Infection Free Zone

Infection Free Zone

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Changes to squads in the new update
I played the last experimental mode to see the new elevation mechanic and all the other stuff added and everything is really cool, super laggy and broken, but i think is fair for an experimental mode. The real problems are the changes to squads spawning. Now you need 3-4h to raise a squad, this makes no sense and break the late game when you need a lot of them to fight the swarms. It's unthinkable to let 80+ people raised all the time doing nothing and just waiting for the night to defend the zone. One solution could be that Citizens should walk from their position to the selected HQ to form the squad to prevent teleportation, but once there the creation of the squad should be instantaneous. Another possible solution could be a sort of "emergency raising" that lets you sacrifice accuracy and firing speed to summon quickly the guys that you need in times of crisis. This prevents the unrealistic situation where you are overrun even if you have people, guns, ammo and squad capacity. It makes no sense that dozens of people don't even try to fight for their lives. You could argue that you can use towers, but you can build only one line of them, then they will block each other line of fire. At day 100+ this will not be enough to stop the red tide of infected.
Originally posted by Rider:
This change was made because of a 'squad teleporting' exploit, which allowed to disband a squad in one HQ and immediately make it in another. Speaking of realism, 6 hours of training is not that much either. Such mechanics of 'producing' specialized units is extremely popular in RTS games. As of now, we'll observe how it impacts the gameplay and what kind of feedback we'll receive over time and then see if it needs to be adjusted.
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it is more than 3-4 hours : 6 hours per one squad then 12 hours for the next etc...
this slows down exploration and looting of buildings.
6 hours is too much.
the best solution : workers walk from their positions to a hq
i agree with you
Last edited by Wiiz 70's; Feb 24 @ 3:13am
A developer of this app has indicated that this post answers the original topic.
Rider  [developer] Feb 24 @ 7:55am 
This change was made because of a 'squad teleporting' exploit, which allowed to disband a squad in one HQ and immediately make it in another. Speaking of realism, 6 hours of training is not that much either. Such mechanics of 'producing' specialized units is extremely popular in RTS games. As of now, we'll observe how it impacts the gameplay and what kind of feedback we'll receive over time and then see if it needs to be adjusted.
Ok this is a development choice, i can understand. The feedback that i can give you is that there is now a deficit in defence capability and responses especially when the base starts to grow. There are a million ways this can be solved limited only by the creativity of you developers (E.g.: buff towers/walls, some kind of defence squad that can be raised at night). Hope this was helpful, have a nice day :)
it's a ♥♥♥♥♥ choice meant to make the core gameplay loop longer so you'll spend more time on the game to boost their numbers, that's it really
Idk if people rage quit because the game is unbalanced i think this is not in their interest. They are trying to fix exploits, they will find a solution like they did for the wood problem.
Originally posted by Caesius Leo:
Ok this is a development choice, i can understand. The feedback that i can give you is that there is now a deficit in defence capability and responses especially when the base starts to grow. There are a million ways this can be solved limited only by the creativity of you developers (E.g.: buff towers/walls, some kind of defence squad that can be raised at night). Hope this was helpful, have a nice day :)

simplest solution ... don't disband squads so much and rely on cars not teleporting to get your squads around

6 hours is enough training for random civilians to stop being a danger to everyone ... something I would hope everyone who survived the collapse already learned (maybe its part of childcare ?)

hopefully in the next test they can tag people so its a delay on disbanded people being reused quickly ?
Originally posted by petera1289:
Originally posted by Caesius Leo:
Ok this is a development choice, i can understand. The feedback that i can give you is that there is now a deficit in defence capability and responses especially when the base starts to grow. There are a million ways this can be solved limited only by the creativity of you developers (E.g.: buff towers/walls, some kind of defence squad that can be raised at night). Hope this was helpful, have a nice day :)

simplest solution ... don't disband squads so much and rely on cars not teleporting to get your squads around

6 hours is enough training for random civilians to stop being a danger to everyone ... something I would hope everyone who survived the collapse already learned (maybe its part of childcare ?)

hopefully in the next test they can tag people so its a delay on disbanded people being reused quickly ?
I think veichles are the way for now, the only problem with this strategy is that now you have a lot of people doing nothing all the time reducing manpower for other stuff. I suppose it's better than dying... let's see if it's doable. Ok maybe we should train people not to shoot themselves like the scientist in WWZ movie, i just would like they could oppose some resistance and stop being killed like human dodos. I like the tag idea btw
i think having a training center or range that you "pre-train" a portion your personnel in basic weapon handling (w/o training an accuracy penalty that drops at shorter ranges and/or a range bonus for higher proficiency) would work to help off set issues with creating instant night squads. this training could take time and ammo to develop the stat.

add to that a productivity penalty for "waking" workers at night to fight would also balance out the advantages of not keeping a standing army so to speak. this could be combined with a manual or trigger based alarm( i was thinking if a manned tower can see more than a player set number of infected) that wakes workers to fill the towers and gates (or pre flagged back ups).

these i think would be fair and realistic systems that could relatively easily be layered into the existing game.

i also think making the new squad members move to the "rally point" would help fix the teleportation exploit. the fair balance imo would be to let the player select if they wanted to call in the best trained or closest.
Last edited by poindexter; Feb 25 @ 6:43pm
Since the first thing I do when I start a new game is to activate five additional squads, I am not really happy about that six hours delay,
but if that is necessary to disable this "teleport exploit" I am cool with that change. :steamthumbsup:
Originally posted by Caesius Leo:
I played the last experimental mode to see the new elevation mechanic and all the other stuff added and everything is really cool, super laggy and broken, but i think is fair for an experimental mode. The real problems are the changes to squads spawning. Now you need 3-4h to raise a squad, this makes no sense and break the late game when you need a lot of them to fight the swarms. It's unthinkable to let 80+ people raised all the time doing nothing and just waiting for the night to defend the zone. One solution could be that Citizens should walk from their position to the selected HQ to form the squad to prevent teleportation, but once there the creation of the squad should be instantaneous. Another possible solution could be a sort of "emergency raising" that lets you sacrifice accuracy and firing speed to summon quickly the guys that you need in times of crisis. This prevents the unrealistic situation where you are overrun even if you have people, guns, ammo and squad capacity. It makes no sense that dozens of people don't even try to fight for their lives. You could argue that you can use towers, but you can build only one line of them, then they will block each other line of fire. At day 100+ this will not be enough to stop the red tide of infected.
I like your ideas!!
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Date Posted: Feb 23 @ 8:43am
Posts: 10