you can't just tag-team your friend and get points. You -must- help unique players to obtain Hero status. While Hero, killing a Neutral or Hero player drops you to +9 points, and you STILL can't get points from players you already helped, ever.

Neutral (-9 to +9 points):

No effect, starter gear, gain points by helping others, lose points by harming others.

Bandits (-10 or less points):

Here's how it ties together, killing does nothing in terms of points for neutral characters; only getting close to another player and activating a certain, undetermined* command on them will drop your point level by -1 point, period. At -10 points, you are a 'bandit'. Bandaging/healing a Neutral or Hero moves you to -9 points.

The Catch:

The most amazing part is once you obtain Bandit or Hero, no one can get a point off of you anymore by the normal means. Heroes will gain many points per Bandit killed, and Bandits will lose many points per Hero killed. Wrap your head around that sucker. Yes, that means as a bandit with -100 points, you don't want to bandage/help anyone who is not a Bandit because they will drop you to -9; helping a fellow Bandit results in no point change, and helping a fellow Hero results in no point change. This also means new Neutral players will be the prime target of banditry or helping.

*Some kind of command like 'tie up' -> need rope, 'mug' -> need pistol, 'shackle' -> need handcuffs. Or just a simple placeholder like 'banditerize' him or her. lol...

*

Big asterisk here: Look, this is only a rough idea, the whole point interaction is just a simple generalization of the whole thing on how it could turn out. The main POINT to this is the restriction that you can only get one single point per GUID/CD-KEY, along with needing some required face-to-face interaction with players. There is risk and reward there. Heroes don't want to run up to just anyone in need, and if they did there's a chance someone backstabs them. Bandits have to actually get right up next to their victim, meaning the victim's friend might be near by waiting in ambush. Either way this kind of permanency is part of what makes DayZ so good.

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There is an issue I have with this. If a bandit runs in a pack (2 or more), they can easily neutralise their "humanity" by healing/bandaging/bloodbagging etc each other. In fact I think bandits would gain more if it was a simple kill = bandage scenario. Perhaps it could be resolved by balancing the points scale. I like the idea though.

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The issue is, the bandit system is broken to fuck.

I've killed players that I've SEEN massacre 2 or 3 people and only got a murder.

Everyone will be bandits.

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Sounds like there's no real incentive for being a hero and a lot of risk, while being a bandit has only marginally more risk and allthe same perks it comes with now.

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