Personally, I think progression is the best part about survival games, starting from your first day being one of fear, as everything and anything can kill you, to being a well adjusted survivor. Unturned 3.0 has very very little progression barriers, as the second you get a chainsaw, zombies are no longer a threat, especially since you can just walk away from everything and just hide from megas. The only progression you can do after that point is to get a gun to kill flaming zombies (both of which you can usually just walk away from) and after that there is no longer any progression against the AI zombies. Obviously U2 should have way more progression than this, as you shouldn’t be able to be on an equal playing field as a guy who has been playing for weeks on the server, against someone who joined 30 minutes ago. A extensive and powerful skill system would be a form of progression, but not a barrier to it.
So my question is, what are possible progression barriers in U2?
4 ways to do this off the top of my head are as following:
Deadzones
A deadzone overhaul would work fairly well, with there being different levels of deadzones, “alpha” deadzones requiring a gasmask to be completely safe, “beta” deadzones needing a hazmat suit and “gamma” ones slowly killing you no matter what, to add another layer of fear as you gotta get in and get out asap. This would be a decent way to add progression without making the enemies directly harder, and if food and water found in these locations are inedible/toxic, it would add another layer of environmental difficulty as you would need to leave these areas and go back to stock up on foodstuffs
Statistical Increases
Another way to add more difficulty would be to increase the hit points and damage of the turned, but have it scale with what gear the player should have when entering the location. As an example, in a starter location every zombie should be a fairly large threat to freshspawns, but fairly easy to take out with a good melee weapon. Mid game type turned would have a decent bit more health than starter turned, requiring stronger melee weapons and even weaker firearms to take out, but in these towns you would find strong melee weapons and guns. This would prevent players from being able to beeline to military bases like you can in 3.0, as they just wouldn’t be able to deal with the zombies in them without looting the previous town, the downside of this being that it would create a fairly rigid looting order, and that it would be frustrating for players to enter a end game area to find out that the turned are bullet sponges.
Variation
Another way would to just add different kinds of turned every time a location gets harder, which would spice up game play but also could lead to some ad nauseam as you would be up against the Nth turned variant, and you can only have so many before they get to samey
Bandits
One other way I have seen being bounced around is bandit NPCs, (which I am against) but it would be pretty strange to walk into a military base to see turned and humans work together, and if it was completely occupied by bandits it would make the turned seem weak, so I assume they would only be wandering around in the wilderness, but would still serve as a threat if done right
Turrets
Another one similar to bandit NPCs would be turrets, like in SCUM or in C:DDA, where an issue in their code make them hostile to normal people. This would be reserved for the highest tier locations, and would usually be at the perimiter to allow turned to roam around inside.
If anyone else has a progression barrier that isn’t something obvious like big maps or hunger and thirst, feel free to share.
- Deadzones
- Statistical Increases
- Variation
- Bandits
- Turrets
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