Balancing trunk storage in 4.0

I agree with RedComm and it would make base building much harder but maybe we could use carts or if there is snow sledges or get a weelborrow (i hope i said that right)from a farm and while using a cart or a sledge you could use one handed weapons in case you get atacked

goodbye argument

on a more serious note, I am also not a fan of mobile bases but I do think that they should still be a thing in 4.0, just less accessible. For example, a person could live in a dumptruck, plane, semi-truck, or another large vehicle. I do like the idea of vehicle customization as you suggested.

mobile bases should be a thing, just you can’t build structural items and external storage on cars like in 3.0. RVs and trucks and caravans should be a thing, as well as canopies for pickup trucks you can put a bed in.

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+1
This idea seems really good to me and I also despise mobile bases and feel they have no place in Unturned II.

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Just to clarify, I am fine with mobile bases as long as they are realistic. For example, a massive dump truck would be able to house a player and some furniture in the back. However, the weight limit should be very realistic, as there’s no way in hell a plane is going to take off with a bunch of metal plates welded to its wings. I am in favor of small mobile bases on vehicles such as dump trucks, but I’m not a fan of mobile bases on planes. In reality, that’s just not how planes work, and while I’m fine with putting some stuff in the cargo bay, putting plates on the exterior or adding too much weight should stop the plane from taking off.

I’ve had a few ideas recently for additions that could make building on vehicles more interesting.

  • Mobile automatic weapons, such as sentries. These would be end-game buildables, would be very heavy and require quite a bit of power. Otherwise, they would function like sentries in 3.0, with perhaps more than one category (Light, medium, heavy, for different weapons) and a toggleable targeting setting. If you’ve ever used the open modular turrets mod for minecraft, I think that a system like that would be awesome.

  • Mountable guns. If a vehicle doesn’t come with a gun, you can put one on it, like a manually operated sentry. Like the mobile sentries, these would require a lot of power. However, they would be much better whilst being operated, as they would have player-operated weapon stats versus automatic stats (Better range, accuracy, targeting and fire rate).

  • Armor plating, designed specifically for vehicles. This way, players could add armor to their vehicles without making them look like hedgehogs. Of course, these plates would be smaller and much lighter.

  • Possibly the ability to change or upgrade the engine/other parts. A little bit far-fetched for now, but It would be pretty cool to have in a future update.

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i don’t really care about this, i usually travel by foot anyway.

Vehicles will be more important in 4.0 due to increased map size, and traveling on foot will likely become less viable overall.

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cars are for the weak…

Bro you have greater chances getting a girlfrend on realife than geting a car in Unturned . Just do da math.

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What if they’re the same?

Wait shit I think I just invented a furry variant

While maps may be larger, the tools to fill them with content will also be more robust, so there should pretty much always be something worthwhile within walking distance.

you dont need a girlfriend when you have an unturned beta key that can fill the hole your soul

First mistake, comparing 3.0 to Unturned II.

This is a crutial part of your argument’s foundation because first of all, Unturned II will have a weight system so there’s no need to say "the plane can only have 10 slots but can carry 4,200 pounds while a lone human can carry 121 slots (given this information is 3.0 exclusive). If my memory hasn’t failed me, a lot of people have asked the clothing system be like EFT, having a couple big inventory slots for big items and the rest being small slots for small items exclusively. Let alone the weight system.

Second, we should put a limit to the vehicle storage capacity. A car shouldn’t be able to carry more than a player, size-wise. For balancing purposes of course.
Because it wouldn’t be a survival game without risk in every decision you make. Having the player be able to carry much more will push the player to focus on what to prioritize. Which items should he store in a safe car, and which items should he keep with him knowing good and well that he might die from any means, losing what he has.

Please stop using 3.0 as a reference to II.

Weight systems have been confirmed a long while ago,but they havent been implemented yet.

The rest is good however. Good post

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I compared 3.0 to II because, while they will likely be rather different, they are fundamentally intended to be the same thing: A survival sandbox game. I am using 3.0 as a reference point, so when I say that a plane can carry more than a person, I’m merely pointing out the glaring issues as they stand, and how we can avoid them. I don’t see how this is a mistake, as I’m not asking for 4.0 to be similar to 3.0.

I understand that a weight system will likely be added, and as I stated, a system where vehicles can carry a large amount of weight would be lovely. I’m not really sure what your point is in your first paragraph, so if you could elucidate it for me that would be great. Again, I don’t really think it’s necessary to tell me that “There’s no need to say so and so because it’s 3.0 exclusive,” as my whole point in this post is to prevent the same mistakes from happening in 4.0, which I can’t really do if I don’t mention the mistakes.

In response to your second paragraph, I have a simple question. Why? Why should a car not be able to carry more than a player? At the moment, it’s ridiculous that players have to carry all of their items with them. To me, so vague a reason as “Balancing purposes” is not enough to keep vehicle storage so poorly handled. Again, I see what you’re getting at here: A weight system would fix a lot of these problems, and you’re not wrong. But the thing is, having a car store less than a person is still a problem. For example, I can carry maybe six pillows with a backpack if I manage to compress them sufficiently. A car trunk, with the same compression, could carry dozens. I’m not asking for a car to carry 10 times as much as a player, but to bottleneck vehicle storage based on player storage seems, quite frankly, illogical.

In regards to your statement about risk, I, of course, agree that survival games are heavily influenced by it. However, the prospect of losing a few guns, clothing and supplies is already a substantial risk. Being able to store more items and vehicles would make it less risky to walk into a city with guns blazing, sure, but it would also make vehicles more valuable, thus making losing a vehicle be more…risky. Either way, if your goal is to make the player prioritize, make them have to decide which items to take with them, not what they’re going to leave behind. To me, that seems much more interesting as it forces players to choose what’s important at the moment, not hoard precious items in their car like it’s a /vault plugin.

Also, I think that I will keep using 3.0 as a reference to 4.0, because if you don’t even want to look at mistakes than how can you fix them? I really don’t know why you’re so perturbed by me mentioning 3.0 when one of the main points in II is to be free of the sundry major issues in the current game. :roll_eyes:

Thanks for the info about weight systems, that’s great to hear. You’re certainly more up-to-date on this information than I am.

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I keep trying to distant 3.0 from II because: Not only are the issues of “Carrying 3 miniguns and a generator in my backpocket” due to simply bad suggestions or a bad idea in general, the foundation coding in 3.0 is hugely at fault, which is why we can’t implement so many fixes and features. The issues that you mention are well-known by the majority. You are right that we have to mention the mistake in order to solve it, but these mistakes well-known within the community and the only reason why they havent been solved is because of the foundation coding of the game. That is why Nelson is making II. That is why I keep distancing 3.0 from II, because although the concept is similar, the mechanics and foundation codes are different.

However, as for the cars, the extreme mobility and good protection from xombies and melee attacks are enough to make them extremely important. Especially when the maps are huge. Let alone a decent storage space for an average car. Again, for balancing purposes, we dont wanna make cars the absolute goal because of how OP it is. They should use cars to save time, have some protection and some extra storage space would help a lot. However, that doesnt mean that slow pickup trucks have the same amount of space. We dont wanna make cars utterly useless and we dont wanna make cars OP because that would make the endgame easier to reach, having increased mobility, protection, and a lot of storage space where you can store your valuables. This negates the use of storage units such as lockers. If cars can do the same, but also provide protection and mobility, then lockers wont be of use. Which is why we need to divide the uses of each items to not have another imbalanced game because some items are basically superior in every single way.

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Sentries would be a nightmare.

Obviously, the majority of the community is aware of these problems. However, in order to provide context in this suggestion, I feel it necessary to reiterate, just as a politician may state the axioms of his party’s beliefs at the beginning of a debate.

Now, as to your statement about cars, you are correct. Cars are very valuable in-game currently, but in 4.0 I certainly hope that fuel will be rarer, cars will be harder to repair and take more damage from the turned. Even now, a police car or fire truck can be worn down in seconds by a sizeable horde, not to mention that their storage is about 20 slots. Less than my thief shirt. I agree that cars shouldn’t be the most important thing in the game. But remember, in 4.0, there will be an expanded emphasis on survival and natural resources. A car may be useful, but it won’t stop you from starving to death.

Otherwise, I agree with you. Cars should not be as storage efficient as lockers, of course, lest we get a situation like the fuel tank one in 3.0, where a motorcycle holds as much as a fuel tank, despite being far smaller. Vehicles in general, however, are going to be superior to walking as a form of transportation, and probably by a massive margin. However, the rarity of fuel and vehicles in general should make taking a car into a danger zone much, much riskier and thus make cars somewhat less overpowered. Also, remember that some zombies (Mega, spitter, fire, and boss) are very dangerous against even high-end vehicles. If we se turned more like that in 4.0, we could be looking at a large balance for cars.

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On a 40x loot /tpa /vault /kit /saveload server, with current sentry mechanics, yes. On a singleplayer world or normal server, with rare guns and sentries, the risk would counterbalance the effectiveness. (Imagine if you spent an hours grinding for sentries but then someone shot up your car and took them. You would have to question whether it’s worth the risk)

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Effectiveness of bullets against vehicles can easily be modified, considering II has pretty flexible codes as far as we’ve seen. So cars can have the ability to have their own hitboxes. Damage multipliers can be applied on the damage dealt to cars based on what is damaging it. Bullets amd melee weapons can do lower damage. While crashing into structures or getting hit by the Turned would cause more damage. This is the good part about having a seperate game from 3.0, because now, Nelson has more control over the game than the prior

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