There may be an option that can satisfy both the dev and player initiative
without it being a repetitive situation. Presently if a player or group
returns to a previously cleared POI, whether spawn on or off they already
have a map of whats coming because they remember.
One of the things that made me think of this after reading, is that i like not
knowing whats going to happen. To approach from the weak position vs the strong.
For me that's what makes a challenge, suspense and a "fight" for survival situation.
The idea uses foundations already laid. A poi has a spawn volume, is sedentary,
there are timers, players have an xp level. Once a poi volume is cleared, a random
timer is activated depending on the POI loot level, heat can be set for that POI
just below the screamer spawn. A player generates a certain amount of heat just by
existing.
If a player returns to a cleared poi, either by basic sweep and clear, or by trader
quest then their heat plus the poi heat will spawn a screamer. The POI heat level
will never lower below the new threshold, only the player leaving the area will
bring it back down.
The spawn group by this screamer is special. It spawns a group based on a formula.
The poi loot level 1-5 plus a multiplier of the players xp plus each one has at least
one player killer in the group. Cop, Cop radiated, Feral radiated, Wight radiated,
Demolisher, Bear, Wolf pack.
A logical hierarchy can be set, clear poi, the new heat level alone spawns predator
packs, vultures progress to dogs to wolves to bears and in between come the screamer
player returns and fights, and screamer joins the party. If players have a group the
highest one in the group is the regulated multiplier.
Once the timer runs out the poi area is set to active for predator/screamer spawn
permanently.
It would provide a filler for a progressive threat level as a person progresses.
The image: as you clear more of the sleepers, you progressively open the world to
the walkers and predators. That combined with feral sense makes for a continuous
nightmare, potential XP acceleration, potential death, yet keeping within the
rendering limitations.
Either way nothing will be handed to anyone, you fight to survive, and it creates
an accelerated vicious cycle of treat progression.