TheCriscoKid
New member
Personally i think what's missing most is survivor NPCs. Some dude scared hiding in a toilet stall or closet you could escort home and recruit. Could start with just 1 function like adding a speed boost to a crafting station like a workbench or forge, and expand later to Gaurds, lumberjacks, farmers, hunters, miners, etc....but start small. Maybe 4 dialog options at first like "follow" , " stay" , "speed that up" or "gimme your wallet, punk" (in case you wanna be a dink, keep RP open I say, no pigeon holing. You wanna blow his head off, go for it) could add later a mechanic of 'chance he is infected', requiring need to quatantine temporarily. Most zombie stories have a plot point of finding other survivors, who may or may not be infected, who then collaborates in a plan to survive against zombies, who then either turns on the group through infection or betrayal or the new recruit dies in an act of heroism to save the party that didnt trust him in first place. (And, unlike traders, i think they should be totally mortal) It would be a feature, not too hard to implement at first with just those 4 functions, which could be expanded on later to infinite degrees, which could be a total game changer like minibikes were. And like minbikes opening doors to other vehicles, other NPC functions can be added later. Plus, from a story/RP point, kinda essential for zombie genre. The whole "he's just one of the waiting to happen" or "we need to trust him, we have no choice" scenario. After all, who else are those traders trading with? And who is gonna die heroically on blood moon so you can live on?
PS
forgot to mention it inadvertently also adds a much needed new quest type:
the escort mission.
PS
forgot to mention it inadvertently also adds a much needed new quest type:
the escort mission.