![]() Crawlers should be quieter so its easier for them to sneak up on people (they've adapted since they know they cant catch anything) Army zed should be bullet proof to light and medium ammunition. Swat zed should be bullet proof but only to light ammunition. Non fat variant should be faster but weaker. Regular zeds: Fat variant should be slower and hit harder. Im sure they've already planned and designed the zombies but here are changes i think should happen to each regardless (my opinion) Or instead of higher risk, the siege becomes more and more intense as your base grows.ĭo you folks think this sounds reasonable? Or is it too ambitious an idea? Or if no limitation, then the more localities you claim, the higher the risk of a zombie siege. It did occur to me that this could make the game too easy, for those looking to suffer □ so perhaps a limitation on how many localities you can claim for your base would be a moderating factor. To top it all off (this is where the semi-free build comes in) you can seal off the alleys or pathways connecting the houses/buildings, leaving one or more open, or either with fortified entrances constructed. You’d also have the ability to demolish the facility while leaving the structure intact, say at a 1/2 cost refund. ![]() A house as a hospital, as bunk beds, as workshop, and so on. Your starter place can serve as the command centre, but the general gist is that you have the choice of determining the facilities in the locality of your choosing. Like how enclaves in SoD 2 are set up in a house/shack/office/shop/etc? We start off with one such place, then gradually incorporate other localities. For SoD 3, what if instead of selecting bases of predetermined sizes, we could instead take over several or more localities adjacent to one another? Granted this is mean to enhance the gritty, hard-ass nature of a post-apocalyptic zombified world, but for me personally speaking it inhibits how I want to build up my settlement. SoD 2’s base building mechanic is actually fine, were it not for the fact that the number of build slots available is sometimes too little. I’m not sure if UL even reads such posts, but even if they do not, getting to know the opinions of my fellow SoD 2 players is a lot more interesting, TBH.Īdmittedly the idea of building a base like 7 Days to Die strikes me as too labour-intensive & unnecessarily grinding. However, some of the others have posted similar queries on the SoD 2 subreddit, and their responses have been of great interest to read. Instead of selecting bases with predetermined slots of varying sizes, another model might be used instead. I wanted to ask what people thought of semi-free range base building in SoD 3. ![]() Either way I think this would satisfy those hungry for intense base-building as well as creating a better UI for legacy pools. Alternatively there could be some base-defense aspects making it more than just a fancy game lobby. Also an option would be facilities to increase skills or perhaps a barber shop for character customization, auto shop, etc.Įssentially this would be a collection for accomplishments performed out in the main game survival mode without any actual zombie interaction. This could include building housing (more than just beds) to increase our legacy pool cap. Competition of survival modes would send the community back to the central base where we could improve it incrementally with the base-building we want (but know would bog down the survival mode). ![]() From the player perspective the base will be like the main menu where we select which survivors and their load outs to send. The survival mode we play now would be like a “deployment” to go liberate towns from plague hearts or whatever the next main mechanic will be. Since Forever Communities has our legacy pool survivors living out there somewhere ready to be called in to service I was wondering if SoD3 should have a central base where they spend their time. ![]()
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