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Yes this is already in game, you need to have a survivor with the automechanic skill and build a auto shop which requires a large slot.
That's pretty cool and useful! But, still would like make little adjustments to the base's appearance or and rare quality of life items you can find in the world that could improve the survivors moods within the base and give like a limited time buff to certain stats and things when you leave the base at the very least though.
Yeah, something like that would work too! Being about to have outposts that you can place additional facilities into would be nice! I'd be happy with something like that if base expansion wasn't possible due to the complexity of the coding or whatever.
Oh really!? Damn, was that always a thing or added in an update?
Yeah, bases just feel so lacking, considering you make a little community to try saving humanity from the zombie apocalypse, and yet there's so little to the community/base side of the game that feels like you're really surviving or thriving in this post-apocalyptic world..
Yeah, having outposts, you'd think the survivors would want to optimise them as much as possible, rather than being like "cool, I've secured this gas station for a steady flow of gas, I could do something with the interior or on the roof, but nah I'll just keep the counter and empty shelving, for no logical reason"... lol
No, me neither, like someone else said previously, the side missions all get very repetitive in each map, they're all the same basic missions, so it's tricky to think up new missions in a zombie apocalypse game of this type.
Maybe they could have some multi part side missions where you help secure and/or establish a base for a friendly group of survivors, obviously that wouldn't be a repeatable mission arc more than a couple times, else there would be small communities all over the map. Or there could be missions like repairing the waterworks and assigning a survivor to work there, to get clean running water again and/or the same thing for a power plant?
It's been a while since I've played the game so I don't remember if there are actual missions like that or not, they might even exist as legacy missions.. I'm just trying to think of possible non-repeatable missions (or at least missions that would only occur a couple times per map) that don't necessarily have to tie into the legacy missions.
I'm not sure if its been there all along or since last update, I haven't been playing that long, you have a choice of 3 types of mods; small, medium and large, depending on the type of vehicle will determine which mods work for that vehicle, but the mods turn a humdrum looking vehicle into something awesome, it doesn't just add to the durability of the vehicle and make it look bad*ss, they can turn a 2-door vehicle into a 4-door vehicle and add to the storage capacity of that vehicle, so the automechanic skill and building an auto shop is well worth it, even at the expense of one of the other large slot buildings, especially if you like taking out zombies with your doors or just running them over, you won't have to carry as many repair kits.
Oh and I almost forgot, the resource cost of these mods is pretty high (circuitry), so I would suggest maxing out your command post and your workshop before making any auto mods (tier 3 command post and workshop require 10 circuitry each to upgrade, i think), one mod (can't remember which size mod) costs 15 circuitry and some other resources to make, so just an FYI.
Here is an overview of all the vehicles, and which upgrade kits and donor car you need to get the upgraded vehicles.
All upgrade kits raises the ride height of the vehicles, making them better off-road, but not necessarily high enough to be good off-road vehicles. The armor raises the "life points" of the vehicles, but not damage resistance, so it is doubtful that you get more out of each repair kit - it just takes longer for the car to lose the doors and stort smoking, but you need more repair kits (or an advanced one) to fix it up again. Some kits adds spikes, while others add large fuel drums.
The Auto Shop facility's main strength is not producing these upgrade kits. Considering the cost, I'd rather just buy them from vendors (Mysterious Wandering Trader in particular). What the Auto Shop does is that it reduces fuel consumption with 25% (iirc), and in order to build one you need an Automechanic, which gives you another 30% (iirc). So having one almost automatically cuts fuel consumption in half for the entire community and all cars. This is nice not just because you use less fuel, but it makes using gas-guzzling vehicles suddenly viable. The Zedbuster, Impaler and Smashwagon are both annoyingly thirsty until you get an automechanic and an auto shop. In addition, you can pay some Parts and activate +25% (iirc) vehicle health for an hour, making them even more robust. Finally, you can produce repair kits in bulk for a Parts discount.
Luxury Barracks, Trade Depot and Lounge are higher-priority Large Facilities for me, but if I have the space or don't need one of those, I build the Auto Shop next.
Hey, Thanks for clearing that up, there's still a lot about this game that I don't know, usually by the time I can do any vehicle mods it's pretty late in the game so I haven't experienced all of what the auto shop has to offer.
I would be happy if they got rid of most of the resource wasting quests (survivors begging/demanding resources that they could get themselves) and added more quests where the survivors are getting over run by a horde or something along that line, I had one quest where the guy wanted food so I went across the street from where he was located and grabbed a duffle of food for him, I've gotten to the point that I ignore those quests now, if they can't even get their own resources they deserve to die.
https://state-of-decay-2.fandom.com/wiki/Enclave_Benefits