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Multi-player PVP pits you against the most capable AI available - other players. But what is a win? What is defeat? One of the simplest of childrens’ simulated war games is capture the flag. When another team takes your flag, you lose - a definite goal. But one issue is first on a server = best resources and it is very hard for a new player to compete. Unless they cheat - which ruins the game for everyone.
Modern professional sports (football, basketball, baseball) shows us that the best competition comes when the playing field is level: teams have the same number of players, resources, etc. And there is a set time frame for a “game”.
The server admin will have the ability to set options, such as team size limits, allowed number of deaths, resource re-spawn rates, air drop options, etc.
When a player joins a game they will go to a “war room”. Unaffiliated players will be allowed to form / join teams. Affiliated players will join game at their teams flag location. A new team will first have a chance to select resources. (Each team will have “points” which can be spent on skill books, weapons, etc. - each team starts with the exact same number of resource points, so even a new team has the ability to effectively compete from the moment they spawn into the game.
Each team will also gain a special item - the flag. This placeable, moveable item will (potentially) be color coded and will (definitely) radiate either a place marker icon or “smelly” waves. The flag can be protected, moved, “hidden” but other teams will always be able to get a rough fix on it. When this flag is picked up / looted by another team, game over (for the defeated team.) However, that losing team can choose to re-join the game, even re-forming their exact team, getting a set of basic resources, and spawn in a new location.
All resources, including initial supplies, any items looted from POI’s / zombies, or crafted by a player is tagged to the player’s team. These resources / supplies can be shared, freely between team members and can be retrieved by a team mate (for a very short period of time) after a player’s death. Any attempt to loot a backpack, storage chest, etc. of another team will cause the destruction of the item (based on standard rules - locks must be overcome, etc.) and all items stored inside. Upon the capture of a team’s flag, all team items will despawn. Depending on server settings, “Air Drops” of supplies will drop at each teams’ flag. POI’s, mines and zombies will also net supplies for your team. Zombies wander and occupy POI’s, but do not mass as a horde to attack a base.
“Player farming” will net your team kill points, but not loot. “Leader boards” as listed in Kickstarter, will track team wins / losses, longest time a team has survived, etc. Potentially each player would also have stats tracked - enemy players killed, zombies killed, highest level achieved, etc. so good players would be more highly “recruited” than someone who joins a lot of teams and just griefs.
End game? When your team is defeated, or all team members log off (no one to defend your flag).
Very similar to PVP, except teams competing against each other can also trade and engage in mutual support. A player from one team cannot loot items tagged as belonging to another team (trade will require a special system, such as the crafting of a specific “trade” crate.)
Biggest difference is that zombies will spawn hordes and hordes will target a team’s flag. Each team gets to select (point buy system) starting resources and can focus on exploration, crafting, scavenging, as they choose.
Players and teams stats tracked, as above - zombie kills, lives lost, etc.
End game? When any zombie attacks your team’s flag, all team members are dead (number of lives is a variable set by server owner) or log out.
Adds the “story” dimension to the simple survive / defend as long as you can. Each team starts with basic gear / supplies through point buy system. Objective is to gather technologies / achieve civilizations goals (develop metallurgy / iron, metallurgy / steel, plant / harvest food items, set up electricity “grid”, “special POI’s located and searched, etc.)
POI’s (including forests, mines, etc.) and zombies are sources for gear / materials. Zombies spawn hordes, including 7 day and heat map types.
End Game? Your team is defeated by zombies or achieve all reboot / rebuild civilization goals. Scores based on fastest time to achieve all goals, progress / length of time before defeat; individual zombie kills, level, number of deaths also tracked on leader board.
Special POI “Civilization Enclave” can / will spawn randomly on map (potentially more than one and a minimum distance from spawn point.) Finding / exploring this POI is the goal. Player will need to stay mobile, to explore as much area as possible. Zombies will spawn in the roaming mode and around POI’s, but no hordes. Clearing an area will make it “safe”, but will not move you towards the goal of reconnecting with civilization. However, you will be able to adjust your play style as you prefer - bare bones scavenging and max exploration or slow, methodical exploration with extensive base crafting / POI looting, or some combination.
Goal is finding the special POI, and risks are in exploration. The civilization enclave can be anywhere - in any biome, above ground or under ground (although underground will have a visible surface entrance.) Difficulty setting will affect loot %, zombie strength and number of deaths before game over.
End Game? You find other survivors and are welcomed into the enclave.
Single player vs. co-op version of build a home - defensible structure, and rediscover and apply key technologies. There are no other “survivors” / civilization group, so it is all up to you. (Possibly piece together the story of the apocalypse and potentially how to reverse it vs. just figure out how to live out your life as comfortably as possible.) Difficulty setting will affect loot %, zombie strength and number of deaths before game over.
Zombies and POI’s, but zombie presence is reduced. Clearing an area will effect the horde impact. Over time areas will re-populate with zombies, but slowly. Hordes, either 7 day or heat map, will occur, but in smaller numbers. A secure home, in a cleared area will be fairly safe. However, to find information / tech, you will need to go out and explore - into areas that have not been cleared.
End Game? All “rebuild civilization” goals achieved; one (or more) secure structures have been crafted and area kept clear for 6 game days (before “final death”).
I had some ideas to add but after i have read the details they are no additions anymore.^^
Edit: You were expecting "Business Law" and "Computer Game Design", perhaps? <LOL>
But that was not the point. "End Game" vs. "Sandbox" has been the topic of several threads. I recently started testing the game with some mods that add a lot of options and content to the vanilla game. Options and content that started me thinking that just jumping into the sandbox and throwing shovels full of sand all around might not be the only way to play this game . . .
This time could've been spent on your future DLC. At this point, I must question the DEVs commitment.
<LOL>
You are absolutely correct. I have a big issue with commitment : )
http://steamcommunity.com/app/251570/discussions/0/523898291506310802/
Sort of a single player "death match" - you vs. zombies. You are the last person on earth, you start with a good set of resources (OP in that discussion had a complete selection of firearms). Perhaps a Zombies Always run might be a tad bit difficult - make for a very short game, but that may be the "sandbox" experience you want.
Don't know how it would work for "melee" people. I think you would get swarmed quickly. But a "I am going to die, but I am taking as many of you with me as possible" attitude would be quite a bit different from any of my original ideas.
End Game? You die.