PC Sweep and Clear Reboot

I think that if more substance were given to the sweep and clear aspect of
the game it might be more satisfying in the long run. It may not be thought
of as the most important aspect, but it is the most used anyway. It could be the
one ring to bind them all, into one interconnected play mechanic.

Basically if progression were based more on Sweep and Clear, one it would regulate
progression to scale with, entity progression, and game progression. It would slow,
progression down to game play speed, but not cancel out the possibility of personal
acceleration if that is the preferential play mode. The traders could be given an actual
purpose being more of a purchaser of wares, presently they have everything to bypass,
phase increase and then the result is "it's boring" etc etc etc. If every POI were a
clear quest on its own, then  as you clear, you level, points would be added per use.
Use a spear then spear skill advances faster than what is not used. Have certain resources
that are needed for coveted Items not be craftable, but only found and need to be deconstructed
to use parts. Split the books into chapters, each chapter pertaining to a sub skill in
that weapon, collecting all levels damage ability and the overal progression level in
that weapon.

You gain xp from clearing zombies anyway, but where do you find the most zombies.
In a poi, so if that is the most used aspect, use it as a progression gauge. Set it to poi quanty

completed, zombies and entities cleared,  for the Pois for those that play hardcore and get

bored easily, Turn up the volume.  Have the Prefabs list, be the gauge, as completed in game

its completed in a closed file in profiles. So the living can take back the land from the livingdead.

 
Clearing a map completely as endgoal, that could be something. I think it need to be a bit more ballanced than just "clear=clear for ever", like if you clear an area the infestation can slowly come back from the edge of the area one POI at a time. It forces you to think of defending an area and systematicly work your way round the map,  mega hordebase being useless once the area is clear so choose your location or stay small and mobile.

 
@Dead Smarty

That's basically it. I just tried to keep it short for once. If a player likes just the forest, they could still

level up as they clear it. TFP tried the stone age, for a bit. This could make the stone age a viable play

as you take out the entities you gain skill and understanding from activity. The only difference than the 

way it is now, is the activity, includes more interaction with the environment as a total.  And would reward

you for the successes.

It sort of uses progress by doing naturally. It just doesn't include crafting, the ability to craft workstations, and

higher tier equipment is way too easy from the beginning. If crafting were tied to your level, which is tied

to clearing, then it becomes a cycle. To craft better you would earn it while doing what was originally intended,

killing zombies. Story wise it could lead toward a boss confrontation of a sort. The reclaimed Power comms

 water and sewer pois like you said would need to be protected. The one thing I see that would be a sore topic

is not being able to speedrun to craft the highest tier gear early on. If numerically it's balanced correctly, Each

person would basically have a main class, and would have to earn the ability to add classes. Points would accrue

as skill progresses, that wouldn't just be a dump and go to instantly become uber elite. Either way, no matter what

else is done it includes sweep and clear, so I figured why not make it a solvent part of the natural play.

 
It's an honest accounting so not derailing. Actually it makes sense. It could be the traders, if

invulnerability was removed, or a power plant, or it could be coming from whomever is in

charge of making it safe for human inhabitation. It would grant xp, and could gain favor from

a trader, temporarily of course, providing you get there in time. That could be a sub plot to a

story. If the map biomes were shaped like mine, you would have to choose, risk crossing the 

hellscape and help, or pick up the pieces after it is overrun with stronger zombies.

Right now each trader is posted to a specific biome, so maybe they are incharge of the dispatches.

 
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Clearing a map completely as endgoal, that could be something. I think it need to be a bit more ballanced than just "clear=clear for ever", like if you clear an area the infestation can slowly come back from the edge of the area one POI at a time. It forces you to think of defending an area and systematicly work your way round the map,  mega hordebase being useless once the area is clear so choose your location or stay small and mobile.
The problem with this idea is, how would a single player keep an entire 10k map clear?  I just don't think it would be feasible if there wasn't some way to permanently clear an area.

 
The problem with this idea is, how would a single player keep an entire 10k map clear?  I just don't think it would be feasible if there wasn't some way to permanently clear an area.
By setting up defenses like walls, fences, turret towers, traps and so at bridges and natural choke points to prevent zeds from getting back in the area. Also considder a smaller map if you want do do this solo or just don't go solo if you want a large map. Plan your route to keep your frontline manageble.

 
oh, we're talking about zombies actually moving into the area, not just respawning after being away from an area for a period of time.  Yeah, If we could set up walls/traps to defend our border to actually stop zombies (though I'd think there would need to be some sort of alert system to know when a part of the wall was under attack) that would be really cool.

 
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Patrol scanners on vehicles that indicates nearby wandering hordes so you can scout an area with the giro, radio stations broadcasting news flashes, surveilance towers scanning an area.

But please, please, please: NO PRESTON TRADER!

 
Just let me build conveyor belts to feed my turrets, factories to craft my ammo, and mines to gather resources.  7 Days to Factorio, here we come.

(That's not a joke, I'd absolutely love that to be a thing.)

 
Omg, I just logged in to read a help file,  you all have me cracking up.

If it were even taken partially seriously, which I don't think they will. To stop reoccurrances

is in the main menu already, no respawn. For an alert system, if the game spawns an event

it could be set initially, to the Trader in control of that area, Their alarm goes off, and basically

like a proximity switch any communication device including the radio in police cars would

blare an SOS. After getting better you could craft or find or get a walkie talkie. Meanwhile

Game mechanics Event initialized, Cords pulled from prefabs.xml, nav object appears on

compass and Map, going from green to yell to red depending on how bad the damage has

gotten. The game monitors every single block anyway, might as well have more use.

 
Clearing a map completely as endgoal, that could be something. I think it need to be a bit more ballanced than just "clear=clear for ever", like if you clear an area the infestation can slowly come back from the edge of the area one POI at a time. It forces you to think of defending an area and systematicly work your way round the map,  mega hordebase being useless once the area is clear so choose your location or stay small and mobile.
This is not a bad idea, but it will require a complete rewrite of the game code. Zombies should then appear not at certain points, as is done now, but randomly in a certain area. In addition to the code, all POIs will have to be reworked, since they are designed for a certain route of clearing and, accordingly, finding targets in certain places.

In general, this will be a completely different game. Although more interesting from the point of view of multiplayer.

 
I just thought of something extra. We have the ability to craft and we have the Wire tool kit.

If a power plant needed parts for defunct machinery, after rebuilding and fueling it, the power station

could be set to control on off switches in a 3 by 3 region, like a tic tac toe board. It would not need to calc

anything when it runs out of fuel or gets damaged everything just shuts off. It's a lot simpler than the growing

mechanic its just an I/O. To get power to a Building or house a player would need a wire tool to connect to

the circuit box for the house or building. Anything meaning machinery, turrets, traps that run on electricity 

would run unless the pole was compromised during a horde. It would make it a lot simpler placing machines

in a quadrant, one wire is all that is needed. Of course the pole, transformer and wire run would need to be crafted.

But you could actually build a small town as a gauntlet, if you have hordenight enabled. SO that's crafting, random horde,

and multi-poi tower defense, that can have catwalks between buildings. No need for solar panel calculation, just

install Plant lights, that come on at night. that adds potential farming. What else is there left.
 

 
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This is not a bad idea, but it will require a complete rewrite of the game code. Zombies should then appear not at certain points, as is done now, but randomly in a certain area. In addition to the code, all POIs will have to be reworked, since they are designed for a certain route of clearing and, accordingly, finding targets in certain places.

In general, this will be a completely different game. Although more interesting from the point of view of multiplayer.
Don't overcomplicate it ;)
There is already a mechanic where LCB's deactivate spawns in POI's and the idea is entire area's, not micromanaging POI's. See it function as an alternative LCB with a larger range that degrades when wandering hordes are closing in. No reworking of POI's needed at all.

 
There is a mod to keep zombies from respawning in cleared pois.  I don't think it would be quite right to think that zombies can't rewander into a town, area.

If I miss read then disregard.

 
If I miss read then disregard.
You didn't.

I posted to see where the holes in the mechanic could be. I was thinking along the line of options.

In the main menu I just choose no respawn, and it has stopped the cleared pois from repopulating.

There are multiple perspectives on how to achieve it. A mod, a pre-exisiting mechanic adapted to

an alternate purpose. And a general game option.

This mode can be built in parallel, to Vanilla experience, because it is mostly xml adjustment.

If TFP adopted it or something similar. They can post an alternate configs folder in the Mods folder.

In the main menu, it can be added  just as they added modes before.

Pois don't need to be reworked. The generic pois would still fulfill what they were created for in their present state. The other pois

that are more critical to game continuity, need to have the damage, to support the repairing, rebuilding and protection portion.

The main thought was to take the most used portion of the game, give it an alternate purpose, keep it simple for console

porting, allow quick distribution, leave options for gameplay choice, and tie together as many of the main favored aspects of the

game as possible. Mining, building, tower defense "the expanded version" farming, clearing, exploration, and using the

Traders as a comms controller and as a needed trader. While also inspiring an idea or two from a modders' perspective.

A vicious cycle, or one ring to rule them all.

 
You didn't.

I posted to see where the holes in the mechanic could be. I was thinking along the line of options.

In the main menu I just choose no respawn, and it has stopped the cleared pois from repopulating.


Unless things have changed, they will repopulate after 30 days, without the mod.

I play to clear towns and cities.   I have yet to reach my ultimate goal of clearing a 10k world, but I have time :).

 
I play to clear towns and cities.
10k for me feels like the right size. I may need the mod, because after 7 days, I normally have moved to another

area and never returned, before a new game play. A few things I learned, Traders are not bound to the biomes,

I have 1 Jen trader in the forest, and one in the desert, both are functioning as normal. Second playing a mod

for the first time that doesn't Gps traders so you have to find them. There are 24, but still not next door, usually 

2k away. Makes me wish there were binoculars in the game.

 
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Or actually give us a game where you find more zombies outside, like it should be. Also this would set a timer for your game. There is an end then. I don´t think that many 7 days players would like the idea of the game having an actual end even if it´s for most only a theory due to time issues.

 
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@pApA^LeGBa

So thinking along the lines of an 8k+ map size, and Nav being its own entity.
The main thing that you mentioned is two part, present lack of world activity,
and an actual The End.

I have a personal setting that allows the area to feel more full and populated, and
must be cleansed if you want to complete a Poi without too much external interference.
It isn't close to perfect but it makes an impression.

Mechanically: It would need to be an on\off switch. For localized spawning, similar to or
using the horde, limiter. It's highly subjective, more is always wanted and considered better
but too much is considered annoying. The spawning must also scale, and vary, or once again
it is too predictable. The spawn should challenge, naturally with out the need for too many
adjustments or its not fulfilling it's purpose. It must have a familiarity, the one that comes
to mind, is the Hub city. Instead it would probably need multiple Hub cities. to validate the
area used.

The second part is kind of semantics. The game ends now "When a player gets bored",
"If playing dead is dead, a premature death", "Until recent Alphas a new alpha is released
during a playthrough", "A corrupted File" "Loss of power during a storm". Everything that has
a beginning has an end. The part that is most important is what are you doing within the time
frame. In the future, IF the story is written, that is an end.

One thought I am having is "playability and replayability variability" There was an experiment once
before where we moved the POIs closer that the 14 block all fall down limit. We made a city for horde
night, with catwalks, simple street mazes and traps, the majority of your light came from the
minbikes that could blind you. It didn't have the benefit of the technology for today's hordes.
If that were revived and available today but using a cityscape for horde defense, or the build
a box version. It would allow choices, sandbox choices of how you want to achieve it. But each
choice would have it's own pros and cons. As the game would progress.

Be my 10th person. What is missing, as far as game logic?

 
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