PC Underground bases - what's the status of making them vulnerable to zombies?

I have my doubts. What are TFP going to do for Underground? Oxygen? Black lung? These don't really feel very fun imo. The only way to make it fun is with zombies. So how would that work? Tunneling? Swiss cheese lands again? Assuming it's zombies tunneling in, in sorry but where's the defensive strategy for that? Kinda just seems like boring zombie coming for you just for the sake of tension. I'm not saying it won't work. I have had many doubts about things TFP have done in the past, just to be proven wrong. But I just don't see it.
Now on the other hand. A settlement needing your assistance to defend against an incoming horde sounds awesome. Plenty of room to set up defenses and help defend. Sounds great. And I don't see why the size of the biome matters really.

Either way I can't wait to see what TFP do with this issue. I'm either be wrong and have a great time underground or I'll be right and be able to say I told you so 😁
I’m mainly thinking of cave systems populated by sleepers, just one special zombie type that can dig, a new horde type that spawns in next to your access points and then hang around, and environmental hazards.

Telling me “I told you so” is the cheap win. My wife has been taking that win for years....

 
I’m mainly thinking of cave systems populated by sleepers, just one special zombie type that can dig, a new horde type that spawns in next to your access points and then hang around, and environmental hazards.
Telling me “I told you so” is the cheap win. My wife has been taking that win for years....
Lol. I really hope caves come back. I think good AI that knows how to get to your door or hatch and break in would be most welcome.

Also, your a smart guy. Your wife and I will take our wins where we can get them lol.

 
The real issue here is not to add arbitrary, immersion-breaking hazards to underground, like sleepers/zombies in a player-excavated mine. The real issue is to make basic above-ground gameplay compelling and fun.

Mining is a necessity a lot of times, to get needed materials quickly and without needing to stop constantly due to wandering hordes. When you want 4000 coal and 4000 nitrate to make a stack of exploding bolts, dealing with hordes means you will spend potentially DAYS digging rocks for 1 stack of bolts. Or you can dig one good mine and get all you need in one day.

But I still want open caverns with sleepers and random zombies back. Exploring those was fun, claustrophobic, dark, and when building bridges hanging from the ceiling of a cavern to mine there's a constant tension of falling into unknown darkness.

 
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People still care about this?

The worst part of building above ground is the constant annoying stream of screamers that seem to magically always know exactly where you are.

- P

 
People still care about this?
The worst part of building above ground is the constant annoying stream of screamers that seem to magically always know exactly where you are.

- P
Rather than magic I’m going to guess torches, forges, and workstations....

 
Greetings

I have come to the conclusion the only people that complain about people making "safe" underground bases are the greifers and "I pwn yer face NoOb Git Gud) high levels that like to farm low level people. Which is why I now only play solo or co-op with people I know well. :jaded:

 
Greetings
I have come to the conclusion the only people that complain about people making "safe" underground bases are the greifers and "I pwn yer face NoOb Git Gud) high levels that like to farm low level people. Which is why I now only play solo or co-op with people I know well. :jaded:
You may want to read the thread and see what people actually say though, before coming to a conclusion about them.

 
Greetings
I have come to the conclusion the only people that complain about people making "safe" underground bases are the greifers and "I pwn yer face NoOb Git Gud) high levels that like to farm low level people. Which is why I now only play solo or co-op with people I know well. :jaded:
How does that apply to the majority that playts PvE?

 
:fat: #MolesUnite
Moles FTW!

And I mean that you can literally win the game by hiding underground during horde night, which I can easily see how it could considered as an exploit. The realistic fix for this is obviously simple. How do you hunt moles causing trouble? With a dog digging them out. So zombie dogs should be able to dig.

just one special zombie type that can dig
Dogs are very special.

 
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I don’t have a problem with the zombies not being able to dig nor attack downward.

I do have a problem with running wood burning forges/campfires/etc. without the need for ventilation. Also I have a problem with a deep base without the need for ventilation.

What I would like to see is a ventilation system added. If the ventilation system is not functional, then it would be like the underwater swimming by depleting your oxygen. The ventilation system would have a above ground component. When in use the zombies see it as “heat” and attack it.

Without a ventilation system, wood burning would run out of oxygen for combustion. The player would have to “hold their breath” to enter the space to get items from the forge/campfire/chem station.

This would not prevent underground bases, but just add a requirement for them. This would also apply to windowless structures.

 
Is there any reason NOT to require all indoor Campfires, Torches, Forges, GasEngines, and Chemical Fumes

to have special expensive ventilation?

You certainly wouldnt run a Charcoal BBQ grill in your house even if you had the windows open,

so its just silly to think you can do it in underground bunker when you cant do it in a surface building.

Thats what you guys are saying, right?

That you want expensive Ventilation for ALL 'no-sky-view' base fumes regardless of surface or not?

Call your local fire station and ask them if its OK to charcoal BBQ inside as long as you open some windows-

see what they say about Indoor Carcoal BBQs relying on open windows above ground

 
That topic again. For all you -underground bunker hating- people, just imagine a real survival situation like zombie outbreak or similar threats. Would you build up your highly illuminated towers or would you try to avoid enemy contact as much as possible?

Case closed. Play it your way, but don´t tell other people, how they should play their SP game.

AS spmeone posted earlier in this thread, if TFP add underground Z´s, I´ll remove them. Brainless undead don´t care about digging for gold and diamonds ;)

 
Is there any reason NOT to require all indoor Campfires, Torches, Forges, GasEngines, and Chemical Fumes to have special expensive ventilation?

You certainly wouldnt run a Charcoal BBQ grill in your house even if you had the windows open,

so its just silly to think you can do it in underground bunker when you cant do it in a surface building.

Thats what you guys are saying, right?

That you want expensive Ventilation for ALL 'no-sky-view' base fumes regardless of surface or not?

Call your local fire station and ask them if its OK to charcoal BBQ inside as long as you open some windows-

see what they say about Indoor Carcoal BBQs relying on open windows above ground
Totally agreed. Requiring such for underground only would be silly. If ventilation is added at all it needs to be universal or it just makes no sense.

 
Or until they think of a good system, radiation that will apply globally 2-3 blocks under surface blocks once RWG is generated, might be easier to implement for now (?). And a radiation suit needing maintenance every once in a while.

As for a long-term solution, I don't think enemies will work well in the underground - at least not similar to the overworld. A combination of environmental threats could offer the same thrill as enemies - or if it has to be enemies, I'd vote for something really small - maggots for example - that spawn from inside the texture of a block, the cavern grounds/ceiling etc infecting you, sucking your blood or whatever. If collision isn't very accurate though they could fade in the textures (but it may still look like they naturally go in/out from the soil/stone).

Now that I mentioned maggots, would be nice to add a small threat to the easily acquired water, by adding small leeches in bodies of water, that don't even have to have AI - just spawn at shallow water and stick to the player, if he isn't careful enough to see them.

 
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Rather than magic I’m going to guess torches, forges, and workstations....
So certainly, *some* kind of system has to be in place to add a little excitement from time to time, I mean, whats the point of zombies if they don't stop by for tea and crumpets from time to time.

My annoyance with the screamers is that you can almost look at your watch and know when another screamer will spawn near your base and make a bee-line straight for it.

I'd like a little more randomness.

Back to the original topic, seems to me, given how many tens of millions of people we've buried in the ground over the years, certainly a few should show up in your underground base from time to time.

- P

 
Would love for there to be an API for the Zombie AI that would allow modders to customize the AI using C# (or some other language). This would allow for plugins and mods to modify the zombie AI to allow for any type of gameplay!

 
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