SCUM
Priest Nov 30, 2019 @ 1:56pm
Anyone ideas to secure bases against parachutes ?
Title.
Just started to consider this future content for my next base after wipe
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Showing 1-15 of 25 comments
famyko Nov 30, 2019 @ 2:34pm 
go far away from high point places where they can jump, use the forrests in flat areas, caves and mines. best way under the ground. the area near the shooting range give some good places for this, when the devs start jumps from aircrafts will that help nothing then they can hit you everywhere. stop housing and life a nomadic live
Last edited by famyko; Nov 30, 2019 @ 2:45pm
Durist (Banned) Nov 30, 2019 @ 9:23pm 
Ya, get rid of parachutes 😉
Last edited by Durist; Nov 30, 2019 @ 9:23pm
Samurai Dec 1, 2019 @ 4:57am 
auto turrets and hell missile launchers, field force, mini death star, mines, robot guard dogs, flock of agressive crows.
Btw why u are worried Priest? Guy in orange without anything parachuting in your base? What he can do to your base?
Last edited by Samurai; Dec 1, 2019 @ 4:57am
Priest Dec 1, 2019 @ 10:16am 
get 2 Stones from ground
Destroy flag

and/or
Land in the stash yard, and destroy hundrets of hours loot
famyko Dec 1, 2019 @ 10:42am 
mechs can shoot to the roofs of the higher houses near the dam that factory buildings there. so we need to kill a mech, took them home repiar one and there we can have antiparachuts support. something like these be cool in the future
Last edited by famyko; Dec 1, 2019 @ 10:42am
Priest Dec 1, 2019 @ 10:57am 
hmm, build next to poi for airdefense.
I fear the no build zones are too big, but it would be a idea
Nele_BiH Dec 1, 2019 @ 3:50pm 
just wired/trip clay mines on your base roof then you jump if you dare AMEN
Priest Dec 1, 2019 @ 3:51pm 
Originally posted by Nele_BiH:
just wired/trip clay mines on your base roof then you jump if you dare AMEN

Well in that case they simply land in the Mine free yard.
And i cant mine a yard i want to use
Dregor Dec 1, 2019 @ 4:13pm 
Originally posted by Priest:
Well in that case they simply land in the Mine free yard.
And i cant mine a yard i want to use
Sure you can. You just have to remember where the traps are.

If air dropping into a base becomes a problem it'd be easy for them to add traps that target people dropping in. I don't think its something to be overly concerned about right now. One easy fix for a base is to just make everything covered instead of open to the air, but other than that it should be easy enough for them to add SAM type traps. Another option would be to make a downdraft near bases that reach a certain mass or maybe that could be something you build (a big fan or something).
Priest Dec 1, 2019 @ 4:18pm 
Well, i guess the chance is there that my base after wipe will still exist when parachute spawning comes into the game. So thats a interesting topic for me to consider during i polish my plans for my new base
Last edited by Priest; Dec 1, 2019 @ 4:18pm
Bunny Dec 1, 2019 @ 11:43pm 
If you have any suggestions about the parachute / base building problem feel free to share it with us. We will try to make sure that base owners are protected from those kind of scenarios, we just didn't decide on the way we're gonna do it.
famyko Dec 1, 2019 @ 11:47pm 
Originally posted by Bunny:
If you have any suggestions about the parachute / base building problem feel free to share it with us. We will try to make sure that base owners are protected from those kind of scenarios, we just didn't decide on the way we're gonna do it.

we need mechs to guard the bases to the air/sky, pretty small mechs to fit them with our guns , (shotguns are very helpfull to ducks and goose why not to jumpers, and second weapon the flaregun to burn the chute) we can find, some balistick vests for coolnes and place for safed energiecells. build with our crafting skill, car batterie, and lots of metalscraps and lead plates, and collected bcu chip from a puppet. they walk inside the bases and kill jumpers everytime they start a attack. anti air mechs be coolest stuff in scum when you do it :) to let the mechs run give us something like baseball bases, metalplates on the ground with the bcu chip too.number them 1,2,3,4 walkpoints.to give the mechs a way. its easy i think :) :) for the fairness the mechs only help with sky entrouder, shoot only what we load in there magazins , and one mech per flag in the base. to power the mechs periodic, we need a loading station with solar energie and batterie loading in the night ( like a number 5 alive robot/ mech )

https://www.bing.com/images/search?view=detailV2&ccid=lUDzMgVy&id=443D90D35B9E66CB3957C768924E0BDCBD586F07&thid=OIP.lUDzMgVyQpNOZXrAK2jWiwHaL1&mediaurl=https%3a%2f%2fc8.alamy.com%2fcomp%2fRYN2TW%2fnumber-5-short-circuit-1986-RYN2TW.jpg&exph=1390&expw=870&q=nummer+5+lebt&simid=608051528841496632&selectedIndex=171&ajaxhist=0

some carmouflage net will help allso when we can set them under high voltage.

for aktive defence we need a maschine gun from a ship 20-50mm browning on stativ top on the roofs with sandsack barrier arround, or anti aircraft atillerie with explosive ammo top on a small trailer we can find those near the ww2 bunkers and on the shipwrecks

https://www.bing.com/images/search?view=detailV2&ccid=C1cN3xQp&id=FEC0E38A1AA835649E0B3C15006688702A606F28&thid=OIP.C1cN3xQpiuElR_mvZffNbwHaFj&mediaurl=http%3a%2f%2fupload.wikimedia.org%2fwikipedia%2fcommons%2f5%2f53%2fFlakvierling-38-20mm-hatzerim-2.jpg&exph=972&expw=1296&q=vierlings+flugabwehr&simid=608030535055311798&selectedIndex=2&ajaxhist=0

https://www.bing.com/images/search?view=detailV2&ccid=epfP3rhN&id=5858517D332033C667B17403FF48372E4BFC5A5E&thid=OIP.epfP3rhNVOfv783LHpiXWwAAAA&mediaurl=https%3a%2f%2ffarm7.staticflickr.com%2f6098%2f7030423885_c8006b9b8e_z.jpg&exph=640&expw=473&q=vierlings+flugabwehr&simid=608017302241214590&selectedIndex=20&ajaxhist=0


but if they can throw granades from the sky, and a big pack jump in nothing will help. and my ideas to crasy i think
Last edited by famyko; Dec 2, 2019 @ 12:49am
Priest Dec 2, 2019 @ 1:26am 
For the moment i have 4 Ideas that would work together

1: Offer a Complete base set. Means ONE building the player can place
(sorry for the very rough model, but 7D2D use 1m³ voxel and i really dont want to spend hours in blender for a first suggestion)
* Foundations are massive Rocks/soil
* Hatch (lockable) with ladder on the inside
https://steamcommunity.com/sharedfiles/filedetails/?id=1926484275
* One Garage Door
https://steamcommunity.com/sharedfiles/filedetails/?id=1926484416
* A outer wall with Bars or Fence or murderholes
https://steamcommunity.com/sharedfiles/filedetails/?id=1926484320
And in the inside a normal cabin
https://steamcommunity.com/sharedfiles/filedetails/?id=1926484347

2: If you consider a offlineprotection maybe a "Radio" that make the sky above the base a
"Prisoner leave that area or die" area.

3: Anti air turrets that cant aim down. But they would need to be smart, or people will abuse them at mountains

4: Just the ability to build roofs between Walls
(But i hope we will get rid of the ultrahigh walls in the future)

I really hope you consider suggestion 1.
Such "All in one bases" could be balanced a way that Vanilla houses in towns could have the same safety like such "All in one bases". Besides that i am sure such a base can be much smaller if you are not bound to 1m³ voxsels. For example the wall could only be 2.2m high and then a ramp of barbwire to the a bit smaller roof
famyko Dec 2, 2019 @ 6:10am 
cool ideas but it need all 24/7 gaming time, if the guys have the time and know there is nonone that is the real big problem i see, we need for afk time those schields from the safed area for our flag to proteckt the base. player offline, shields up. player ingame shields down. but noone and nothing can cross that shield, and let the jumpers bump like rubber. it will help allso if a player get a ban the area with his flaggs can be cleaned simple. for shure we need flags for the player self and flags for groups but when he want to build he has to set his own flag first. 30 days no aktivety delete
Last edited by famyko; Dec 2, 2019 @ 6:16am
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Date Posted: Nov 30, 2019 @ 1:56pm
Posts: 25