This is an extensive view of what (in my eyes) Unturned 3.0 did wrong while offering possible solutions that could be implemented in Unturned II.
I don’t want to make it too long, so this series will be covering topic by topic instead of off-loading all of them at once.
Most of these solutions will be streamlined versions of what they are now, but I deem it necessary because Unturned 3.0 focuses on quantity rather than quality.
Unsatisfactory Gun Balance
Some might point out that this is for progression, but I think it hurts the game more in the end than it helps it. It adds more unnecessary complexity to the game and rewards players who get to the best Guns first (Spawn Points factor into this) by giving them Military/Ranger Guns, while the people who get organised first in Civilian locations just don’t stand a chance when they do range to locations that contain better Items because their gear is designed to be worse.
Remove the Civilian > Ranger > Military hierarchy, the Barrel, Grip and Tactical Attachment Slots on Guns and the Sharpshooter Skill.
The current system is far too complicated for 1 developer to properly balance and vary.
Many games with many more developers have tried this and still failed.
Instead, replace them with a system that offers FAR fewer, but unique weapons that don’t have 100s of extra factors (like attachments and Skills) to hold their variety down.
They can spawn wherever the map is suited for them to spawn because there’s no lore restrictions to prevent that.
What do I mean with unique and varied? Well, get creative. Unturned isn’t and will never be a realistic game because it’s Unturned.
Want some examples?
The Eaglefire: A Suppressed Medium Caliber Semi-Automatic Assault Rifle that fires Fragmentation Rounds out of a 20-round Magazine.
You’ll need to master the Ballistic Drop and Ballistic Travel, but once you get it down, it can be very effective at taking out enemies at medium ranges without them noticing because they’ll be hearing the explosions of the fragmentation rounds rather than your gunshots aslong as you keep yourself at a suitable range. If you sit too far, they’ll hear the gunshot before the shot lands, giving you away. Attentive players might also be able to spot your rough muzzle flash.
Am I being a hypocrite because that sounds like a pretty complicated gun?
Well tell me this: What’s more complicated to balance, a weapon that has SET statistics that can’t be changed or a system where every weapon can have significant statistical changes in multiple ways by swapping out Attachments with only ONE developer to balance it all out while he also has to focus on making new content?
I hoped you enjoyed reading this and I’ll be glad to hear what you have to say, I’m a passionate Unturned fan who really wants the game to be great by giving feedback as best I can.
Nelson, I admire how dedicated and committed you are to making games.
Sincerely, Winged_Hunter256 (aka Henry on the Unturned Official Discord)