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iashford

Player run towns?

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I actually just posted a reply about making the game harder that touched on some of what you're saying. I made the comment that the bandits had all the tools of the trade in place, NVG, Thermal sniper rifles and lots of survivors running around to pick off.

I fully agree that survivors need the abilities, tools and functions to get parts of town working or usable. Fix the pluming, set up generators and maybe new rooms or small buildings to store things in. The new facilities could tie in to better efficiency of things we can do. (mind you I'm suggesting making it more difficult outside of areas with the right tools) Want to fix a gun? It takes less parts if you have all the tools you need. Want to heal your friends broken leg? It can mend faster or be done easier in a medical facility. Maybe canned pasta does not give 100% food, only 20%. But if you have a kitchen with the basics you can cook food making it fill you a great deal more and heal larger amounts of health.

Server jumping might harm this and would need to be looked at. Also everything would need to have the ability to be destroyed. How you do that without bandits just walking in the moment you log off I am not sure.

Funny thought ... Build a jail and add stun weapons in to the game, no effect on zombies. But players can be stunned. Sick of bandits? Stun em! drag em in to the jail! If they log out stunned they are auto killed. If they go to the jail they need to wait no more than an hour before most of the gear being removed and randomly spawned somewhere nearby with a message they found a way to escape!

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I have just this one point to make. What if there were some type of trading post in a town or what ever what would stop say a random bandit to not just blow your head off and take all that stuff you just bought?

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The 'rebuilding industry' thread by 3rdPerson actually has a lot of suggestions for 'fixable' industry and other functional buildings, it also includes a post of myself that has a lot of suggestions regarding 'rebuilding society'. And i agree with Duncan on this, these free/save heavens should take A LOT of effort to keep going...

The easiest way i could think of is: building a limited range zombie 'repellant' hooked to a generator. Which turns off the zombie spawns in that range, given ofcourse you fuel it! And it should also effect the itemspawns, either completely turning them off (or effect the 'tiers' as suggested in the 'tiered loot buildings' thread in my signature-link)

This piece of equipment could basically already be enough for a clan to declare a certain place 'safe', they could gather trucks in the city make daily fuel runs etc. Now the next step would be fortification, which is already somewhat in the game, put wirefences around town or across streets, block off streets with tank traps, and set up an entrance and exit. Sandbags can be used to fortify certain strategic locations for guarding these and other sites inside the compound, from hostile players... But for as long as the infected keep spawning it would just be an annoying waste of ammo to occupie a town, and you are better off to just set up 'camp' close to town so you can enjoy the spawns ... With a generator powered zombie repellant though, i could even see me and my friends set up a safe heaven in some of the smaller coastal towns.

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