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Points noted. If you have any suggestion how we can make the factions more credible, we'd be glad to hear your ideas. But the underlying strategic layer requires two things:
1. Only one (or none) of the factions must remain in the suburbs
2. The player needs to be the one who initiates their departure
Looking forward to hearing your suggestions.
When the first horde forced them to barricade in, they allowed everyone to join. Then food got scarce, and this led to a riot that almost wiped them. Hence now they are locked in and paranoid.
What we have now in the suburbs is some sort of fragile peace. The news of a new horde and a new siege brings back ugly memories so the Shelter residents won't take the risk of getting factions that hate each other inside the walls - only for another riot/war to break out.
Maybe killing the moonshiners is a bit too brutal, but previously we had a mission where you only had to sabotage their booze truck. And it felt too easy.
The other two factions LEAVE ON THEIR OWN if you destroy their respective zombies so we looked to mirror the experience irrespective of your path. Except for the moonshiner part, which might be a stretch, the residents don't encourage any direct aggression
But you can't have 2 friendly factions, or the whole math won't work.
Just do better.
Ahem...anyway. I'll speak up in defense of Sheriff Rodgers a bit here.
This is a small, rural town. It's likely that the Sheriff knew those boys from before the apocalypse and thought he knew how far they were willing to go, and thought he could handle them in the "unlikely" event they did prove willing to go further than he anticipated.
And for most of his life, he was probably right on both counts.
He just made two crucial mistakes: He underestimated how far they would go, and he over-estimated his own ability: A mistake common among hard men who fail to realize that age is slowly softening them up.
Also I don't think he was still living in that house day-to-day. He was in the main base, but still heading up to his old house to work on his old car, blinded to the dangers present by a mixture of over-confidence and over-familiarity. He probably still thought of the brothers as the same petty, two-bit, but ultimately harmless punks they used to be.
Another trap many people fall into as they grow older. Failure to recognize how much things around them are changing until the fangs of those changes are closing around their throat.
The rest of your complaints are fair though. I also am not seeing the point of picking fights with the other factions. Especially when there isn't even any open hostility between them. At least not to a noticeable degree.
The coming horde seems like a perfect reason to get the factions to unite, at least temporarily. And I very much hope that will be an option in the future.
It could also help in the way of world building lore and back history of the immediate area as well, every group and survivor would have a history making it to this point after all.
The Bikers are gruff, but amicable.
The Cultists are weird, but amicable.
The Military is just...amicable.
You could make it so that the Bikers are aggressively raiding/intimidating/murdering other factions. Or getting survivors addicted to drugs they brew up in some meth lab they're running somewhere. Or both. A bit cliche for a Biker Gang, but Biker Gangs are rather cliche by definition.
Maybe the cultists are sacrificing people to the zombies against their will. Or secretly planning to do some jonestown crap where they all intentionally infect themselves and try to infect the others. Though honestly, i'm so tired of seeing religious people ALWAYS portrayed as evil villains, you could pull off the most hilarious subversion by making them the most chill, cool, harmless group of weirdos in the apocalypse and i'd get a kick out of it.
Maybe make it so the Military is outright enslaving people under the guise of "Capturing troublemakers" and then "putting them to work". You could even easily see how it could have started out innocently enough. They had a bunch of genuine criminals on their hand. They didn't want to execute them now that there's so few living humans left. But they can't afford to just keep a bunch of useless mouths around either. So they forced them into a Press Gang. And it proved so helpful they started "rescuing other survivors" and "catching other torublemakers" and forcing them into dangerous, high risk work too.
Those are just a few ideas. It doesn't need to be Shakespearean. It just needs to make sense and work within the established setting.
My suggestion is instead of wiping out two factions without good reason, set some emergency scenarios in every faction, and they expect MC to resolve it for them or they cannot hold current status. Yet the solution item/time/resource only allows MC pick one faction and solve their problem, leaving the other two disbanded/moved.
You're the last line of law and order, and the only thing you wanna do is provide safety and security to Urban. You are stuck in a hard spot with aligning yourself with the big 3 factions the game no matter how awful, and self centered they are. The blueprints you receive aren't just blueprints, but also the resources necessary and a helping hand setting them up or the now very rare ingredients they have in stock, given to you as a sign of respect for your deeds, since a lot of common items will become very scarce in a post-apocalypse setting or least known by others for the location of those items. It's unfortunate that you're stuck between a rock and a hard place for choices on who to Ally with, but if you do not, there's a large possibility of the Shelter not surviving a second horde. The reasoning behind each faction voting to war with you and the faction you choose could be seen as petty for the end of the world, but there's not much else holding them back from complete control of a town, its resources, and its people but you and the choices you make on helping what faction complete their tasks.
There are only a few things I have to say about the game and the first is that unfortunately doesn't fully hit the spot that Last stand: Deadzone left in my heart. I understand that it's still in early access so I am truly hoping then when it comes together in the end, there will be a lot more to enjoy from this game.
The second is mainly for the players, but one large thing I've encountered is that you're really walking a very thin line with these factions and have to follow the story or what some NPCs say pretty closely to get a grasp on what to do next, for one small step off that line or into territory they control could lead to war. Even if it seems like you're helping, it's showing incompetence and recklessness towards them.
The third would be only a suggestion to make things a bit more "realistic." To have a soft lock on certain blueprinted items or something. Make it so it either costs a bunch more materials such as 100 to 200 or whatever you see fit to unlock an idea of an inferior version of the real blueprint. Or make it that you could go out into the expanding town and find the "blueprint" that you want in random areas, specific stores, behind doors you have to break down, find keys, or fight large and epic battles to get to. Not just lock them behind faction favor to never be able to get cause you don't want to be sheriffs affiliated with tyranny.
Otherwise I definitely do enjoy the game for how early it is and hope yall keep up the great work with THE tactical zombie game!