SCUM
Bunker access card
The easiest way to get rid of bunker campers and the most fitting to the realities of the game is:

- Implementation of bunker access cards. This will force players to move around the island in search of them. Eventually, we may start seeing players in places where nobody visits at some point in the game due to their unattractiveness.

- Once the card is found in A1 for example, it doesn't mean that it opens a bunker in the same sector. It may be D4.

- Time to enter and exit the bunker is counted when the main door is opened, for example 20 minutes. The game will not allow the card holder to enter the bunker if there is less than 30 minutes left before the server restart

- A player who dies in the bunker can return for his body as the bunker security system recognizes his BCU and lets him in. If another player who is not in your squad runs across after opening the main door, the next door will not open.

- 20 minutes after entry, an alarm procedure in the form of a poison gas is triggered. If the player has a gas mask, he gets an additional 5 minutes to survive. After this time, if a player does not leave the bunker doors get sealed and he dies with no chance to get back for his body.

Due to the reduced bunker looting attendence by the above changes, campers' lives would not be so lucrative.

Today, usually, after a week of wipe, everyone runs fully geared with tier one loot.
This solution will additionally force players to use weapons they currently despise. As well as crafting improvised armours etc.
< >
Showing 1-15 of 17 comments
Urbanmojo Sep 5, 2020 @ 5:20am 
Sounds feasible-ish to me, I suspect many wouldn't even try to entertain the idea.
Would that be a one use card maybe, then a player needs to find another.

FPS Survival Sep 5, 2020 @ 5:21am 
Yes, one card use only.
Humpenstilzchen Sep 5, 2020 @ 5:42am 
I quite like this idea, but what would you do about all the places where there is no bunker like naval base for example where you can find great loot in the barracks?
Last edited by Humpenstilzchen; Sep 5, 2020 @ 5:43am
Don Sep 5, 2020 @ 6:51am 
There is actually some kind of card avaliable in the game :) Looks like a credit card with chip and all. Think it's called "Drop Zone Key" or something. Nice little thingy..
PepsiMontana Sep 5, 2020 @ 6:54am 
+1 sound very nice
Codewolke Sep 5, 2020 @ 7:17am 
would result in players stop looting bunkers at all and respawn camping other POIs like airbase/airfield/dam/trainyard etc etc 24/7

Definetly -1
Last edited by Codewolke; Sep 5, 2020 @ 7:17am
Emme Sep 5, 2020 @ 7:22am 
They just need to add enemy NPC's to make bunkers quite hard to enter.
Humpenstilzchen Sep 5, 2020 @ 7:31am 
Originally posted by Emme:
They just need to add enemy NPC's to make bunkers quite hard to enter.
Yes that would be great
insettoinfetto Sep 5, 2020 @ 7:38am 
-1

The alarm procedure is not easy to implement and raise many problems. As POI are not istanced if I enter when anothe player trigger the alarm? Will be dead too?

If the card is not bounded to a player (and i'm sure this is not in the mind of the devs), alt abuse will not change.

If the card is easy to find it will be as normal, farm & alt abuse will not change. Just more alt running around to harvest cards.

If the card is hard to find, game it selft will be dead, as you'll spend most of gameplay time running around trying to find something that will be hoarded by squad.

I think it's much more simple to put a cap to the number of times you can enter an area. But this will bring more alts into the game.

I'm sure that when the game will get more stuff, this farming will change.

For now I think the only way is to tie loot to FP score, so fresh spawn alt cannot get loot from POI and player will need to raise FP score to make POI runs valuable.
smokey57 Sep 5, 2020 @ 11:09am 
Horrible idea. We don't need bunkers to be harder to access and loot, as some kind of misguided attempt to stifle respawn looters. This punishes everyone, not just those players. It also adds another needless level of complexity, which will probably be poorly explained if it's explained at all, to new players who are clueless about the game. As Pressi points out, it will just make most people not bother with bunkers anymore, and the campers will just go settle into the non-bunker POI's. Next idea...
Last edited by smokey57; Sep 5, 2020 @ 11:10am
Dyerektor (Banned) Sep 5, 2020 @ 1:04pm 
Originally posted by Preacher:
The easiest way to get rid of bunker campers and the most fitting to the realities of the game is:

- Implementation of bunker access cards. This will force players to move around the island in search of them. Eventually, we may start seeing players in places where nobody visits at some point in the game due to their unattractiveness.

it simply wont.

Originally posted by Preacher:
- Once the card is found in A1 for example, it doesn't mean that it opens a bunker in the same sector. It may be D4.

- Time to enter and exit the bunker is counted when the main door is opened, for example 20 minutes. The game will not allow the card holder to enter the bunker if there is less than 30 minutes left before the server restart

- A player who dies in the bunker can return for his body as the bunker security system recognizes his BCU and lets him in. If another player who is not in your squad runs across after opening the main door, the next door will not open.

- 20 minutes after entry, an alarm procedure in the form of a poison gas is triggered. If the player has a gas mask, he gets an additional 5 minutes to survive. After this time, if a player does not leave the bunker doors get sealed and he dies with no chance to get back for his body.

Due to the reduced bunker looting attendence by the above changes, campers' lives would not be so lucrative.

Today, usually, after a week of wipe, everyone runs fully geared with tier one loot.
This solution will additionally force players to use weapons they currently despise. As well as crafting improvised armours etc.

an outright No to putting any time limits on POI's like that and it this would encourage camping not deter it. the only time, time limits should even be considered an option is if its a mission of some sort.

the player base would flat out reject any sort of time limits. most folk can barely cope waiting on a loading screen or waiting in a que for a few mins.

Why would people even bother looking for key cards when they can let you do all the donkey work loot a base and just KOS you on the way out and take everything.

a key card option might work on one or two bunkers but not all of them, it would be good if folk had to find two parts of a key card in order to gain access to a one or two bunkers that would work as an alternative bunker option for one or two bunkers and would encourage/promote player interaction something the game lacks.

when you start trying to "Force" people to do anything 9/10 will reject it and do the exact opposite.

give them options, an incentive, a goal and a reward for their efforts that's how to go about thing's trying to forces folk like that will not get the desired results.

Gwei Sep 6, 2020 @ 1:17am 
With the car collecting I can see the BAC going the same route the first time some trolls think it is cute. 8 wall fortress with a chest full of Bunker access cards just for S&Gs
oynlengeymer Sep 6, 2020 @ 3:12am 
I think this would be very hard to implement. Mostly, the attempt to restrict squad mates and allow re-entry after death.

I say let the full squad in once the door is opened, but all must move as one. like, Door slowly opens to max width then begins to close again at same speed, so if you don't make the run with the guy with the card, you wont make it in. Card should give one entry and one exit use only.

But if you die in there, you cant get back in without another card. best that can hope for is squad to carry your loot out. This will make it more high risk, so loot should be on par with risk. atm a bunker is not that great of loot often, compared to cargo drops now.

So better loot in bunkers with doors only, places like Factory or Airfield that are open can remain the same with the random loot.

I like this idea but still for me the mechs seem pretty challenging. I think what I need to do is just practice bunker entries in Single Player, cos after dying 3 times in a row, you kinda don't wanna lose many more fame points in multiplayer.

On exit, since you cant see the mechs outside, maybe it could open and stay open like a minute or so if activated from inside, so you can time your run out. tbh, even a minute both ways in and out might be ok. I don't see the harm in a squad going in. Of course Squads should have advantage. I play with only one other and we are not the type to visit bunkers. But its a prison game so strength in numbers makes perfect sense.

oynlengeymer Sep 6, 2020 @ 3:22am 
hmmm... Something mentioned above about Fame Points and it might be very simple idea.

Player bleeds FP while in POI?

Make it so a normal bunker run of about 20 mins will cost about 50 FP. If hitting zero in FP in POI, BCU is terminated by TEC9.

Only thing is devs will have to make it clear exactly what a POI is. I assume any place with mechs.
insettoinfetto Sep 6, 2020 @ 4:10am 
Originally posted by oynlengeymer:
Only thing is devs will have to make it clear exactly what a POI is. I assume any place with mechs.

That's the point, and I'd say any POI.
Devs should give us what is their idea of these locations, for each ones, from trenches to airbase.

Are these locations open to all, free loot, free camping, free "alting"?
Or it's something, in their vision, that should be accessible only after some time?

Is the fast way to gear for a fresh spawn or is a sort of "istances" where a half geared player goes with the right equimpment?
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Sep 5, 2020 @ 5:16am
Posts: 17