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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
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 ?
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.
but if that is necessary to disable this "teleport exploit" I am cool with that change.