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번역 관련 문제 보고
That is, missions do not spawn near outposts? So if you put outposts in far-away spots, your missions will not spawn there?
1) Starting location. In cases of events such as clearing out a infestation you have select areas you start at, and usually specific areas where the infestations occur. You can eliminate infestations that are longer away by simply putting outposts covering those areas to prevent infestations, and those areas close to you can be left open so infestation missions occur near your base making them much easier to get to.
2) Rescue missions, distraction missions occur much less or none at all in save zones since zombies don't spawn within the zones, and it seems those missions don't occur there much either because the game is programmed not to have them there, or they don't occur because no zombies to catch or slow down your survivors.
Some instances from the Trucking warehouse.
1) West of the warehouse down the hill is a small electrical plant. Infestations spawn here often and its right outside your base making it very easy to get to. If you put a outpost there you won't get spawn, if you leave it free you will. The "starting" location is just a couple buildings east of your base so this is a great place to NOT cover with an outpost to make finishing these missions fast.
2) The gun shop 3 buildings east of your base is an infestation spawn spot, with the starting spot in the small building west of it. Leaving this building unprotected makes it easy to get to these spawn.
3) north just over the bridge at the bus barricade is a small constuction building that spawns infestation. The starting spot is the warehouse 3 buildings NE, just east of the minimart.
All these infestation spots have the same starting spot. So you know which area you are going to based on where the starting survivor is located. So by knowing which buildings will spawn infestations, you can cover them with outposts eliminating them from any spawn. This will also cut down on other types of missions that might occur in their radius, such as rescue missions, distraction missions, etc. Having a base at the trucking warehouse, I have noticed certain spots where you always get these types of missions.
One annoying spot is the big abandoned warehouse NE of the Savini residence. This spawn spot is hard to get to, far away, and if not turned into an outpost will constantly spawn pain in the butt rescue, distraction, etc missions. Even if you make it an outpost you will still occasionally get hunting missions, but not nearly as much as normal. This is a far away spot that is great to make into an outpost. It won't benefit you much for looting, etc but for one reason only. Keeping you from running to this far away spot all the time doing missions.
Other spots you go to a lot at the trucking warehouse that are far away and seem to be the far limits of missions that occur at the warehouse. The Grange enclave to the north, and the west side of Marshall near the courthouse. Stationed at the trucking warehouse I never have random spawn missions, infestation missions, etc past these areas so areas further away (like the east side of Marshall) you won't get missions there.
Thus, if you place your outposts in these areas you will eliminate or vastly cut down the missions that spawn far away, so those missions will spawn closer to your base letting you do them much faster.
8 outposts. 3 outposts to protect your base from any hordes. This leaves 5 you can put further away to prevent events from far away so you can get to them faster. So maybe 2 outposts put on the NW part of Marshall city north and northeast of the courthouse. 1 outpost at the abandoned warehouse behind Savini residence. 1 outpost at the Grange warehouse, and 1 more where you want, i had mine at the corner house SW of Savini. Basically this layout cutdown the far missions at Grange, Savini warehouse and Marshall but still gave me a pretty safe path from the trucking warehouse to Marshall so my scavangers I called to houses were pretty safe.
I still had one spawn spot I didn't like, the group of 6 houses far south of the warehouse that constantly spawned rescue, distraction, etc missions but nothing I could do about that i don't have enough outposts, plus it would take 2 outposts to cover that area so not worth it. Going to marshall all the time was more annoying since I had to dodge the debris at the bridge. If you play in other bases I'm sure you notice certain areas always coming up over and over. If you find an area a pain to do, Try putting up an outpost in annoying places far away, will probably eliminate many missions you do there making you drive much much less. After i started doing this, my infestation missions occured in 3 spots near my base all the time, very easy to get to and finish.
If a sim-controlled character has to path by any infestations in order to complete a journey, it seems that that is when they need help or go missing (morale factors too of course), so as the above reply indicates, having scattered outposts gives the npc-scavengers somewhere to run to.
The "ninja outpost" trick works a treat when moving into potential danger ... just search & clear the immediate area, radio Lilly, and hey Presto !
If I'm lazy, forgetful, or have over-indulged in that suspicious pharmaceutical cache you find in some bookshelves, then I may keep all outposts up and just remove one & wait for it to clear before planting it anew.
Sorry if TL;DR
I haven't played the other bases enough to see which far away spots are good for the other bases, but maybe some other people have played those bases a lot and know good spots for outposts to reduce far-away missions.
Makes it easier to drop *your* unwanted weapons into *their* locker en-masse, then take their ammo with the influence earned if you only have to run next door or across the road ;)
What i've done is not even worry about the 6 influence blunt weapons, i use them en-mass training my blunt users up and i just use them until they break, so no fuss no muss worrying about keeping them in storage. Later you'll have plenty of better weapons filling up your locker than the cheap 6 influence ones. I think they are 6, 18, 30, 60, 90? something like that, 5 tiers. So the cheap 6 influence blunt weapons i just smack over zombie heads until they break, then you won't have to worry about storing them somewhere.
Been doing the Breakdown mainly :)