The Future of Coailition in Unturned II

We all know Unturned II is coming but what about The Coalition which used to fill us with Joy while playing in Single player mode due to power cut .

I don’t want you to get bored so read the sections which you like:-

What is the Coalition ?

The Flag of Coalition

The Coalition is an international paramilitary peacekeeping organization created during the outbreak to provide shelter for refugees from the apocalypse and reclaim zombie infested lands.

Although it is currently unknown how many other bases they own, they have several members based in Russia on board the Liberator. They once had control over the Oil Rig in Russia, and the Coalition stronghold in Berlin, Germany. Some members are situated at the Unyielding HQ in Hawaii. They also can be found in an island of the shore of France.

Ranks

The Coalition has six ranks:

  • Ensign — Soldier in a squad;
    Ensign Rank Insiga
  • Lieutenant — Deputy to a Major;
    Lieutenent Rank Insiga
  • Major — Leader of a squad;
    Major Rank Insiga
  • Commander — Right hand of a Captain ;
  • Captain — Leader of a contingent;
    Captain Rank Insiga
  • Admiral — Heads of state strategizing The Coalition’s global offensive.
Unturned II

I don’t know if as of now it is announced that it will be in Unturned II but I think it is a very important part of the game. Although there are some speculations about whether Unturned II will have a Campaign/ Story mode or not [it has great chances].

Unturned II will have Coalition as a leading front in the Story. Also as it has been mentioned that friendly NPC’s will also be in the game it’s possible some member of the Coalition are a part of it. Also they can be found to be the leader’s of the Camps which are planned to hold Friendly NPC’s in Unturned II.

Expectations

I am sure many of you have some expectations from the Coalition in Unturned II. Here are some which I think are noteworthy:-

  1. More Tasks:- I hope that there are more SENSIBLE tasks and more tasks in General in Unturned II from the Coalition.
    A NPC in Unturned

  2. Moving NPC’s:- I know it’s there but Coalition Members should be more optimized to kill zombies and have some military skills.
    A Coalition Soilder

  3. Changing Safe zones:- The biggest thing to expect, after completing quests in a particular area we can join the Coalition to conduct a raid on the area to clean off the remaining zombies. At the end we will have to fight the Mega zombie or simply we have to defeat a Horde Beacon with the Coalition members. After that the Coalition will set up a base/safe zone over there and normal functions will ensure.
    France

  4. Counter Zombie Attacks:- The Zombies can attack the Coalition bases/safe zones at a particular time like full moon night {As it has been stated Wandering zombies will be in the game} and all players will be informed about that. Players can decide to help defend the Coalition for rewards.
    Zombie Hordes

Forum Member's Suggestions

These are some very good and detailde suggestions from Mr Koix
Everything you suggested here I think is great. I love your Ideas

Mr Koix's Ideas

What I would like to see from the Coalition is a more branched out ranking system.

An example of what I mean could be that the player stays a trooper on the frontline, and ranks up in the offensive part of the Coalition. The more the player would partake in zombie raids, the more, and harder and different types of raids he would partake in.

Expanded ideas on the trooper branch

  • I imagine players who want to partake in raids will be given a walkie-talkie, for them to be notified when to group up with other NPCs (and maybe even players) to the current base. I think having a short briefing cutscene where everyone is told where the raid will take place and other mumbo-jumbo/military speak would be awesome and not hard to implement in both Single, and Multiplayer.
  • After the brefing the player would be put into a load-out room (with other NPCs and maybe players as well?) where he chooses his weapons, armour, that kinda stuff. I’d love to see another cutscene after that where everyone gets onto like 3 helicopters flying into the location, all realtime, when on location an animation would play of the player going down via fast-rope. The raid commences. After the objective is completed, fade to black, and show cutscene of player getting back up onto a helicopter.
  • Different classes of troopers would be awesome as well!
  • A sniper class who has his own loadout room and during a raid he can go find a favourable spot for killing zombies or be in the same spot as everyone else, except instead of a rifle he has a sniper rifle.
  • Some explosives, or tank class whom, also has his own loud-out room including things like grenades, a flamethrower, c4 and a grenade launcher. Good for destroying big gates and doors.
  • And the good ol’ assault class, with assault rifles, and healing capabilities. I don’t think there should be a medic, 3 classes are enough imo.
  • I think that limiting a player to one class is stupid, giving them the ability to switch between classes on each mission would be great!
  • The higher the players rank up, the more, and different events they would partake in. At the beginning there’s only normal zombie raids, then zombies with a Mega zombie, after that things like completing horde beacons, and fighting bandit camps, and big groups of bandits.
  • On the topic of player griefing, just have the place’s of where the helicopter lands be un-buildable forever, or create an invisible barrier for other players, otherwise make the NPCs and players partaking in the raid unshootable (you aim at them, but can’t pull the trigger and if bullet drop and travel time fricks things up, make the player impervious to bullets as well) .
  • When rockets are shot at the heli, just have a minigun guy shoot them down, and perhaps target the one who shot it as well. (pretty boring and unrealistic but I think that’ll do.) Any small arms fire, (including snipers, rifles, and handguns) would be completely ineffective.
  • This does seem like a lot of work, but I honestly think the hardest thing in all of that to code would be the NPCs not acting like total dunces, and that is already planned to be done.

A third branch would be some vehicle based thing like, giving airdrops to specific locations or driving to a bunch of distressed survivors in an APC, fighting off the zombies they’re dealing with and driving them back.

Expanded ideas on the second branch

  • The pilots would, similarly to the troops, be given a quick briefing on what they’re going to do and where. After the briefing, fade to black and you spawn in an already flying airplane going to remote islands far overseas, and away from the main map. Changing course would take you to a 10 second countdown after which you are given a warning and the mission is failed and over (kind of like in Battefield games) . 3 warnings and you’re out of the branch.
  • Higher ranking pilots would be given more vague briefings. Maybe a briefing on a mysterious island where some weird shit is going on, and the pilot with a few NPC’s have to explore it and check out what’s going on. Those islands should probably be more scripted and with a set-out, linear path, instead of making actual islands with loads of content. Nelson could utilize the talents of the countless amazing mappers in the community.
  • I don’t see dogfights being necessary. I’d rather see missions where you have to be an actual skilled pilot, flying close to trees to land on an airfield, escorting survivors through heaps of zombies from overtaken islands, and flying back to the Coalition.
  • The wheels people would mainly go on exploration missions, stuff like gathering supplies, bringing in civilians while fighting zombies, and fighting small groups of bandits.

Overlapping the branches with each-other would be awesome! By that I mean have all the Admirals what raids to commence, what escort missions to forward, and what Islands to check out, and what bandit camps to attack.

Ideas for the Admiral branch (my naming sucks xd)

  • Admirals probably wouldn’t take part in as much PvE action as everyone else, but instead some perks of being so high ranked. Maybe your base is being raided so you call in a bunch of NPCs to help you out (not heaps of them, maybe just one APC) .
  • I’d imagine Admirals be encouraged to spend more time in the bases and perhaps helping out a lost survivor not being able to find the restroom, assigning NPCs jobs according to their skill-set, and managing stuff like that.
  • A more offensive part of being an admiral would be to look over a commencing raid via a helicopter and help out by killing zombies with a mini-gun from afar?

Each event should be short. No longer than 20-30 minutes.

There’s insane potential for a massive storyline of the Coalition fighting The Bandits.

Keeping it brief now , Bandits would mainly attack groups of civilians and take all their stuff, attacking smaller NPC Coalition camps and other things. The player SHOULD have the choice of joining either the Coalition, or the Bandits.

With so many suggestions there’s plenty to dislike, but keep yourself open-minded, I don’t want the PvE stuff to interfiere with the main survival aspects of the game. Being an Admiral won’t give you all the food and water supplies, you need to get those yourself.

All of this is fun, Additional , Story FOCUSED , Linear Content . These events should be pretty rare and not happen every in-game day, they should be sporadic and the usual tasks like the ones in Unturned 3.0 should common.

I’m surprised this thread hasn’t been floded with replys yet, these are some really great suggestions here and they gave me a huge load of ideas.

Thanks for your time, do tell me about more suggestions. This post will be updated regularly.

Mr Koix's Ideas

What I would like to see from the Coalition is a more branched out ranking system.

An example of what I mean could be that the player stays a trooper on the frontline, and ranks up in the offensive part of the Coalition. The more the player would partake in zombie raids, the more, and harder and different types of raids he would partake in.

Expanded ideas on the trooper branch

  • I imagine players who want to partake in raids will be given a walkie-talkie, for them to be notified when to group up with other NPCs (and maybe even players) to the current base. I think having a short briefing cutscene where everyone is told where the raid will take place and other mumbo-jumbo/military speak would be awesome and not hard to implement in both Single, and Multiplayer.
  • After the brefing the player would be put into a load-out room (with other NPCs and maybe players as well?) where he chooses his weapons, armour, that kinda stuff. I’d love to see another cutscene after that where everyone gets onto like 3 helicopters flying into the location, all realtime, when on location an animation would play of the player going down via fast-rope. The raid commences. After the objective is completed, fade to black, and show cutscene of player getting back up onto a helicopter.
  • Different classes of troopers would be awesome as well!
  • A sniper class who has his own loadout room and during a raid he can go find a favourable spot for killing zombies or be in the same spot as everyone else, except instead of a rifle he has a sniper rifle.
  • Some explosives, or tank class whom, also has his own loud-out room including things like grenades, a flamethrower, c4 and a grenade launcher. Good for destroying big gates and doors.
  • And the good ol’ assault class, with assault rifles, and healing capabilities. I don’t think there should be a medic, 3 classes are enough imo.
  • I think that limiting a player to one class is stupid, giving them the ability to switch between classes on each mission would be great!
  • The higher the players rank up, the more, and different events they would partake in. At the beginning there’s only normal zombie raids, then zombies with a Mega zombie, after that things like completing horde beacons, and fighting bandit camps, and big groups of bandits.
  • On the topic of player griefing, just have the place’s of where the helicopter lands be un-buildable forever, or create an invisible barrier for other players, otherwise make the NPCs and players partaking in the raid unshootable (you aim at them, but can’t pull the trigger and if bullet drop and travel time fricks things up, make the player impervious to bullets as well) .
  • When rockets are shot at the heli, just have a minigun guy shoot them down, and perhaps target the one who shot it as well. (pretty boring and unrealistic but I think that’ll do.) Any small arms fire, (including snipers, rifles, and handguns) would be completely ineffective.
  • This does seem like a lot of work, but I honestly think the hardest thing in all of that to code would be the NPCs not acting like total dunces, and that is already planned to be done.

A third branch would be some vehicle based thing like, giving airdrops to specific locations or driving to a bunch of distressed survivors in an APC, fighting off the zombies they’re dealing with and driving them back.

Expanded ideas on the second branch

  • The pilots would, similarly to the troops, be given a quick briefing on what they’re going to do and where. After the briefing, fade to black and you spawn in an already flying airplane going to remote islands far overseas, and away from the main map. Changing course would take you to a 10 second countdown after which you are given a warning and the mission is failed and over (kind of like in Battefield games) . 3 warnings and you’re out of the branch.
  • Higher ranking pilots would be given more vague briefings. Maybe a briefing on a mysterious island where some weird shit is going on, and the pilot with a few NPC’s have to explore it and check out what’s going on. Those islands should probably be more scripted and with a set-out, linear path, instead of making actual islands with loads of content. Nelson could utilize the talents of the countless amazing mappers in the community.
  • I don’t see dogfights being necessary. I’d rather see missions where you have to be an actual skilled pilot, flying close to trees to land on an airfield, escorting survivors through heaps of zombies from overtaken islands, and flying back to the Coalition.
  • The wheels people would mainly go on exploration missions, stuff like gathering supplies, bringing in civilians while fighting zombies, and fighting small groups of bandits.

Overlapping the branches with each-other would be awesome! By that I mean have all the Admirals what raids to commence, what escort missions to forward, and what Islands to check out, and what bandit camps to attack.

Ideas for the Admiral branch (my naming sucks xd)

  • Admirals probably wouldn’t take part in as much PvE action as everyone else, but instead some perks of being so high ranked. Maybe your base is being raided so you call in a bunch of NPCs to help you out (not heaps of them, maybe just one APC) .
  • I’d imagine Admirals be encouraged to spend more time in the bases and perhaps helping out a lost survivor not being able to find the restroom, assigning NPCs jobs according to their skill-set, and managing stuff like that.
  • A more offensive part of being an admiral would be to look over a commencing raid via a helicopter and help out by killing zombies with a mini-gun from afar?

Each event should be short. No longer than 20-30 minutes.

There’s insane potential for a massive storyline of the Coalition fighting The Bandits.

Keeping it brief now , Bandits would mainly attack groups of civilians and take all their stuff, attacking smaller NPC Coalition camps and other things. The player SHOULD have the choice of joining either the Coalition, or the Bandits.

With so many suggestions there’s plenty to dislike, but keep yourself open-minded, I don’t want the PvE stuff to interfiere with the main survival aspects of the game. Being an Admiral won’t give you all the food and water supplies, you need to get those yourself.

All of this is fun, Additional , Story FOCUSED , Linear Content . These events should be pretty rare and not happen every in-game day, they should be sporadic and the usual tasks like the ones in Unturned 3.0 should common.

I’m surprised this thread hasn’t been floded with replys yet, these are some really great suggestions here and they gave me a huge load of ideas.

Mr Bru's Ideas

I would like to see patrols, and if a faction gains control over the map more (through quest or whatever) they can be seen patrolling more areas. What is the big benefit of this? First off would be roaming zombies, if a group of roaming zombies attack you and the patrol is nearby, they will attack the zombies. Most importantly however, would be if there was multiple (at least 2) factions you could side with and if you become the enemy of the other, they will attack you. Both the factions would fight on their patrols also if they are enemies (even if you are not around). Would be cool to see patroling npcs in general (wandering traders and ect)

Maybe to make it work for both single player and multiplayer it is setup to where
First of all: Once you get to a certain point with a faction you can’t work with the other

Then: It could be a bunch of radiant/repeatable quest with some form of timers and every time you complete this (could differ depending on the quest) it boost a certain value. so lets say every quest you do for the coalition gives you +1 to this hidden value, at Value 15 lets say, they “take” one part of the map and then at value 30 they take another part (so on and so on). If you were working with the Bandits, every one of these quest would make the value -1, so -15 the bandits take one part of the map, ect. This would mean it would just work perfectly fine in singleplayer AND in multiplayer it would be really interesting because players could be doing these quest and trying to “out point” each other to gain control of the map for the faction they are working for.

4 Likes

Everything you suggested here I think is great. I love your Ideas

What I would like to see from the Coalition is a more branched out ranking system.

An example of what I mean could be that the player stays a trooper on the frontline, and ranks up in the offensive part of the Coalition. The more the player would partake in zombie raids, the more, and harder and different types of raids he would partake in.

Expanded ideas on the trooper branch
  • I imagine players who want to partake in raids will be given a walkie-talkie, for them to be notified when to group up with other NPCs (and maybe even players) to the current base. I think having a short briefing cutscene where everyone is told where the raid will take place and other mumbo-jumbo/military speak would be awesome and not hard to implement in both Single, and Multiplayer.

  • After the brefing the player would be put into a load-out room (with other NPCs and maybe players as well?) where he chooses his weapons, armour, that kinda stuff. I’d love to see another cutscene after that where everyone gets onto like 3 helicopters flying into the location, all realtime, when on location an animation would play of the player going down via fast-rope. The raid commences. After the objective is completed, fade to black, and show cutscene of player getting back up onto a helicopter.

  • Different classes of troopers would be awesome as well!

  • A sniper class who has his own loadout room and during a raid he can go find a favourable spot for killing zombies or be in the same spot as everyone else, except instead of a rifle he has a sniper rifle.

  • Some explosives, or tank class whom, also has his own loud-out room including things like grenades, a flamethrower, c4 and a grenade launcher. Good for destroying big gates and doors.

  • And the good ol’ assault class, with assault rifles, and healing capabilities. I don’t think there should be a medic, 3 classes are enough imo.

  • I think that limiting a player to one class is stupid, giving them the ability to switch between classes on each mission would be great!

  • The higher the players rank up, the more, and different events they would partake in. At the beginning there’s only normal zombie raids, then zombies with a Mega zombie, after that things like completing horde beacons, and fighting bandit camps, and big groups of bandits.

  • On the topic of player griefing, just have the place’s of where the helicopter lands be un-buildable forever, or create an invisible barrier for other players, otherwise make the NPCs and players partaking in the raid unshootable (you aim at them, but can’t pull the trigger and if bullet drop and travel time fricks things up, make the player impervious to bullets as well).

  • When rockets are shot at the heli, just have a minigun guy shoot them down, and perhaps target the one who shot it as well. (pretty boring and unrealistic but I think that’ll do.) Any small arms fire, (including snipers, rifles, and handguns) would be completely ineffective.

  • This does seem like a lot of work, but I honestly think the hardest thing in all of that to code would be the NPCs not acting like total dunces, and that is already planned to be done.

A third branch would be some vehicle based thing like, giving airdrops to specific locations or driving to a bunch of distressed survivors in an APC, fighting off the zombies they’re dealing with and driving them back.

Expanded ideas on the second branch
  • The pilots would, similarly to the troops, be given a quick briefing on what they’re going to do and where. After the briefing, fade to black and you spawn in an already flying airplane going to remote islands far overseas, and away from the main map. Changing course would take you to a 10 second countdown after which you are given a warning and the mission is failed and over (kind of like in Battefield games). 3 warnings and you’re out of the branch.

  • Higher ranking pilots would be given more vague briefings. Maybe a briefing on a mysterious island where some weird shit is going on, and the pilot with a few NPC’s have to explore it and check out what’s going on. Those islands should probably be more scripted and with a set-out, linear path, instead of making actual islands with loads of content. Nelson could utilize the talents of the countless amazing mappers in the community.

  • I don’t see dogfights being necessary. I’d rather see missions where you have to be an actual skilled pilot, flying close to trees to land on an airfield, escorting survivors through heaps of zombies from overtaken islands, and flying back to the Coalition.

  • The wheels people would mainly go on exploration missions, stuff like gathering supplies, bringing in civilians while fighting zombies, and fighting small groups of bandits.

Overlapping the branches with each-other would be awesome! By that I mean have all the Admirals what raids to commence, what escort missions to forward, and what Islands to check out, and what bandit camps to attack.

Ideas for the Admiral branch (my naming sucks xd)
  • Admirals probably wouldn’t take part in as much PvE action as everyone else, but instead some perks of being so high ranked. Maybe your base is being raided so you call in a bunch of NPCs to help you out (not heaps of them, maybe just one APC).

  • I’d imagine Admirals be encouraged to spend more time in the bases and perhaps helping out a lost survivor not being able to find the restroom, assigning NPCs jobs according to their skill-set, and managing stuff like that.

  • A more offensive part of being an admiral would be to look over a commencing raid via a helicopter and help out by killing zombies with a mini-gun from afar?

Each event should be short. No longer than 20-30 minutes.

There’s insane potential for a massive storyline of the Coalition fighting The Bandits.

Keeping it brief now, Bandits would mainly attack groups of civilians and take all their stuff, attacking smaller NPC Coalition camps and other things. The player SHOULD have the choice of joining either the Coalition, or the Bandits.

With so many suggestions there’s plenty to dislike, but keep yourself open-minded, I don’t want the PvE stuff to interfiere with the main survival aspects of the game. Being an Admiral won’t give you all the food and water supplies, you need to get those yourself.

All of this is fun, Additional, Story FOCUSED, Linear Content. These events should be pretty rare and not happen every in-game day, they should be sporadic and the usual tasks like the ones in Unturned 3.0 should common.

I’m surprised this thread hasn’t been floded with replys yet, these are some really great suggestions here and they gave me a huge load of ideas.

2 Likes

Thanks for your diverse views dude

1 Like

I would like to see patrols, and if a faction gains control over the map more (through quest or whatever) they can be seen patrolling more areas. What is the big benefit of this? First off would be roaming zombies, if a group of roaming zombies attack you and the patrol is nearby, they will attack the zombies. Most importantly however, would be if there was multiple (at least 2) factions you could side with and if you become the enemy of the other, they will attack you. Both the factions would fight on their patrols also if they are enemies (even if you are not around). Would be cool to see patroling npcs in general (wandering traders and ect)

1 Like

Maybe to make it work for both single player and multiplayer it is setup to where
First of all: Once you get to a certain point with a faction you can’t work with the other

Then: It could be a bunch of radiant/repeatable quest with some form of timers and every time you complete this (could differ depending on the quest) it boost a certain value. so lets say every quest you do for the coalition gives you +1 to this hidden value, at Value 15 lets say, they “take” one part of the map and then at value 30 they take another part (so on and so on). If you were working with the Bandits, every one of these quest would make the value -1, so -15 the bandits take one part of the map, ect. This would mean it would just work perfectly fine in singleplayer AND in multiplayer it would be really interesting because players could be doing these quest and trying to “out point” each other to gain control of the map for the faction they are working for.

1 Like