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fish911503

Sandbox, Team Based, Empire Building In Standalone

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If you like this Idea don't just give beans...comment or bump it so it doesn't get buried please.

So you start playing DayZ. You run around collect some gear, "survive", shoot some shit...then what?

You join up with or form a group, run around collect gear shoot shit...then what?

Well hopefully (soon) you build an underground base with security systems and agriculture systems.

You defend it, collect gear, shoot shit, attack other guys fort....then what?

First Thing...A clan\friend\family system will need to be integrated into the game.

This data can be collected and used to implement the following sort of thing.

1. Put a structure or object into the world that when captured (and while held) grants advanced

fort\city\resource management mechanics to the clan controlling it. I think an object would

work better because it can be held by a specific player so it can't be taken while clan is offline..(like a

structure could). This would be like a giant, persistent game of King OF The Hill going on within DayZ

a. The normal underground fort building mechanics would still be there for ALL players.

But to the clan holding the "flag" (maybe a government building or something like that)

To the clan holding the "flag" more advanced RTS City management option become

available.

Things like....smelting and forging for ammo & vehicle parts manufacturing

infrastructure for electricity and plumbing

Advanced agriculture options.

Advanced skins and vehicles to establish emergency services

The possibilities are great I think. Take the bits that can fit into this context

from games like Sim City, Age Of Empires, Civilization or any other cool RTS games.

b. The World Is Theirs...If the clan is capable they are free to expand their area of

control as far as they can. Of course other players\clans are free to attack, resist

infiltrate, subvert or use any means to wrest control away and into their own clans hands.

Or Alliances can be made (and betrayed :) woohoo). So much possible fun.

c. Ruling clan or clans (maybe there's more than one "flag" to be captured) can still do what

They want. Terrorize with death squads, oppress and horde or...

attempt to maintain a "safe area" for social interactions and trading, medical services, ect...

Ruling clan or clans need to manage resources and defend.

While the rest of us can plan revolts, form alliances, and build secret underground

base camps and scavenge to survive... Until we can seize power ourselves

Blood feuds will form, hatred and Jealousy's fester. Dynasty's may come to power.

Uprisings, rebellions, sabotage & espionage, betrayal..... All Out War!!!

All unscripted and created dynamically on the fly by US!!

Oh yeah, and lets not forget on top of it all Zombies & and infections that are an actual threat.

The only tricky issue is not having another clan seize power while ruling clan is offline.

One possibility is advanced security systems...electrified fences...mines ext.

Another is that the ruling clan could "hire" gaurds.

There is a chance that resources can be stolen or property could be damaged but power couldn't

change hands if clan is offline.

I guess I'm suggesting some government building capability.

1. The implementation is pretty simple

2. It gives players MORE control over creating the world and game play.

3. Provides an infinite "endgame". Always a reason to play.

4. Provide us with an EXCELLENT reason to work together (oust current government)

Or be loyal to it.

5. It doesn't dictate the way we play. But it does reward teamwork and or skill.

Edited by playZ
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Not such a bad idea, there is a lack of endgame in this.

Only thing is there would have to be some kind of timer for when the "ruling" group has to be on, otherwise they could dominate a server and just not go back there, and there is nothing that the other players could do until they log back in.

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Not such a bad idea, there is a lack of endgame in this.

Only thing is there would have to be some kind of timer for when the "ruling" group has to be on, otherwise they could dominate a server and just not go back there, and there is nothing that the other players could do until they log back in.

Good point....yes maybe if they don't log on to that server for a determined amount of time...power is "up for grabs".

Or maybe electricity can only be generated and stored while clan is online.

Their stored electricty is what powers their security systems

So if they don't log on after awhile their security goes offline and power is up for grabs.

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i agree with the empire building. however the admins are currently preventing any sort of real empires from popping other than their own. you steal something or kill one they just restart the server.

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And officially the concept of permadeath goes out the window in favor of metagaming.

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And officially the concept of permadeath goes out the window in favor of metagaming.

.C'mon.....for clan members it already is. A member gets killed and his buddies just go pick him

up at the coast and re-gear him. So the permadeath dynamic would not be changed in anyway by implementing this.

Edited by playZ

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i agree with the empire building. however the admins are currently preventing any sort of real empires from popping other than their own. you steal something or kill one they just restart the server.

True....some core changes would have to be made in terms of server control and support for clans/teams. But the admin abuse thing at least needs to be addressed regardless and hopefully will.

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I really like the king of the hill idea for everlasting end-game. What the idfficult part would be is determining what the 'object' could be and how it's going to benefit players.

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ah, you mean like EVE? well that would be nice

I've never played it...don't know much about it. I heard Rocket talk about Capital Ships and that being an inspiration

for him to implement base building. But like I say take it further by giving advanced fort building options to whoever holds the....key, flag, capitol building, ring of power...whatever.

Does Eve have a ruling clan mechanic like that?

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Make it more than one control point per map. Then the multiple ruling factions can fight it out over some resource or other.

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Perhaps it could be an item that generates food or medical type supplies (at a slow rate). That way it's valuable enough to "want" but not so over the top it makes them impossible to kill.

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Perhaps it could be an item that generates food or medical type supplies (at a slow rate). That way it's valuable enough to "want" but not so over the top it makes them impossible to kill.

Right....or maybe they have to collect parts to repair a power supply system which will generate "available kilowatt hours" Then they can produce stuff only as long as they have the energy\power. Or something like that....Just a more extensive base building\management tool set than the regular set everyone else gets.

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search eve, its pretty much what you said, it has just been already done, take it as inspiration, its the game that better lets you do your own stuff, way much better than dayz has done so far

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How about a single fortified fuel depot for the entire map. With short range weapons mounted on the walls. Like flame throwers and arrow guns. Then one group will have control over it and the other groups can drive around outside screaming for them to "give us the juice" and to "just walk away".

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dude, flamethrowers are not made anymore, why? because of the geneva(bra?) convention, its an inhumane weapon

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search eve, its pretty much what you said, it has just been already done, take it as inspiration, its the game that better lets you do your own stuff, way much better than dayz has done so far

EVE is also a full on MMO made by a company, and has been out for a while already so they can change things and fix bugs. DayZ is made by Rocket and is still in its Alpha stages.

Big difference.

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dude, flamethrowers are not made anymore, why? because of the geneva(bra?) convention, its an inhumane weapon

They still make them...you're just not supposed to use them on people

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They still make them...you're just not supposed to use them on people

And probably the Geneva convention will be thrown out the window in a post apocolypstic situation.

Edited by Tarkastio

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The Geneva convention will be thrown out the window in a post apocolypstic situation.

Nuh uh cuz all the windows will be broken :) Edited by playZ

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dude, flamethrowers are not made anymore, why? because of the geneva(bra?) convention, its an inhumane weapon

Kids these days. You probably don't even know what movie I was talking about.

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well, first things first, zombies do not fear nor feal pain.

second flamethrowers nowadays are for burning crops and stuff,

and third, in war time it was used due to the fact that the excruciating pain would imobilize the oponent and make him perish by the pain of just run away, but with no pain its just a huge flaming suicide button, they wouldnt perish quickly, no, they would just come at you with fire, it takes a decent time to melt the skin off

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one problem I see though is that you are unable to take control of the place when the clan/player is offline. This is very easy to exploit by having "the key" on a second character that never logs in or something similar. Also if you stop playing all of a sudden no one can take over that area again.

Edited by Grodenn
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