Outposts and liberating cities

dan088

Refugee
Hello everyone from the Czech Republic (sorry for my English :) ),

I have an idea for 7 Days To Die that I've been thinking about for a while now. I have a problem with the late stage of the game - you know it, you have a lot of ammo, food, water, cement, the best weapons and the best armor, a lot of money, so why continue? And the more you know the game, the faster you get to this stage. So I thought, why not use it and add a strategic dimension to the game?

I have an idea, what if the goal was to free individual cities from zombies? You can't do that alone, you would need help from NPCs. Trade posts could be upgraded to Outposts - for a fee (a lot of money for the trader + raw materials and some food, weapons, ammo, etc.). Traders would then also become the leaders of these Outposts and the POI where the traders are located could also change. These Outposts could be of different types – e.g. Mining Outpost (it would produce stone, iron or could be switched to other resources), Farming Outpost (food), Hunting Outpost (meat), Building Outpost (it would build walls around cities so they could be liberated - explained below), Bullet Farm Outpost (it produces ammunition), Warrior Outpost (NCPs would liberate cities in the background of the game, which would have walls around them – explained below) and they could be upgraded to have more NPCs and be more efficient.

The merchant could then have quests where at the end the player would save or free an NPC and they would either give him a reward or join the player. The player could then take them to the Outpost in a vehicle. If there were enough NPCs at the outpost, then the Outpost would start to function. Of course, e.g. Mining Outpost produces stone, iron, etc., but it needs food, water and ammunition. Without this, the NPCs would start to get sick, production would drop and eventually the NPCs would slowly die. Farming Outpost needs ammunition, tools, cement, etc. So the player will have to create an economy so that the Outposts work smoothly and the player gets something from them. Shared chests could also help here -> the player would put a chest on the player's base where supplies from the Outposts would accumulate. He would lock some of them for himself, and share some with other Outposts. If there was a shortage of something, the player could be notified by side quests or reports. Through the chests, the player could perhaps monitor the status of individual Outposts - or through the card -> Outpost type, Outpost level, number of NPCs, what is currently bothering the Outpost what they need, etc.

It is clear that Outposts and the Outpost economy are more complicated for players who will not know it, but they could be helped by quests from merchants or on the card, such as achievements.

If the player had a created Outpost economy, he could start liberating. A city would be marked where the liberation should begin (this could be done via a map or at a merchant). A Building Outpost would create a wall around the city and a Warrior Outpost would defend the wall. Uncleared buildings would be marked red on the map. Once the player cleared it, it would be green and zombies would never spawn in it again (partially liberated buildings could be orange). If the player clears all the buildings, the city is liberated => the player could get some reward + XP (each city would only provide this once). To avoid having to clear all the cities, the player could use a Warrior Outpost, but he would have to pay for it + NPCs from the Warrior Outpost would die and have to be replenished (through quests). The more difficult the biome, the higher the mortality rate. And maybe for Waste Land this option would not be available at all.

To prevent players from abusing walled cities during Horde Night, it could be implemented that if a player fights a horde in such a city, the wall will be destroyed and many NPCs protected by the wall will die, and some of the liberated buildings will be re-infected.

So what do you think?
 
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