Surviving the Aftermath

Surviving the Aftermath

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Segovax Jun 4, 2021 @ 3:49pm
How about a "Scavenger" outpost?
Outposts are relatively accessible early on at the cost of a specialist, and in my games I constantly run into scrap metal and plastic bottlenecks. Maybe a scavenger outpost, only placeable in urban zones, that provide some kind of production for these resources? Maybe even an upgrade that provides random loot like a capacitor, part, etc each week.
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Showing 1-3 of 3 comments
iceflake_joanna  [developer] Jun 6, 2021 @ 10:59pm 
Heya! Thanks for the suggestion - we do have plans for something similar actually in our minds - can't say more than that sadly ;)

Thanks again and of course, thanks for playing!
Cloudhunter Jun 7, 2021 @ 11:24am 
Its just my impression, that specialists are really way too precious for putting them into an outpost.

I just had this case: i wanted to test out how this whole thing works and used my science specialist for open up a knowledge outpost. I had 5 specialists back then. And what did i get for it? 6 knowledge points per day..... When i just had used him a few days later to explore some library and get a few hundreds science points that way.

When you have played so long, that you have enough specialists for kinda "dismissing" them into an outpost, you kinda don´t need the extra resources from outposts anymore. And i think the same about scavenger outposts: later in game you should have the technology for open up deep mines and have more then enough metal/scrap/plastic/whatever. And then burning up the most worthful rescources (the specialists) for it? i don´t see the sense in it.
But ok. Its always better to have a choice rather than to not have a choice at all.

Segovax Jun 7, 2021 @ 2:35pm 
Originally posted by Cloudhunter:
Its just my impression, that specialists are really way too precious for putting them into an outpost.

I just had this case: i wanted to test out how this whole thing works and used my science specialist for open up a knowledge outpost. I had 5 specialists back then. And what did i get for it? 6 knowledge points per day..... When i just had used him a few days later to explore some library and get a few hundreds science points that way.

When you have played so long, that you have enough specialists for kinda "dismissing" them into an outpost, you kinda don´t need the extra resources from outposts anymore. And i think the same about scavenger outposts: later in game you should have the technology for open up deep mines and have more then enough metal/scrap/plastic/whatever. And then burning up the most worthful rescources (the specialists) for it? i don´t see the sense in it.
But ok. Its always better to have a choice rather than to not have a choice at all.


I only use the scientists for outposts. I keep one around for missions. There are plenty of scavengers and fighters that can harvest science just fine. I use scouts for outposts also.

Having a reliable and steady supply of something is a trade off. If you would rather have 8 specialists wandering around and you have a use for them all, not going to tell you how to play. I have been trying the 100% difficulty games lately and tbh the outposts really help a lot there for me. They're especially a lot more useful to me than a guy who can move 8 spaces instead of 6 but has an AP of 9, low science and low scavenge.
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Date Posted: Jun 4, 2021 @ 3:49pm
Posts: 3