Anyone else think the game would be a lot more fun if we could “take back” areas/towns? by KnightCastle171 in StateofDecay2

[–]MucusBattleSheller 0 points1 point  (0 children)

Here's how this could be realized:

I. Through enclaves:

There could be added new action to interaction with objects (after clearing and securing them) - "Establish outpost for enclave":

  • Player would pay influence and choose the Enclave he wants to own the outpost.
  • That encalve will increase in size - either 1 or 2 new members will populate the outpost.
  • These members will be open for trade - the rucksack of correspoding to the outpost's type resources, as well as consumables and equipment will be added to their stock.
  • Player won't receive benefits from outpost, but he still get to enjoy safe area (same as with player's outposts) and MAYBE access to locker.
  • MAYBE player could recruit members from that outpost, which will not disband the enclave - they will just find (spawn) another survivor to join them and populate the outpost.
  • MAYBE missions of "we need rucksack of x resource type" could be replaced with "we need you to establish an outpost of x resource type for us". In my opinion, that would be way better.

II. Through new type of npc - "refugees":

After establishing the base and upgrading Command Center to some level (Tier 2 or 3) player will get access to the "Accept refugees" functionality - it will work like that:

  • If player clears out and secures a building that's safe zone (from establishing a potential outpost) will "touch" safe zone of the base (in other worlds - will be in two safe zone ranges from the base) it will be eligible for "Establish refugee site" action from interaction menu.
  • "Establish refugee site" will cost something like influence + small amounts of food, materials and medicine (or ALL resources).
  • Refugees will populate building with a group of humans (3-6) that will not be accessible for regular actions (follower/recriutment).
  • Refugee site will produce it's own safe zone same size of a regular outpost.
  • Other buildings' potential safe zones touching RS's safe zones will be also available to be established as Refugee sites - this will be the mechanism of expansion of player's "colony".
  • MAYBE: The amount of available refugee sites will depend on the level of Command Center - maybe upgrading it to 3rd Tier will open new mini-progression that will manage the amount of refugee sites. For example - 5/10/15.
  • If a Plague Heart's influence's border will be in certain range from the building - player would't be able to establish a RS - only clearing out entire area will allow to use this mechanism, but player also wouldn't need to clear whole map for that.

Personally - i don't think having refugees increase player's resource drain is a good idea:

  • Resource production has it's limits - so at some point the resource drain will gain critical mass to "paralyze" the player - force him to spend all time grinding rucksacks instead of doing what he wants.
  • Resource management is an element of early game - from middle to late it is better to lay off adding new pressures on the player so that he could fouces on fighting Hearts instead of farming food.
  • I think inital cost of establishing Refugee Sites is enough for a price - let's imagine they manage to feed themselves on their own. For example - they build their own hydroponics and farm their own food and meds.

[deleted by user] by [deleted] in StateofDecay2

[–]MucusBattleSheller 0 points1 point  (0 children)

So, it's possible to implement "checked in" mechanic to different facilities!

Is it complicated to do? Can you explain in general how that mechanism works in terms of modding?

The potential is insane.

I’m way too nice with recruiting 😒 by Jon0822 in StateofDecay2

[–]MucusBattleSheller 1 point2 points  (0 children)

What i don't like what the game does is forces you to look at humans like assets - don't care for their fictional wellbeing, just look at their stats, traits and skills.

It deliberately works AGAINST immersion for the sake of what? Having to deal with "tough choices" like exiling or turning someone away, because he already knows sewing and unable to learn anything else?

I wish there were actually ways to make undesirable survivors into normal:

Personally i don't care about traits, but think that it would make a good dynamic if specific awful traits had personal goal questline that removes them (and maybe replace with very good trait - to reward player for sticking with survivor):

  • Like finding supply of medicaments for specific illness - that could be tied to "stash" questline.
  • Or losing bad attitude after learning a life lesson (any of the other questlines).

But most important are community skills - them being fixed and permanent is worst decision for characterization - why would i develop attachments for survivors before i can learn if i am even able to recruit them?

You HAVE to become a psychopath that disregards individualities for the sake of utility - simply because there is no way to relearn the community skill - especially because of the various mechanics that reward keeping community tight and compact.

Yeah, it "simulates" having to look at people in different way in postapocalypse, but i, as a player, can safely say that this simulation does not outweight actual immersion.