Greetings
I know that it takes a lot of time, resources and effort to make a game and some of these might not even be possible to implement at the present time, but one can still hope for the future.
(READERâS DISCRETION IS ADVISED I know this will be a big topic, so I will try to keep it easily understandable and separate the extra details. Nelson, if you are reading this, I do suggest you read all the details. And keep up the good work, Unturned has come a long way from itâs humble beginning )
Here are the things that I would very much love to see in the upcoming 4.x Unturned, in no order of importance whatsoever (Many of these could be optional / could be toggled on and off):
More Zombie Diversity
I am not talking about the âspecial infectedâ.
The regular zombies all look the same in the previous Unturned games and, they all behave the same and are very predictable. This should be changed.
The zombies should be more diverse in terms of skin tone/color, faces (currently thereâs only one face for the zombies. 2-3 more wouldnât hurt), hair and facial hair, gender (now that Nelson is introducing a female player model, this will probably be implemented) as well as decomposition (broken/detached/missing limbs, wounds, bite marks and so on) and behavior (some would grab the players and hold on to them and/or try to bring them down, some would slash/bash them as they currently do, some would have slightly, but noticeably different movement speed. Also, some would move directly towards the players, without regards of obstacles and would mostly get stuck on them (fall down stairs, down holes, stumble over rough terrain), while some would behave like current zombies and try to avoid the obstacles).
But perhaps the most important thing is the animation. The zombies should be less coordinated in their movement. They should be shambling towards the players (the way in which they move towards the player should also be diverse), instead of holding their arms up and beaming towards the player as they currently do. They would sometimes stumble to the side and/or fall down.
Receiving damage would influence this. Suffering leg damage would slow down a zombie and/or make him crawl, arm damage would restrict a zombie from grabbing a player, head trauma would make a zombie slower and more prone to stumbling and so on.
Headtracker support (Freetrack, TrackIRâŠ)
This would be very helpful while driving vehicles and especially aircraft as players will be able to look around while steering.
On foot, this would work like it does in the ArmA series.
For those who donât know what headtrackers are, they are thingies that you place on your head and they translate your head movement/rotation into the game - you turn your head left, your game character looks left
In ArmA, players could move (translate) their head sideways and their character would lean to that side
More wildlife, urban animals and pets, ride-able horses
Currently there are only fish, deers, pigs, wolves, bears and cows in the game and these can only be found in the wilderness.
We need more animals as well as a way to capture them and keep them as livestock, as well as animals found in the urban areas. Horses for transport.
These would include the likes of rats (rat on a stick, anyone? ), squirrels, pigeons, chickens, sharks, dogs and rabid dogs, snakes, cats, sheep, crows, birds of prey and so on. Most of these would serve as a food source in a dire situation and preparing them would be affected by cooking skills, while some could be livestock. Others could be hazards (Sharks, wolves, rabid dogs). Some would be pets and could even guard your base. Some would be a source for materials (leather and wool), some would be a source of useful weapon modifications (poison being put on arrows and blades).
Horses would be used mainly for transport, but would be targeted by zombies and susceptible to poison arrows as well as any other weapons. Armor, saddle and bags could be craftable and put on the horses.
A fun thing that would be a nice addition to this would be the wildlife interacting with the environment (Wolves pestering livestocks and farms, rabid dogs hunting in packs, cats hunting rats, crows and vultures around corpses, flocks of birds being scared off by loud noises like gunfire and so on)
Aircraft overhaul
The aircraft in 3.x are just awful. I am talking about physics. These need to be vastly improved for 4.x.
The controls are just wonky and bad and the aircraft feel like they are moving on a plane rather than in a 3-dimensional space.
The aircraft need to have better inertia and handling, modular damage (damaging wings, rotors, engines, control surfaces and so on), they need to be able to stall (due to insufficient airspeed) and so on. Now, Iâm not saying Unturned should be a flight sim, of course, but air combat and air support is often overlooked in games. Look for Battlefield 4âs helicopters and War Thunderâs Realistic/Simulator battles aircraft handling for reference
More Joystick support for vehicles
Steering wheel for cars and boats, joystick and HOTAS for aircraft.
More map destruction
This would add a lot more depth to the game, especially the tactical aspect of it.
Players should be able to break glass on windows, tear down walls (perhaps giving the sledgehammer an extra purpose), demolish bridges, bring down radio/water towers, street lights and flag poles, knock down fences and grass walls of the base map, not just player-created buildings (Players should also have a way to repair these, especially bridges). Allow shooting through a thin wall with a .50 cal machine gun or timberwolf (and shooting through those bullet holes), destroying a bed, tearing big holes in the walls/floors with a tank shell or C4, but not allowing the player to completely level the terrain. If we take a random house in the city for example, it should be possible to demolish it, but even demolished, it would still retain a certain shape and give some cover/protection. Player-made bases and objects, tho, should be completely destructible.
This isnât just a cool addition to the game, it brings up a whole new set of opportunities, both for PvP and PvE.
In PvP, players might bring down that crane with the sniperâs nest by demolishing the support and watching it crumble down (tho this would probably attract a horde of nearby zombies) and so on, while in the PvE, they might demolish a bridge to stop a herd of zombies from going down a certain path. This makes the game a lot more dynamic, the possibilities are endless!
More and randomized quests
The current ones are ok, even though they are for the most part fetch quests, but after a quest-giver runs out of scripted quests, they should start giving out randomized ones (tho, they shouldnât be giving them out 24/7)
For example: clear this area of zombies (without the horde beacon, simply secure an area), scout this camp/area and report back, find 5 melee weapons (of 80% and above durability), protect the convoy, redirect a horde, investigate the smoke pillar/radio transmission/loud sound, find the missing patrol and so on
Singleplayer NPCs and random events/encounters
Now, I know NPCs have been requested a lot, but this is a bit different and more detailed so hear me out:
NPCs in Multiplayer are a big no-no due to many reasons which I will not get into here, but for Singleplayer (and COOP / PvE),
they are a must. The SP gets way too boring after a while, even with the quests. What we need, and this will add more replay value to the game, are NPCs and random events, something to break the monotony of the current survival game, as well as to make a worthwhile âend-gameâ as players will get a chance to use their high-tier gear against opponents much deadlier than just plain zombies.
NPCs would vary from your standard every-day raiders/bandits to scavengers, survivors in factions and to military/ensign (more on this below, in the next suggestion). Theyâd be encountered through random events and their responses to the player would vary based on his/hers reputation. They would also interact with other NPCs (faction based).
Now, these random events would be something along the lines of:
- One or more NPCs in a party moving around the wasteland (maybe travelling to a certain location)
- A patrol around a certain area/base
- Scavenger party searching buildings
- Skirmishes between two or more factions
- Supply convoys
- In-distress situations (1 or 2 survivors/faction members being surrounded, wounded and/or trapped. Helping them would raise the player reputation with that faction)
- NPCs camping for the night near the woods
- Ambush
- Travelling merchants and so on
- A random camp/outpost/base
Based on the faction, these would vary in terms of size, equipment, strength and goals. Military factions would be better equipped (having APCs and trucks and firearms) than bandits or survivors (which would have mostly melee weapons and cars/vans)
More factions and a better reputation system
We need more factions with different mind-sets and outlooks on the apocalypse.
The 3.x reputation system is good as it is, but I think it could be expanded.
The current rep system could be used as global reputation, as a good-evil scale, and would determine
how certain factions and NPCs would react to the player.
As we all know, not everyoneâs the same. People have various mindsets. Some may be evil and psychotic and would form anarchic/bandit gangs keen on wreaking havoc and violent behavior, while some would try to restart society and build cities and so on.
Each of the factions would interact with the player in a specific way and based on his GR.
Joining some factions (like the Coalition for example) would only be possible if the player has a certain GR.
Aside from his GR, the player would have different FRs (Faction reputations).
These FRs would change the NPC behavior towards the player and allow the player to gain promotions in that faction which themselves would unlock more opportunities for the player (Like calling for reinforcements, bringing companions, better rewards and pay and so on).If a player gains a very bad reputation for one or more specific factions, these would try to hunt the player down, ambush him/her and sometimes launch an attack on his/hers base (attacks would get harder each time).
Here are some of the factions, their equipment, tactics and how they would behave:
Bandits:
-They are your run-of-the-mill bandits and would mostly shoot on sight, unless the player has a very negative global reputation (GR). In that case they might try to get the player to join them.
-They wear rugged clothes, bandanas and spiky haircuts/mohawks⊠oh you know, bandits!
-A mix of melee and common firearms and Molotov cocktails for weaponry, motorbikes, vans and pickup trucks for vehicles.
-Lack tactics, prefer to brute force engagements. Some bandits would try to suppress the player while others charge him. Smart enough take cover and shoot from behind it. Not smart enough to frequently relocate during engagements or employ better tactics.
-They attack a playerâs base by arriving in vehicles, taking cover behind them and throwing molotovs on the base.
-If the player runs away, they will give chase relentlessly. If with vehicles, they will first try to run the player over
-Retreat to the nearest camp when down to the last 1-2 members.Secret Service:
-Working for the shadow government and protecting certain things that the government considers valuable (secret facilities like Scorpio-7 and so on). They do not care about the affairs of the wasteland and thus do not care for the survivors. They are closed to applications and would seek to eliminate anything they consider a threat to them, dead or alive (mostly trespassers trying to get near the âvaluableâ thing). They always shoot on sight (perhaps wearing a full set of their clothes would allow the player to get closer to them, extract information from them and do more things )
-Very secret. Wear all-black spec-ops clothing, night vision and balaclavas/facemasks.
-Professional weapons with suppressors and laser sights, smoke grenades and flashbangs for weaponry, black cars, motorboats and little-bird helicopters for vehicles.
-Very smart and capable in combat, employing snipers in tactical positions, throwing flashbangs at players before advancing. So smart as to spread out, lay suppressing fire and dispatch agents to flank the player or fake a retreat and ambush the player.
-They do not chase after the player or attack his base, but are very keen on calling for reinforcements.
-Never retreatCoalition:
-Your run-of-the-mill âgoodâ guys. Theyâre already in the game and are fine as they are. Shelter survivors and hunt down bandits and âevilâ factions.
-Same equipment and clothing as in the current game.
-Above average tactics
-Retreat when down to 1/4 of their attack forceRogue/private Military
-Bandit-like. Look to benefit from the apocalypse. Hostile towards most survivors.
-Wear modified military uniforms without the flags
-Military weapons with various attachments, as well as grenades, flashbangs and smoke grenades.
-Military vehicles (APCs, Tanks, Trucks, Helicopters, Humvees with machine guns)
-Military tactics (flanking, suppressing fire, tactical positioning and repositioning, use smoke to advance/retreat and so on)
-Retreat when down to 1/4th of their attack force
-Attack the playerâs base by mechanized squads by day (ranging from a couple of humvees to an attack helicopter), or by sending a spec-ops squad by night that breaches the base with C4s and smoke/flashbangs.Skin-walkers:
-Basically The Walking Deadâs Whisperers. Tend to live in small camps and use zombies as a weapon and sometimes move within hordes
-Wear special skin suits that hide them from the zombies and allow them to blend in with hordes
-Use sharp melee weapons and poisoned knives, molotovs and flares as well as bows with standard, flame and poison arrows
-Prefer to travel by foot
-Very smart, ambushing the player near their camp and manipulating hordes of zombies
-Attack a playerâs base by day using a gradually bigger and bigger horde, as well as (at later levels) throwing molotovs and shooting fire arrows
-Retreat to the closest cluster of zombies, blend in and retreat to the closest campVarious communities of survivors with various equipment and tactics
GR and FR would be connected to each other to a certain degree. In some cases it would only be possible to join and stay in one faction if your GR is at a certain level. For example, for a GR of -50 or higher, the bandits would shoot on sight, while for a GR of 51-100 they would allow you to talk to them and do faction quests. These quests would give you a certain amount of Bandit FR while also decreasing your GR as you are doing âbanditâ things. Once you gain enough Bandit FRs you would be allowed to join them and with that, since you are now a member of a very evil faction, your GR would take a hit and so on. Increasing your GR in this case would decrease your Bandit FR, eventually having you kicked out of the group (in the banditsâ case theyâd probably try to kill you instead), tho this wouldnât increase your GR.
Now, based on the playerâs reputation (both GR and FR), each faction and itâs members (especially those in random encounters) will react to the player differently. Letâs take a random survivor as an example,
If you had a very negative GR and/or were a member of the Bandit group, they would try to run away from you, hide and would attack if you were to approach them. Or letâs take the bandits as an example again,
If you were to have a very negative Bandit FR (for example you had killed a whole lot of bandits), regardless of your GR, they would still be hostile towards you (there should be a way to get around this, maybe sparing some bandits, helping them in a random event or something else, i canât come up with a good idea). More over, since they know you from killing a lot of their members, when they encounter you alone or in a pair, theyâd try to run away or hide and would only attack if backed into a corner, as they see you as a threat based on your reputation. They would only think of attacking you with large numbers and would resort to trying to ambush you and attack your base.
If a player has a good reputation the faction members, especially the ones patrolling, would wave him/her a friendly hello, maybe heal the player or give him a snack based on the playerâs health/hunger/thirst or say that they heard/saw a thing or two (like they saw a helicopter going down or an airdrop, or heard gunfire nearby) which would be a point of interest for the player as it would represent a random event (and where thereâs random event, thereâs loot and fun)
Thank you for taking your time to read this, Iâd love to hear your guysâ feedback.
Thatâs all (for now )
Edit 1: Wolves are already in the game, removed them from the animal lists
Edit 2: Expanded on the reputation and NPC reactions
Edit 3: Added the Edits section and expanded on the random encounters
Edit 4: Fixed the text formatting, expanded on the patrols in the reputation section and expanded on destruction
Edit 5: Fixed various typos and formatting errors, worded some things better