GTFO
VrSyren Apr 6, 2020 @ 5:06am
Infected Fog, Motion Detectors, and Security Station Ideas
So I used to work for a game developer and have been playing the game for almost a month now and really do love it but after the most recent update (04-06-2020) with the R1 Rundowns I thought that there could be some changes that would not only improve the use of some in-game items making them actually more useful for survival as well as incorporate some new ways to challenge players.

INFECTED FOG - In this latest update we learned some fogs can actually infect you and damage your health; however, there is no way to know what you are about to walk into till you are taking damage or pay attention to the staticy sound. There is also no clear source of the infection. Below are some ideas I have regarding this and how it may be improved.
- - - - - DETECTION: It is always hard to deal with something you could not prevent in a game or otherwise circumvent. The Infected Fog feels pretty much the same way. Rather than blindly walking into the fog to learn how dangerous it is or relying on how it looks I propose that the scanners that are used to open electronically locked storage bins be used to detect infections. Now it will only aid the player if the scanner is out, and can warn them much the same way a geiger counter does with a clicking noise which grows in intensity or speed the closer they are to the infection. If you wanted to get high tech you can use the same ping effect when hacking a storage that grows in repetition as they get closer. This gives a tool already in the game a more important function.
- - - - - SOURCE: Where did the infection come from, why is it in the fog, what made it as big as it is? All great questions and something that allows the game to make obstacles but one that is not only harder to find but also something to work around. Create bio-hazard cases or some other container that can be damaged, broken, or even open that is dispersing or allowing a contagion to be loose. This allows the game to hide Infected Fog within normal fog if it wanted to increase the paranoia and danger of fog without making it one or the other... they can be hidden anywhere. Players will have to navigate all fog with apprehension and scanners out.

MOTION DETECTORS - In this latest update we learned some security doors are dirty and well... not quiet right. The only hint you get is a warning that may say Motion Detectors activated or some such. Once the door opens you learn the problem... it is filled with active and hungry mutants. This created an interesting idea of how else this can be used against the players and create other objectives.
- - - - - ACTIVE SCANNERS: Clearly this is an important facility with security, and bio-scanners for access so why not motion sensors to support the overall security? Motion Detectors can be placed to cover over a passage or other open area with the sole purpose of alarming movement. When active if a player enters an area with a motion detector they will set off a local alarm when it captures movement and say something like "Unauthorized movement in Section A21, Security has been notified". Now that is all good we know that there is no security down there, but we do have mutants who are sensitive to noise.... and that notification could wake up the entire room against the party. The motion detectors should be silent but could emit a scanning effect exactly like the effect used by the players sentries. A clear sign that a sensor is active, but an obstacle they need to circumvent or bypass.
- - - - - SMOKE SCREEN: We have devices that are able to repel fog, but what if the players had a device or grenade that created a fog or smoke that allowed them to pass motion detectors without tripping them or alarming them. Obviously the party would need to work together so they all made it past any obstacles but it is a way to allow a tool to help. This same smoke screen if you wanted could also be allowed to let players slip past mutants without detection (movement detection only, NOT noise or light).

SECURITY STATIONS - The players already have a kiosk they can use to ping, query, and find out other information about their objectives. In this latest patch they even added more making them far more helpful to players. However, a facility like the one the players are in would no doubt have a Security Station to maintain local security on the floor. This station can be either a room itself or even a trailer in a room (the latest patch has some trailer like structures in it). This area would give the players 2 valuable abilities. The ability to turn off Motion Sensors, but also detect Biologicals in each area.
- - - - - MOTION DETECTORS: If there are motion detectors, there would be a way to disable them. The security station allows players to disable the Motion Detectors on the entire floor. This function could only be performed in this room or station so it does have its limitations and makes it a focus for player interest. To gain access to the function the players could even have to use the scanner and play the mini-game already used for electronically locked storage.
- - - - - BIO-DETECTION: It is great being able to run a LIST command and see what is in the next room as far as resources or objective items, but wouldn't it be great if you could have an idea how many mutants there were? Bio-Detection would allow players to query a room or zone to learn how many mutants (NOT which types, or how many different types. JUST A TOTAL NUMBER) there are in the room. This would give the room or station some importance as it would allow exploring players to have an idea how many threats were ahead of them in the next room or beyond. This function could only be performed in this room or station so it does have its limitations and makes it a focus for player interest.

Would love to get peoples thoughts or even a dev's thoughts if they read these.
Date Posted: Apr 6, 2020 @ 5:06am
Posts: 0