PC Beta or Final Release Wants

By allowing the colonists to perform tasks that the player otherwise would. So, for example, you could have:
1. Farmer - assigned a plot they would regularly harvest whatever was planted there.

2. Crafter - assigned a station they could "watch over" anything ordered in the crafting stations and deliver it to assigned crates.

3. Doctor - would attempt to heal/cure any colonists hurt or infected.

4. Guard - would statically guard certain points and/or walk assigned patrols.

5. Builder - would build structures to blueprints. Would repair structures needing it.

6. Miner - would ride out to selected points and mine for selected materials (lead, shale, nitrate etc). Could be accompanied by guards, could even use a designated vehicle.

7. Cook - would cook meals as required (say, to certain stock levels).

Each colonist would need to be, consequently, clothed, fed, guarded, housed.

Now, perhaps even none of this is feasible, or even possible, but if we're talking colonies, this would, I think, make for very compelling late-game game play.
Yes, of course, i understand that can come up with a lot of things what will be engaged in the colony.

It is absolutely certain that this is feasible, it proved "Starvation".

But, for what? A colony for a colony? I think in order for the gameplay to be interesting - every thing should serve some purpose.

No, it will be the same unnecessary thing as traders. No - not in this game...

Well i agree that there is a new opportunity - the ability to manage the colony.

I'm thinking, it is not suitable for voxel game in which there are absolutely fantastic opportunities - and which should be used. After all, there are many more different games that have their chips - a lot of them. Need to choose what is right for the game, the basis of which - voxel world.

I would like to see the use of parachutes in the game....for example, jump from the roofs of high-rise buildings. I can describe a lot of things for which it might be interesting.

Who else? :)

...or hang gliders, remember how well this feature fit into the "farCry"?

 
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About the colony.I agree that in the imagination it looks exciting.

But. How can you build gameplay around this? how to create problems that justify the appearance of this? What should the opponents do that you could "protect" these colonies?

Each game feature must be integrated into the gameplay.
Check out State of Decay if you want a good example of how to do this right.

That system could easily be translated into 7DTD.

I've also seen other games that have "Colony Rooms".

- Kitchen

- Sleeping quarters

- Etc

That way you don't have to use entities to represent colonists, you can use moving blocks.

Saves on resources.

There's lot of good examples of how to make colonies work and be integrated.

Now is the time since it's Alpha and that's when you add new features right?

 
No no no. I mean,of course, the rationale for this integration.

The main question is - "To what end?".

And so - of course, the game can be anything to implement.

 
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