Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville

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Things this game desperately needs.
As a player of the Rebuild series since the first game was posted on Kongretate way back when. Let me start by saying I love the series, i love the games, I love you Sarah Northway. I have sunk a tremendous amount of time into playing these games and seeing the progression has been an amazing, wonderful experience. I'm currently on the last level of my first ever story playthrough of Rebuild 3 (enjoying it!) and I just have to stop because there are like a couple features missing which make me crazy and take up WAY too much of my time.

SCOUTING:

Please give me a way to bulk target scouting. I feel like the whole system needs reworked. In later levels, I set myself up to be able to scout 10-15 blocks at a time, and it's incredibly cumbersome to make this happen (I think I actually hurt my wrist, tbh) by clicking and dragging each person all the way across the map to wherever they need to go. I already developed a couple hacks to make it slightly faster, by putting all surviviors on a square and moving them at once to the general area I plan to scout, then moving them from that closer square to each square they're scouting.

Ideally, it should be set up so that I can select a group of surviviors I want as "Scouters" (say I put them all on one square) and then I can say "Scout!" and have the option to let them scout on their own, exposing the map based on closest or furthest scoutable square, or alternatively let me select them all at once and click on squares I want them to scout. The game can either indicate the square is going to be scouted (by someone) or assign someone to scout the squares I click and move the Scouter to the square they will be scouting. Even if I needed to hold a modifier key like Shift to make that happen, it would be so, so very worth it.

QUEUEING:

Can we please have this? I see no reason why I can't tell a unit "when you're done with this, go do this." It's the same issue with scouting. If I'm giving orders around here, everyone comes to me, we look at the map, and I give all the orders I have to give at once. Or, at least I have the option to give more than one order at once, or provide follow up orders. I think this is something which is seriously lacking,

That's it for now I guess. I really really love these games, they're incredibly fun to play.

Thanks
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Showing 1-5 of 5 comments
RangerTempest Jul 21, 2016 @ 6:04pm 
The scouting thing also needs to be applied to scavengers. They scavenge so fast late game, I spend more time moving them around then they do scavenging.
Captn Morgrim Jul 22, 2016 @ 11:28am 
I gotta agree on all points so far. With ~ 240 survivors on an epic map, having order queues would require less micromanaging. Keeping them happy is another matter,...
So I 'd like order queues for other tasks as well e.g. Kill Zeds in Square A - go back to Suburbs to rest (regain happy) - go guard Square B next to settlement wall. Or have Scavenger loot an area of stuff, and also have soldiers kill zombies in a larger area.
Last edited by Captn Morgrim; Jul 22, 2016 @ 11:29am
jariolipponen Aug 3, 2016 @ 3:16am 
GROUPING: Set X number of survivors into a (semi-)permanent group. I know that you can already group ppl, but if you put 2 groups of 3 into 1 square it becomes 1 grp of 6. i mean actual groups that can only be disbanded from the settlement screen.

ACTIVE GUARDING: When the danger lvl of a square next to guards(group) goes too high they automatically attack it and after that return to original post.

IMPROVED MISSIONS: (Goes with grouping) After sending a group to a sqare, instead of Kill Zeds OR Scavenge you'd be able to choose Kill Zeds AND Scavenge. Ofc the mission completion time would be increased to compensate.

AUTOMATION: Farming/Hunting, Wood Chopping and Item Crafting. We should be able to automate these at least. For example after you'd research "Automation" you can set min/max inventory amounts for different items. For example food could be set for min amount of 40 and if it drops under 40 your automated survivors would hunt/farm until your over 40. Any survivor currently not in need could be toggled "automate", item bonuses would be calculated every morning and if you want items/ survivor out of automation it would take until the end of current day to become responsive.

AUTOMATE HAPPINESS: Toggleable per survivor basis. if survivors happiness drops too low he/she automatically seeks to improve it.
jariolipponen Aug 3, 2016 @ 3:37am 
SELF ACTIVATED EVENTS:

Hold a Sermon: Nothing happens for 1-3 days. increases happiness.

Organise a Festival: Everything on hold for 6 hours, splurge on rations. Large happiness increase

Zombie Raid: Targetted ability, you target a 3x3 square block outside of fort and every survivor attacks it, kills as many zombies as possible then return to their original jobs.

Spring Cleaning Week: No missions can be taken outside of fort for 4-7 days. Chance of finding extra food/materials/gear. Chance to activate bonus events (like hidden rooms or zombie 'sneak' attacks and such).
jariolipponen Aug 3, 2016 @ 4:37am 
@Bae Jigglesworth Was thinking about scouting, so maybe?

Special Building: SCOUT HQ

1. Put survivors in it
2. Select a Scouting mission
3. Survivors in Scout HQ automatically complete it.

You can queue up missions max 2xSurvivors in building. As long as theres atleast one survivor in building the vision range for zonbie hordes is increased for 1 square.
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Showing 1-5 of 5 comments
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Date Posted: Jul 6, 2016 @ 11:30am
Posts: 5