Infection Free Zone

Infection Free Zone

View Stats:
Centurio Apr 17, 2024 @ 7:00am
Road Map Ideas. What do you think?
I've become a big fan of the game, and in this post, I'm just fantasizing, and I encourage you to add your own ideas as to what you think will be the effect of the changes announced by the Road Map. And what do you want? Let's do this in order to provide the developers with ideas and options for the distant future.

If we look at the road map. There we can see that squad equipments. I think there will be all kinds of extra stuff for our soldiers. Clothing, magazine capacity, armor, night vision, which will give bonuses. As a result, the Loot file/table will also be expanded, perhaps even new plant sectors and buildings. When this is activated, the game will go to another level, because all the loot, storage, etc. battle tactics will also change.
I would add the night vision and the extended ear to the game. In night fighting, it could give guards a significant bonus and serious sight distance. So is the extended earl. The attacks of the infected would become localized earlier, and we would have more time to occupy strategic places.
There could also be a mine lock and automatic image cannons, lighting projectiles, which would have additional damage+ or an alarming effect on the infected. You would fire a lighting rocket that would scare the bastards away for a few minutes.
< >
Showing 1-5 of 5 comments
Theorycel Apr 17, 2024 @ 8:23am 
Features
I tried playing venice and it wasn't that fun, made me want boats and pirate raiders tbh, water in general makes me wish there were water barbed wire or aquatic walls to build.

I don't know if I'd rather have vehicle mods in general or just be able to use the APC to breach even at cost to its durability, or the truck for much smaller structures.

I'd really like a minesweeper feature where you could flag houses in particular so if you need to send a squad back to get ammo it doesn't forget which house has dead in it.

"decentralized" squads of potentially snipers, or just better ways to coordinate commands, two teams breach together, get to a location and wait to breach if you have to... or position units to have different sights of the same building, maybe with a sort of entrenchment bonus if they're there more than an hour from dusk to midnight.

Ways to automate things like taking ammo with the 40 inventory army truck, automate squads using it as a mobile warehouse for things they find, rather than micromanaging but shift queueing isn't too bad as is...

Sapper type behavior in general, traps, demolition

Simple fob constructs, bridges between buildings, watchtower attached to a building that improves sightline within a city, cache/stash house as a feature for squads to dump stuff at with scheduling bullet/fuel drop off and anything else pickups...

fob constructs like antenna, spotting post, (unmanned) road barriers. maybe utility vehicles that can help construct things in general, primarily just forklift type things, maybe also armor-able for breaching/destroying

When equipment is introduced, gas grenades or smoke grenades, using gas when a car is destroyed to stun enemies so squad can hide nearby rather than more or less just die running... would also be okay with a waypoint system so please do not drive through the swarm just go around why

pickup/priority sorting, when I send a car on a far expedition and have to pause and exchange all the food for rarer items... easier just to send another vehicle, but it isn't too important

Would like some sort of way to migrate a city, sometimes you just run out of resources, my last game I only had two vehicles... involving abandoning the buildings vs deadapting

Would also appreciate being able to open a new door for bases for a little more convenience or control over where you can enter the building, ie from the center or main avenue and not having to go around a block... alt will not enable this if the door is simply on the other side.

Events
Finding abandoned bases that differ from the generated map in some way

Swarm/hive type houses that require search and destroy to untangle, or even expeditions, which otherwise send increasing waves periodically and ramping in difficulty.

Every 3-4 expeditions have a chance of an event, like finding an APC or other vehicle that requires some active response to retrieve, needing a tool and fuel to bring back.
Centurio Apr 17, 2024 @ 10:30am 
Originally posted by Theorycel:
Features
I tried playing venice and it wasn't that fun, made me want boats and pirate raiders tbh, water in general makes me wish there were water barbed wire or aquatic walls to build.

I don't know if I'd rather have vehicle mods in general or just be able to use the APC to breach even at cost to its durability, or the truck for much smaller structures.

I'd really like a minesweeper feature where you could flag houses in particular so if you need to send a squad back to get ammo it doesn't forget which house has dead in it.

"decentralized" squads of potentially snipers, or just better ways to coordinate commands, two teams breach together, get to a location and wait to breach if you have to... or position units to have different sights of the same building, maybe with a sort of entrenchment bonus if they're there more than an hour from dusk to midnight.

Ways to automate things like taking ammo with the 40 inventory army truck, automate squads using it as a mobile warehouse for things they find, rather than micromanaging but shift queueing isn't too bad as is...

Sapper type behavior in general, traps, demolition

Simple fob constructs, bridges between buildings, watchtower attached to a building that improves sightline within a city, cache/stash house as a feature for squads to dump stuff at with scheduling bullet/fuel drop off and anything else pickups...

fob constructs like antenna, spotting post, (unmanned) road barriers. maybe utility vehicles that can help construct things in general, primarily just forklift type things, maybe also armor-able for breaching/destroying

When equipment is introduced, gas grenades or smoke grenades, using gas when a car is destroyed to stun enemies so squad can hide nearby rather than more or less just die running... would also be okay with a waypoint system so please do not drive through the swarm just go around why

pickup/priority sorting, when I send a car on a far expedition and have to pause and exchange all the food for rarer items... easier just to send another vehicle, but it isn't too important

Would like some sort of way to migrate a city, sometimes you just run out of resources, my last game I only had two vehicles... involving abandoning the buildings vs deadapting

Would also appreciate being able to open a new door for bases for a little more convenience or control over where you can enter the building, ie from the center or main avenue and not having to go around a block... alt will not enable this if the door is simply on the other side.

Events
Finding abandoned bases that differ from the generated map in some way

Swarm/hive type houses that require search and destroy to untangle, or even expeditions, which otherwise send increasing waves periodically and ramping in difficulty.

Every 3-4 expeditions have a chance of an event, like finding an APC or other vehicle that requires some active response to retrieve, needing a tool and fuel to bring back.


Great post!
PewPr Apr 17, 2024 @ 10:31am 
I think the roadmap was created before they launched the game, and needs to be scrapped and reworked imo.
ultra Apr 17, 2024 @ 12:42pm 
Originally posted by PewPr:
I think the roadmap was created before they launched the game, and needs to be scrapped and reworked imo.
This, also optimization first
A developer of this app has indicated that this post answers the original topic.
Rider  [developer] Apr 22, 2024 @ 2:16am 
Thanks for all these cool ideas!
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Apr 17, 2024 @ 7:00am
Posts: 5