This probably isnt the number one thing for everyone but for me it is (I did make a thread about it: Radio/Music). I would love to see a radio station added into the game, not a static radio station that you would build, assign people too and it wouldnt do anything but add happiness to your settlement but a real radio station that you could name and actually play songs through. Perhaps there would be a set of songs chosen by the Devs to listen to or the Devs could let us put our own music in to listen to. I just think the default music of the game is depressing and dull and it would be nice to listen to different or my own music.
Also could you add a water purifier into the game? I recently came across a huge lake in the game and it would be nice to be able to build a water purifier in it so i wouldnt have to keep building wells, maybe it could add 20 or 30 water but cost a lot of resources.
Admittedly this would have to be a mid-ish game thing, but it would also allow you to lock away more powerful buildings... like the hospital, and potentially put in more advanced buildings. I know someome mentioned a water purifier, so there's one idea. Electric sawmill or stone refiner so you can process things in larger quantities with less people required, etc. I just think that system on it's own could open up a lot more possibilities for management of the town.
Hi, new to the game only bought it at around 7:30pm GMT and played around 2 hours straight until I decided to come to the forum and checkout whats coming to the game in the future, I have noticed in the build section there is a trade section does this mean that Al settlements will be in the game and if so would there be a raid option so we can raid Al settlements for resources...?
- There won't be any way to purify the water in the game. You'll need to rely on wells and water collectors. This is because the maps vary so much. On some there is a lot of water and on others there is hardly any at all and we don't want to punish players for picking a dry, desert map.
- I do like the idea of a radio station building. Had some notes on that for a while. We'll see if they turn into anything one day.
- Electricity is definitely been worked on. It might be the next update or the one after that depending how long it takes to implement.
- Thanks for buying the game B19dom. Glad you're enjoying it so far. No plans for raiding/attacking at the moment. The Trade section of the building has actually been renamed to "Industry" for the next version and it will feature more advanced structures (such as the upcoming Chemist building) you'll need to build to really make your town thrive.
Would still like to see Al settlements with the option to trade or raid them, think it would make an interesting addition to the game, also will you be introducing a system where you can chose whether you allow a settler to join the community I understand that the settlers die pretty quickly in the game but wouldn't it be safer for you community/settlement if you could quarantine new arrivals and have them checked over for diseases before allowing them to mingle with the rest of your settlers and causing an outbreak of germs
storage huts have the lowest values I've almost (hey 26 years of gaming I seen allot) any game of this kind I've seen - I'd say minimum 2x basic storage with the tier 2 and 3 storage areas able to be x 4 and 6 the size of current
that said I think they are working on that so the one thing I'd love to see real scavenge-able towns
the current loot zones are nice but they don't feel like even a apocalypse times - I mean the remote zones I can understand but the areas that were supposed to be former locations like a fishing town there is no real town - I'd really love to see a blown up burnt out town - even if it was on the opposite side of a map where I couldn't reach it without several camps - it would add to a more feel of there was a living breathing world before this - at the moment the random buildings really pull me out of the game as a immersive setting - church sitting on a hill nothing for miles - 1 cargo container just sitting there - a single power line and a big industrial one to not just like a light pole - they just seem out of place
and you wouldn't really even have to make more buildings just use the ones you already have as ruins - then later add some cargo trucks around gas stops maybe some partially buried paths you can see used to be roads - things that really make this feel like a living breathing ruined world then just randomly placed structures for looting
Yeah, would like to improve the immersion factor one day.
Our current explanation is that decades have passed since the war, you’re only making towns in the most remote areas, and most of the old buildings have collapsed and simply been overgrown. We can’t add in too many structures as it would completely unbalance the salvage intake of players. We could reduce the amount of loot you get per building to compensate for that but that would also feel unrealistic.
One thing I would like to add in, and I think it would help a ton with this, is hints of old ruined roads and some completely flattened structures. Seeing little traces of ruined roads where the grass/snow/sand hasn’t covered them should help tie the spread-out ruins we have already together (for example you’d see the light post was beside a road), and completely flattened structures would let us suggest that more buildings were here without giving the player anymore loot.
But gameplay features are still the current priority so don’t expect stuff that just makes the game look better anytime soon I'm afraid. I can probably tweak some of the level descriptions in the meantime though to help explain you’re building in really remote areas.
Storehouse issue should be resolved in the next update. They're not bigger - you just get far less income to fill them up with.
you could also use current generation buildings on maps but called them "contaminated" like contaminated gas station description - this station is still to contaminated to be used - they would net 0 resources but still have the look of a city or buildings in the area and of course your scavengers would avoid such buildings giving you a bit more immersion into the game
would allow more buildings / immersion without unbalancing as you could make the map feel more "lived in" without new models or adding resources and as the people would understand why your doing it with old models - and later could allow new techs like decontamination showers / gear to clean out buildings of this - sure its been decades but between bio / chemical / radioactive weapons not to mention just standard hazards there is buildings you would stay away from - so allows many directions to go from at a later date and a simple map upgrade with only a copy and paste of buildings with a name and 0 resources for now
I think this would help the immersion with only minimal effort - no new models - no real game effects but lots of a feeling of there used to be something out there - like having on each map 1 contaminated town at the edge of the map to show you built at the edge of the civilized world to really show you are in the middle of no where
Radioactive ruins that cannot be looted or converted is an interesting idea and something I'll give some thought to.
For now I am slowly spending time moving a few ruins around (when time allows). A lot of them are just in placeholder locations for now and don't always make sense why a cargo crate is beside a house for example. I'm slowly checking that it makes sense for ruin A to be beside ruin B.
The new map that comes in Update 7 (hopefully) next month should bear the first fruit of this to a degree.
well the radioactive ruins would work to make map feel a bit more alive by placing say a city near the start zone to radioactive to survive in - would add immersion so it looks like you saved them settlers from the city and of course why they would be desperate enough to follow you - I'd have it right at the edge or near coast on the island maps - to show its the most radioactive place and thus isn't salvageable (could just add a don't walk area there) - which should make the game feel more like edge of the known world vibe without worrying about resource adjustments and explain where the people came from as well as giving some lore of where they are from and why they are willing to follow a madman into the wastelands to die
and of course much later also allows the concept for them later on to send scavengers to "the city" or on the island maps the docks they sail back to mainland (or salvage half sunken ships) that they walk into stay X amount of time and return with harder to find items like advanced technology - would also add a new layer to the game making them feel like they can effect the outside world
stretch goal many moons away opens even more RP / Game options since you could send raiders / scouts / preachers / recruiters / traders / peace keepers - off to the city to do different functions from stealing and pillaging (and lessening traders) to bringing recruits / converts / slaves to your town - or send out traders / peace keepers to trade and keep the roads safe for traders - would of course all be off the screen so no real need for animation just a equipment roll - green soldiers peace keeping with pointy sticks runs into a guy with a shotgun and 2 shells - welp you just lost 2 recruits but you got a shotgun - of course this is more just a idea for much much later but all from the idea of the city at the edge of the world concept