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Thread: Idea for "End Game"

  1. #1
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    Idea for "End Game"

    I was thinking today about longevity for after you have more dukes than you know what to do with and a base that can handle whatever comes at you. I believe bandits are coming soon so maybe friendly npc's aren't out of the question. There could be factions that you gain reputation with that unlock special items or perks/skills or even maybe pets (followers) or decoration blocks or clothing specific to that faction. Maybe a Trader network faction, to offer something other than a tier 6 item for those quests. Or a Population rebuilding faction that wants bundles of crops or mats or whatever. Or an anti-bandit faction determined to not let the bad guys win. Rep points could be given just like exp is for quests or whatever.

  2. #2
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    I believe once bandits come out, the idea of having random bandit attacks against your base would be pretty sweet on top of horde night. Possibly scavenger attacks as well. That would make the game a bit more interesting. Whenever they get out of alpha phase.. I'm hoping they may implement factions as well, but who knows where they want to go at this point. I just enjoy the scavenging, building, and defending.

  3. #3
    Colony Founder Damocles's Avatar
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    The traders could be set to be attacked by a horde. (turning off the protection at one point, with the trader being the target) The players goal would be to reinforce the traders hub, and defend it for one or several waves.

  4. #4
    Inventor Khulkhuum's Avatar
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    I'd be more for an idea of building survivor settlements. Considering we will have bandits, why not survivors (even in the simplest of forms)?

    You could save survivors in quests (new type of quest, where you are able to rescue a living human), who will stay at the trader until you gather enough of them to create a camp.

    Now comes the tricky part - how to choose where the camp should be? Perhaps the trader POI would be enhanced even further with each survivor, adding new functionalities and needs or you will start a chain of quests to build a survivor camp on an existing POI (one of the many plausible ones). Such a camp would need resources to be given to upgrade to a new Survivor POI (each based on the source POI), making it not only a new trader spot, but also a safe haven.

  5. #5
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    At A17 we started to restore the towns/villages during normal play (no creative mode). That's including street lights, houses with working lights with sensors, mostly powered by solar and batteries. It was a true PITA when A18 lauched and we "lost" that savegame, now we are waiting for a better electricity update and start over with more options.

  6. #6
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    Correct me if i am wrong,Bandits and npcs are supposed to be coming because they were part of the kickstarter goals. There is an npc mod, that i love, where i go around collecting npc "wives" to live in my base. They are limited with what they can do at the moment, but the modders will eventually have them capable of doing tasks future.

    So npcs are possible. An end game of keeping them alive sounds like fun too. It would be like a fallout 4 settlement system but good.

  7. #7
    Inventor Khulkhuum's Avatar
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    I read somewhere that the amount of work to implement bandits is A LOT. Starting from voice overs, animations, AI pathing to balancing against other game elements.

    NPCs are similar in that regard, but still have more, because they are supposed to have specific functions and must work well with everything the player uses.

    I've seen a couple mods with NPCs, but i know TFP want a superb functionality of them, not something subpar. This is why when bandits and/or NPCs come, it'll be epic.

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