Survivalist: Invisible Strain

Survivalist: Invisible Strain

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Ash Jun 30, 2020 @ 6:24pm
Reasons to build your own Base ?
The amount of time it takes to build concrete or metal walls,is so slow that by the time I had less then 20% built I was already a death god with a fully equipped community and 0 sense of danger or desire to continue building the wall.

I kinda now regret even building it cause there a base close by i purged and can take over really easy compared to what it takes building your own,and the thought of of having to demolish everything and move all my people there is a bit daunting.I still want a wall for aesthetic,completion reasons.

What are your experiences with this ?

Base building VS Take over.
Last edited by Ash; Jun 30, 2020 @ 6:33pm
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Showing 1-15 of 20 comments
Houndozer Jun 30, 2020 @ 6:46pm 
Sense of pride and accomplishment™
Trogladonis Jun 30, 2020 @ 6:52pm 
I prefer building on hills myself. They might not be flat most of the time but raiders have a harder time shooting up than my folks have shooting down.
Acerbic Jun 30, 2020 @ 6:53pm 
I find taking over bases more effort than building my own, but then I don't go for concrete/wire fences. There's nothing wrong with having wooden ones. Plant some traps around them and your base practically defends itself.

I also feel like taking them over takes the fun out of it. I don't want a ♥♥♥♥♥♥ square base.
Last edited by Acerbic; Jun 30, 2020 @ 6:54pm
Ash Jun 30, 2020 @ 7:10pm 
Originally posted by Houndozer:
Sense of pride and accomplishment™

Yeah,but i'm at the point where to achieve that will mean my game play will consist of my character chilling by killing for god knows how many hours.He's still the only person that can get constriction to level 5.

I also don't particularly feel like it will give me that sense over moving to the other base.
Both tasks by this points just feel like long chores.
Ash Jun 30, 2020 @ 7:14pm 
Originally posted by Acerbic:
I find taking over bases more effort than building my own, but then I don't go for concrete/wire fences. There's nothing wrong with having wooden ones. Plant some traps around them and your base practically defends itself.

I also feel like taking them over takes the fun out of it. I don't want a ♥♥♥♥♥♥ square base.

Wont raiders be able to burn down the wooden walls ?I also don't want to build traps,they sound too op,and i dot like the way they look.
CellNav Jun 30, 2020 @ 7:16pm 
@ Ash

You're right about building a base from scratch, it's a major undertaking.

I prefer to takeover a base then expand when necessary, but even that task becomes a grind or chore. I prefer to keep my population below 10 (squad size), but a small team of 5 professionals has been my mode of operations.

Some players are recently taking over towns, which saves a lot of work, only requiring a defensive perimeter of towers, walls, and traps. The variety of options for the player is almost unlimited, so it's a judgement call that guides me instead of a "just because" reason.
Last edited by CellNav; Jun 30, 2020 @ 7:17pm
Aieonae Jun 30, 2020 @ 7:18pm 
^Yup I takeover neighbourhood!

But entirely fencing it is not easy either...

And no... I do not felt OP even by day 121, in fact I had to go "tatter fort" due to time constraint and the funny way to avoid certain game mechanics.

Also I am testing one of the game mechanics to see if the neighbourhood spawn point would be deactivated, so far raiders do spawn further away.

However, Zombies still spawns at their original spawn boxes unless "the box" is "frequently unfogged" by the player.
Last edited by Aieonae; Jun 30, 2020 @ 7:46pm
Ash Jun 30, 2020 @ 7:23pm 
I'm starting to consider just ditching the save,starting a new one and taking over a camp,just so i don't have to deal with existing constructions/moving everything.
Aieonae Jun 30, 2020 @ 8:45pm 
Originally posted by Ash:
I'm starting to consider just ditching the save,starting a new one and taking over a camp,just so i don't have to deal with existing constructions/moving everything.
Good luck!
Let us know how it goes!
CellNav Jun 30, 2020 @ 9:08pm 
Originally posted by Aieonae:
Also I am testing one of the game mechanics to see if the neighbourhood spawn point would be deactivated, so far raiders do spawn further away.

However, Zombies still spawns at their original spawn boxes unless "the box" is "frequently unfogged" by the player.

I have looked at the dev console, but I have not tested much. Can you delete the spawn point that is inside your base? I think it would be fair, no harm no foul. Also, if it does seem unfair, can you create another spawn point to replace the one you removed? Basically moving it outside the base, so to speak. (if moving the spawn point is not an option).
Last edited by CellNav; Jun 30, 2020 @ 9:09pm
arcana75 Jul 1, 2020 @ 2:04am 
I guess it all depends what you want out of it. What's your point of a base, be it to make one, seize one or own one?

Some people enjoy the process of building the base from scratch, some want a one-and-done base so you can quickly have something to support a large # of followers. Some just want to go around killing. I guess that's the point of a sandbox? After awhile you get bored and tip over the sand.

In my 1st game I captured 6 bases, locked up 2, firebombed 2, kept 2, and upgraded the 2 I kept into a giant base supporting 25 people. Having placed structures and free food made alot of things easier.

In my current 2nd game, I claimed a building in a town and gradually claimed more buildings and built walls to incorporate the buildings. As these buildings have multiple exits (unlike buildings u can build) they add options to base design, eg a fully locked down base that still allows access to buildings and the base interior without opening gates, connecting walls to buildings, so u can control AI movement better.

Unfortunately the map isn't big enough or procedurally generated to support a loner nomad gameplay style, so this will get boring and limited really fast.
Aieonae Jul 1, 2020 @ 2:29am 
Originally posted by CellNav:
I have looked at the dev console, but I have not tested much. Can you delete the spawn point that is inside your base? I think it would be fair, no harm no foul. Also, if it does seem unfair, can you create another spawn point to replace the one you removed? Basically moving it outside the base, so to speak. (if moving the spawn point is not an option).

Sadly, as much as I can see the spawn boxes I can't really interact with them at all. I am actually more curious in how having a base on it actually "conditionally" disable the spawn point near or enclosing them,

on the other hand, I notice there is an impassible sight actually highlight on map an enclosed base colour in green while those not enclosed are coloured in pink. Perhaps having a base might have more conditions suppressing the spawn points
Last edited by Aieonae; Jul 1, 2020 @ 2:42am
CellNav Jul 1, 2020 @ 1:20pm 
Originally posted by arcana75:
In my current 2nd game, I claimed a building in a town and gradually claimed more buildings and built walls to incorporate the buildings. As these buildings have multiple exits (unlike buildings u can build) they add options to base design, eg a fully locked down base that still allows access to buildings and the base interior without opening gates, connecting walls to buildings, so u can control AI movement better.

I think you discovered a possible new gate "type" (prefab) that can be added to the game. The new gate would just be a larger structure, like :

Gate House ... A combination of :
1. Watch tower (station a guard)..
2. Two Doors, Inner/Outer (not a moving door).

That should keep it secure, with the caveat that if the gate-house isn't protected by an outer fence then it can be attacked or looted (if containing items).

EDIT: ... Also, if the guard gets sleepy, no need to move to another building, his sleeping quarters is the gate house. And if alerted, can jump to the tower automatically.
Last edited by CellNav; Jul 1, 2020 @ 1:24pm
arcana75 Jul 1, 2020 @ 5:47pm 
Originally posted by CellNav:
Originally posted by arcana75:
In my current 2nd game, I claimed a building in a town and gradually claimed more buildings and built walls to incorporate the buildings. As these buildings have multiple exits (unlike buildings u can build) they add options to base design, eg a fully locked down base that still allows access to buildings and the base interior without opening gates, connecting walls to buildings, so u can control AI movement better.

I think you discovered a possible new gate "type" (prefab) that can be added to the game. The new gate would just be a larger structure, like :

Gate House ... A combination of :
1. Watch tower (station a guard)..
2. Two Doors, Inner/Outer (not a moving door).

That should keep it secure, with the caveat that if the gate-house isn't protected by an outer fence then it can be attacked or looted (if containing items).

EDIT: ... Also, if the guard gets sleepy, no need to move to another building, his sleeping quarters is the gate house. And if alerted, can jump to the tower automatically.
Any house that forms part of the perimeter is at risk of attack and destruction indeed. For such a base there is a need for "more attractive" targets or build an outer wall.

That's what I've done. After the initial inner sanctum of walls and buildings taking advantage of the double exits, I built "tower islands" & "spike moats" at key ingress points of the area: a tower island comprises a watchtower, enclosing wall and gate, small yet wide enough that a single molotov does not burn both the tower and the walls nearby.

Now I'm building an outer wall that joins these tower islands together, so that it becomes similar to a castle wall with arrow towers. Thanks to the inner sanctum's use of double exit buildings, followers in the outer circle still have access to food from farms inside the inner sanctum, while those inside have access to raw materials like wood & charcoal chopped & forged outside. All inner sanctum gates are kept closed, and only the main entrance is accessible by neutrals plus they can't access the inner sanctum.

For those players who don't use towns for bases, can use the F8 debug menu to spawn eg Gas Station or Mini Mart to get access to these double door buildings. They all have 3000 storage. Alot of these buildings contain raw materials like wood, stone, iron ingots. If possible don't claim them since you can use the Supplier role to move supplies if needed plus your followers will use them if it's near enough anyway. There's no real need to claim them anyway unless you want to activate a Store Supplies Here option for that building. Not claiming them does NOT make them safe from attack though, strangely the AI will firebomb them if it's near enough to your base.
Last edited by arcana75; Jul 1, 2020 @ 5:52pm
Sunday Driver Jul 1, 2020 @ 6:55pm 
Originally posted by Ancron:
You could try building a base in corner of the map, literally. That way you save on walls and towers since you have natural boarder.
Genius. If only it worked like that in real life. Build your home in the corner or edge of the world to save on walls.
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Date Posted: Jun 30, 2020 @ 6:24pm
Posts: 20