4sheetzngeegles
Well-known member
A recent post by @Suxar Prompted this thought.
To simplify my interpretation of that post is that it pointed out a potential for trader
diversification, not as a waste; a waste is only if it can't be changed. The basis of this
game is morph ability, it just has not been enacted in this instance yet.
Basic progression
The change could be to have quests availability be based on player level and or gamestage,
instead of linear. The reasoning brought up by the post is not everyone follows the same path
to get to the end, so along the way linear game logic in a nonlinear game environment becomes
illogical for that type of progression. The mechanic is already in place for multilevel and accelerated
quests being instantly available. It's just presently based on count of quests completed.
The mechanic or logic that can be adapted for that is the gamestage progression of the hordes.
Trader viability in regard to a story
But the traders should stay true to their course or inferred storyline, main trade for Rekt should be
foodstuffs, and beginning gear. Poi levels, chosen could be the same pois, but at elevated levels to
match the player's. Any poi can be set to a different difficulty tier. The introductory quest could just
be the first one of a specific level or multiple fetches or clears etc, basically just more difficult.
Reputation
This could be the beginning of a trader reputation system. If each of the Items or gear had a biome tag
associated with them then playing in that biome would regulate the limit of player progression.
Promotion for map exploration
Example; the forest can have high tier quests but a player could only progress to the limit of the stone
age or primitive equipment. Using equipment work benches forges etc. would have a lock for progression
to the next age, be based on being able to complete the next trader's quests. This would promote trader
interactivity, and map expansion in order to progress to the next age iron, then tech, then concrete then
steel.
A no risk no reward system.
Books titles, if biome tagged would only have a chance to spawn in elevated biomes and further tagged to
elevated poi honeypots. 5 biomes, 5 levels of progression, 5 traders to provide inroads. Coveted items
tagged to the highest tier quests which associate with the highest tier pois. Resources and commodities
tagged to a lesser biome would either not be sell-able to higher tier traders or have extremely diminished
returns.
You've gotta fight for your right to party system.
Each biome progressively more dangerous externally, and the quests to match. Example: Forest: tier 1-5
quests primarily level one enemies with an addition of 2-5 at the higher tiers. Burnt: tier 2-5 more multiple
quests, primarily level 2 enemies with an a larger addition of 3-5 at the higher tiers. Until you reach the
wasteland here is level 5 enemies in the streets and pois period. A much greater chance of the dreaded
creatures screamer, direwolf, bombers that can destroy a honeypot if not disposed of, flocks of vultures,
zombie bears, basically the wasteland would become a nightmare, and justifiably so.
Environmental progression
Screamers if biome tagged, or groups associated with screames if biome tagged would be balanced yet still
dangerous. Basically a combo biome and tier tagging for assets and events would progressively increase the
intensity of play per area visited.
Side note burnt zombies projecting fire and exploding without damaging massive blocks, but setting player on
fire. The bubblehead radiated converting zombies to rads with his radiated bombs would be a nice touch.
To simplify my interpretation of that post is that it pointed out a potential for trader
diversification, not as a waste; a waste is only if it can't be changed. The basis of this
game is morph ability, it just has not been enacted in this instance yet.
Basic progression
The change could be to have quests availability be based on player level and or gamestage,
instead of linear. The reasoning brought up by the post is not everyone follows the same path
to get to the end, so along the way linear game logic in a nonlinear game environment becomes
illogical for that type of progression. The mechanic is already in place for multilevel and accelerated
quests being instantly available. It's just presently based on count of quests completed.
The mechanic or logic that can be adapted for that is the gamestage progression of the hordes.
Trader viability in regard to a story
But the traders should stay true to their course or inferred storyline, main trade for Rekt should be
foodstuffs, and beginning gear. Poi levels, chosen could be the same pois, but at elevated levels to
match the player's. Any poi can be set to a different difficulty tier. The introductory quest could just
be the first one of a specific level or multiple fetches or clears etc, basically just more difficult.
Reputation
This could be the beginning of a trader reputation system. If each of the Items or gear had a biome tag
associated with them then playing in that biome would regulate the limit of player progression.
Promotion for map exploration
Example; the forest can have high tier quests but a player could only progress to the limit of the stone
age or primitive equipment. Using equipment work benches forges etc. would have a lock for progression
to the next age, be based on being able to complete the next trader's quests. This would promote trader
interactivity, and map expansion in order to progress to the next age iron, then tech, then concrete then
steel.
A no risk no reward system.
Books titles, if biome tagged would only have a chance to spawn in elevated biomes and further tagged to
elevated poi honeypots. 5 biomes, 5 levels of progression, 5 traders to provide inroads. Coveted items
tagged to the highest tier quests which associate with the highest tier pois. Resources and commodities
tagged to a lesser biome would either not be sell-able to higher tier traders or have extremely diminished
returns.
You've gotta fight for your right to party system.
Each biome progressively more dangerous externally, and the quests to match. Example: Forest: tier 1-5
quests primarily level one enemies with an addition of 2-5 at the higher tiers. Burnt: tier 2-5 more multiple
quests, primarily level 2 enemies with an a larger addition of 3-5 at the higher tiers. Until you reach the
wasteland here is level 5 enemies in the streets and pois period. A much greater chance of the dreaded
creatures screamer, direwolf, bombers that can destroy a honeypot if not disposed of, flocks of vultures,
zombie bears, basically the wasteland would become a nightmare, and justifiably so.
Environmental progression
Screamers if biome tagged, or groups associated with screames if biome tagged would be balanced yet still
dangerous. Basically a combo biome and tier tagging for assets and events would progressively increase the
intensity of play per area visited.
Side note burnt zombies projecting fire and exploding without damaging massive blocks, but setting player on
fire. The bubblehead radiated converting zombies to rads with his radiated bombs would be a nice touch.