FileMachete
Refugee
From the release notes;
"Land Claim Improvements
You can only have one active land claim block but the claim area is much larger.
Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one.
The claim area prevents zombie respawn."
There seems to be a few scenarios where only allowing 1 Active LCB can be an issue;
1) First temp base in a POI. Small no-spawn area of bedroll likely means placing a LCB. Or placing bedroll elsewhere in world.
Later player decides to take over another POI for base. I don't _think_ there's any cool-down between Active & Not-Active; so if player had stayed at first POI several days, finds new POI, clears new, places LCB, then first POI is likely to be infested when they return to initial base.
Resulting in, -if- they know to do so, needing to pre-plan that they'll be moving. Assuming they don't want to risk losing chests, or choose not to clear the first POI again: Move everything out of first base, including any stations, prior to clearing new POI & placing LCB.
--I know there is a period of time between fully clearing a POI, leaving area, and z's respawning. I don't know if it would be long enough for a long distance, early-ish game move.
2) Simply desiring to have multiple bases built from POIs.
3) Player building their own base complications. Concrete Mixer is now required to craft Wet Concrete blocks. Meaning, I would guess, that a number of folks will wind up having one 'on site', and it being in a temporary location. Even assuming that placing a LCB after placing a Concrete Mixer(CM) would allow the CM to be picked up later, if the player is unfortunate enough to place the CM is a bad spot (in the way), they'll need to place a LCB in order to move it.
4) Forward Operating Bases (FOB), player built. Usually around mid-game I like to travel further afield to loot. I used to make small bases near the edge of a city. Not 'bm tough', but enough to defend against wandering hordes. I'd typically mine at night and also run a forge to continue making cement. Sometimes a Workbench &/or Chem Station.
--This is more about 'waste'. Sure, can just leave the stations when you move on.
--Will also either need to pre-design base and craft all the required Wet Concrete blocks, or bring a Concrete Mixer.
===
As I only play SP I don't know what potential MP issues this may have been aimed at addressing, or if MP had anything to do with it.
I've asked modders if there's an xml edit to increase number of actives; apparently there isn't. It would require an SDX/dll lvl mod to change.
What thoughts do you all have on this change?
Does it make sense? <-- would appreciate reasoning, I'm really not understanding it.
Would allowing multiple Active LCBs need additional restrictions?
Possibly a 'no closer than X to another Active LCB'?
"Land Claim Improvements
You can only have one active land claim block but the claim area is much larger.
Claim blocks are cheap to craft and repair. Placing another will instantly deactivate but not destroy your previous one.
The claim area prevents zombie respawn."
There seems to be a few scenarios where only allowing 1 Active LCB can be an issue;
1) First temp base in a POI. Small no-spawn area of bedroll likely means placing a LCB. Or placing bedroll elsewhere in world.
Later player decides to take over another POI for base. I don't _think_ there's any cool-down between Active & Not-Active; so if player had stayed at first POI several days, finds new POI, clears new, places LCB, then first POI is likely to be infested when they return to initial base.
Resulting in, -if- they know to do so, needing to pre-plan that they'll be moving. Assuming they don't want to risk losing chests, or choose not to clear the first POI again: Move everything out of first base, including any stations, prior to clearing new POI & placing LCB.
--I know there is a period of time between fully clearing a POI, leaving area, and z's respawning. I don't know if it would be long enough for a long distance, early-ish game move.
2) Simply desiring to have multiple bases built from POIs.
3) Player building their own base complications. Concrete Mixer is now required to craft Wet Concrete blocks. Meaning, I would guess, that a number of folks will wind up having one 'on site', and it being in a temporary location. Even assuming that placing a LCB after placing a Concrete Mixer(CM) would allow the CM to be picked up later, if the player is unfortunate enough to place the CM is a bad spot (in the way), they'll need to place a LCB in order to move it.
4) Forward Operating Bases (FOB), player built. Usually around mid-game I like to travel further afield to loot. I used to make small bases near the edge of a city. Not 'bm tough', but enough to defend against wandering hordes. I'd typically mine at night and also run a forge to continue making cement. Sometimes a Workbench &/or Chem Station.
--This is more about 'waste'. Sure, can just leave the stations when you move on.
--Will also either need to pre-design base and craft all the required Wet Concrete blocks, or bring a Concrete Mixer.
===
As I only play SP I don't know what potential MP issues this may have been aimed at addressing, or if MP had anything to do with it.
I've asked modders if there's an xml edit to increase number of actives; apparently there isn't. It would require an SDX/dll lvl mod to change.
What thoughts do you all have on this change?
Does it make sense? <-- would appreciate reasoning, I'm really not understanding it.
Would allowing multiple Active LCBs need additional restrictions?
Possibly a 'no closer than X to another Active LCB'?