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SinKing Aug 18, 2017 @ 5:41am
Allow temporary building
Aside from our base structures, I think it would be great to have a dedicated set of structures that we can place anywhere in the world without a plot pole; similar to how the tents work now.

The idea is that I often come across some areas that seem ideal for building a lookout or a camo shelter, but then I cannot build there, because - of course - we all just get one plot pole. I advocate the use of temporary structures to a) give us more joy in building our own world, b)mix up gameplay a little bit.

This could be something as simple as a lockable door or an obstacles we can set up in the street. Maybe even a gate/barrier to have improvised traffic controls or small camps in enclosed locations (have a boom and a tent around an enclosed space = improvised camp). In my opinion this would greatly diversify gameplay and it could be expanded and improved upon too.

An example could be that you have to raise a flag before "owning" an area temporarily. Then you can build there for a matter of hours, before things despawn. Tents, of course, could be placed independently of this (anywhere + anytime). However, before others could build or occupy your camp, they would have to lower the flag and raise their own instead.

These camp areas would be pretty small to ensure that more than one can be placed in close vicinity. It would be great to be able to use shelves and wardrobes in existing houses as well. I would often have gone looting in Hayward, if I had some way to temporarily store my gear. I'm not a gear-hugger, but I want to make my choice myself and not be forced to drop items, because we have no temporary storage. For example - if I shoot a guy in Hayward who carries a solar panel, I have to go back all the way to my base to store it. If I could somewhat safely store temporarily, I'd go back to my base with my selection of items at the end of my day.

I think it would be very surprising and entertaining to come across these temp structures and find out who's staying there. In the future they could have more survival purposes, too. Like for hunting - to server as a shelter against rain/cold and some storage for deer skins, etc. If it means that for every temp camp build, no more items can spawn in the temp-camp area (for balancing reasons/CPU), I'd be okay with that. It's just one more reason for some people to challenge the camp, and prevents people from e.g. building a camp right at the best loot spawns, because that would just end their spawns there.

It could also be discussed if temporary structures could be used for faster respawn. E.g. if you have a temp camp in a general area, you could select to respawn in that general area (North, South, East, West), instead of respawning at a random spawn. There are just so many possibilities for this idea. You could place ramps somewhere and have a crazy jumps parcours or just place an obstacle course on the racetrack. And I think it can be done with computing resources in mind, too. As long as these elements are used elsewhere on the map anyway (as objects) spawning them in shouldn't drag on memory much. Plus there is the idea of despawning unwanted items in the area, which would reduce the core-workload, too.

Building up on top of this could be a system of factions, so if you see a flag on a temp structure and it's your own faction's flag, you can use it and move parts without capturing. So much potential for everything. I know people want huge bases with massive storage, but a base is a prison, while temporary camps could just be the solution to more dynamic gameplay events. Especially if at some point we have AI-Raiders, who build these around the map anyway. What do you think?

P.S.: I used to drop my backpack for temporary storage, but on a full server this is a huge gamble. I've had them disappear within twenty minutes on a full server, which is not the timeframe I need to comfortably loot Hayward. I want to be able to stay there all day without having to run back to my pack all the time.
Last edited by SinKing; Aug 18, 2017 @ 5:50am
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SinKing Aug 19, 2017 @ 6:32am 
Oh, it would have to be disabled around base perimeters, of course ;)
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Date Posted: Aug 18, 2017 @ 5:41am
Posts: 1