reverant_spark 1 Posted September 15, 2012 Hi guys, I only recently heard about this game, and Ive been planning on waiting for the stand alone version so I can play it with al the kinks ironed out. That being said, i am tempted to give the alpha a try...Anyhow, I was thinking about the game, and I thought it would be cool if it had a "clan" system. My thiking was, you could band together with some friends and form an ingame clan, and if your clan gets large enough, you could takeover an outpost or some other kind of fortified location. for example... when you first reach the point where you can create a settlement, you could either gather resources to build a base of operations in the open, or could take over a structure (or structures) and fortify them a little. you could make it so the size of the base grows with how many resources and supplies you get.you could have them policed by NPC's, (the number of people in your clan directly effecting the number of NPC guards. 2 or maybe 1 clan member = 1 guard for example.this makes it so the base always has security and wont be taken over while players are off playing the game. that being said, it is possible for the base to be overun if attacked by an overwhelming force of other players. a full clan raid for instance.these settlements could have their player traffic controled by the clan leader. meaning the leader could choose wether the base is open or closed to the public. keeping it open allowing trade (which a percentage of is turned directly into resources and supplies for the clan.) or defensively keeping it closed. also, having player controled gates to the settlements would be a good idea. you could keep your gates closed and choose wether to let people in or not when they turn up. maybe save em from a horde of zombies at the risk of letting some get inside, or leave them to their grizzly fate concidering that its too big a risk to take.this gate mechanic could also allow for deception... someone could infiltrate your clan, and open the gates from the inside to allow an enemy in. you could make it so that the "spy" had to remain undiscovered for a certain amount of real time days before he can open the gates, meaning its not too easy to infiltrate a base and screw it over from the inside out. maybe the spy has to report to his true clans leader so many times over this period of time, meaning the clan he is infiltrating has the chance to tail him and uncover that he is actualy a spy. and the best part about it... you could deal with the spy however you see fit. you could let him back into your base... then knock him out when he isnt expecting it, and perform a public executuion. you could even add a head on a spike to the clan leaders "construction inventory" that he can place wherever he wants in or around his base every time a spy is killed lol.or you could send the head to their clan leader by courier lol :Pthe idea was to create a chain or small player created and controled settlements, providing small safe havens from the zombie hordes... while at the same time having to be aware of all the other players in the settlement.though you would have to make it so there was a maximum number of settlements per server. meaning the weakest settlement is the main target for any up and coming clans, making existing settlements have to compete with each other as not to be singled out as the weakest.it also gives the players the freedom to control their faction however they see fit. create a large secure settlement, upholding your own laws and promote trade... or create a large fortress, and shoot anyone that comes within range...if your clan structure is a lawful type, then players (not of your clan) have to temporarily give up their arms when they enter, and are immune to being killed by the clan of that base or anyone else. (if that base comes under attack while you are in it, you can run to the lockers and retrieve your gear, firing on the attackers or defenders as you wish. but only a spy that has been successful in his mission can open the gates, cause he obtained the codes during his spying.) however, an unlawful one would allow people to keep their weapons and sort things out amongst themselves. also allowing that clan to kill people passing through as they see fit.any players getting into a fist fight in a lawful settlement are imediately changed to "killable targets" making the clan of that settlement able to impose their law (knocking them out with hand to hand before throwing them out, or outright shooting them.) also, you could make it so anyone thats passing through at the same time would be rewarded with a few supplies if they deal with the troublecauser for the clan. (clan leaders able to set the amounts of rewards?)the idea was to add a human society element to the game while not taking away from the psychological survival horror aspect of it. my idea would be to add a few control points/settlements sparsely spread across the map that are capturable and upgradeable, meaning most of the gameplay would involve you being out in the middle of nowhere miles away from any help, yet occassinaly you make it to settlements, and have to weigh up wether you want to risk approaching or not. it maintains the way the game has potential for high threat wherever you go, yet also adds safe havens. it maintains the whole "not knowing if its safe to continue" while incorporating a post apocalyptic struggleing human society.another thing it does is create a clan base spawn point for you and your clan members to spawn on. meaning you can tool up and plan before venturing out.well, thats the idea so far. hope yall like it, cuz I'd realy love to see it in game lol ^_^ 1 Share this post Link to post Share on other sites
generalnippletoast@gmail.com 11 Posted September 15, 2012 It really would be lovely if this would be added to the game but i dont think the game engine could support this kind of feature. Share this post Link to post Share on other sites
birdman 108 Posted September 16, 2012 Maybe something as simple as a clan patch or sleevlet on the uniform. There will no doubt be roving gangs with colors in any post-apocalyptic situations.Bases seem too much like safe areas for people to hang out in, but could make interesting raid situations. Faction system should only be based on who you team up with. Small groups. Share this post Link to post Share on other sites
Exenima 45 Posted September 16, 2012 Did you use the search bar? All of these idea's have been suggested before, more then once actually. I remember my first thread i ever made contained the idea of making an in game clan with patches on the vest and sleeve to be noticed in game as part of a unity or group. I'm not trying to be a dick, but so many idea's that new player's on the forums bring, have been suggested many, many times. So please, use the search bar guys. Share this post Link to post Share on other sites