LastTugBoat243
Refugee
The Core Idea: With the introduction of Apiary stations, the foundation for "bee-related" gameplay is already in the game. I suggest reintroducing a mutated version of the legacy "Zombie Bees" not as a random spawn, but as a specialized encounter within Wasteland-exclusive Infested POIs.
Why this works now (compared to the old days):
Back in the day, zombie bees often felt like a random, out-of-place nuisance. However, tying them to specific Points of Interest (POIs) transforms them from a "random annoyance" into a "tactical challenge."
Key Features:
- New POI Type ā "The Infested Apiary": High-tier buildings (or repurposed houses) draped in mutated honeycomb. These would be heavily infested with "Mutant Bees" (fast, flying glass-cannon enemies).
- Wasteland Exclusivity: To promote late-game progression, these POIs would only spawn in the Wasteland. This makes the Wasteland feel more distinct and dangerous.
- Resource Loop: These POIs would be the primary source for bulk Beeswax and Honeycomb harvesting. If you want the best rewards for your home Apiary stations, you have to brave the hive.
- New Quest Type ā "Extermination": A specific Tier 4 or 5 quest where the objective isn't just to clear zombies, but to destroy the "Queen" or the central hive structures to stop the swarm.
The Benefit to Gameplay:
- Progression: It gives players a tangible reason to gear up for the Wasteland beyond just "better loot."
- Resource Balance: Beeswax can be a bottleneck for certain crafting recipes; this provides a high-risk/high-reward way to farm it.
- Enemy Variety: It adds a vertical/flying threat that requires different combat tactics than the standard ground horde.
Closing Thoughts:
Bringing back the bees as a localized, lore-friendly mutation makes the world feel more alive (or dead) and gives the new Apiary mechanics more depth. Itās taking a piece of 7D2D history and fitting it perfectly into the modern gameās meta.
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