I don’t think that there should be any system to counter offline raids. That pretty much makes it unfair for whoever is raiding it. Countering offline raids should be done by making building materials plentiful (more trees, more mining nodes for metal and stuff) and after that, it’s up to the owner to hide the base and build it as secure as possible. Doubling building HP when no one is in the base is just unnecessary hassle.
Don’t think so. Farming, raiding and scavenging are pretty much the 3 core gameplay elements in a survival game. If you make raiding gear super rare and lock it in the endgame, that takes out the raiding element out of new players’ reach. Instead, make more types of raiding gear at different tiers, so newer players have a chance to make a play and get a raid, while the players that are closer to the endgame can do the same, but better with higher tier raiding gear.
I actually like that idea. However, i don’t know how it would be made possible and what it needs to make it balanced. With the right balancing, this could be interesting.
Rust did that and most players didn’t really like it. If Nelson implements it better, i’m willing to give it a try, though.
I agree with this. I think a horde wave should be a world event and that it spawns at a random place in the map and moves around as a single unit for some time, before despawning. Hordes attacking basses would be interesting, it would give incentive for the players to place traps and barricades around the base, which would really complement the post-apocalyptic setting.
I don’t want to make Unturned copy Rust, but Rust has done this the best.
I think upkeep resources should be tied to base size, rather than squad size.
That would pretty much accomplish the same thing, because building a big base as a solo player would be hard to upkeep eventually, while bigger groups can farm more effectively and keep the base from decaying.