Ok, I start this as general discussion, but maybe we get some good feature requests out of here.
I don’t know much about how endgame was back in the early days of Generation Zero.
When I finished the story of the main game and the two story-dlc’s it was around the resistance update, I guess.
There were assignments, but not like now. There was no Fmtel-box. When I started, there was no weapon-dlc, but there already were experimental weapons in the game. But I had to start the pure way. Just with what you find and store. No weapons over weapons in the first plundra.
It was a continuing progression…
Some day, when I had almost every weapon in best quality and found every location and collectible I wondered why I keep playing Generation Zero.
First of all, playing with my friends and the beauty of the game were the reasons.
Then Landfall arrived, a new faction with new enemies, some new story and collectibles, great revamps. We got basebuilding… Well, not that way we wanted it, but we got it.
Assignments changed and will change in future more (according to the roadmap and infos from the weekly stream). The level-cap changed, too.
I can still stay hours over hours in the game, but the days I chose to play Generation Zero become fewer.
Why? That’s the question. And what should be done that it doesn’t become boring? Here are some ideas.
1. You have what you got.
- You bought a weapon-/item-pack? Yeah, of course you have immediate access to everything. Right from beginning.
It should be bound to some kind of assignments, challenges or tasks you have to finish first. Like this idea I once suggested.
Feature request (optimizing the weapon packs)
- You found every weapon and all attachments in every quality? Congratulations, you don’t need to take loot anymore… Just some consumeables… If you don’t craft them. What? It’s a loot-shooter without a need to loot from a specific point on? What the hell?
We need limits. Limited space for weapons and equipment. Or a limited durability for them. We should need to go and look for new weapons because we need them, not just for having them. Read on at No. 4 for more details.
2. You can do what you like
Yes, that’s service. I can do what I like and when I like. What? I’m at war with machines? Yeah, but just if they see me or I start shooting. For luck there is a 3rd faction now. If I like I can just lie there and watch them fight each other (as long as they don’t see me).
There should be random events that force the player to take action by supporting or defending something or someone…with rewards and penalties.
For example I built a couple of bases. I like them and I don’t want them to get destroyed. And I’m not in need of doing base defenses, because I already have all exp schematics, all experimental weapons and I have more uranium than I can spend just by leveling my character. (in earlier days you just got uranium by base defenses)
If there would be random attacks on the bases it would be great. Of course we would need a “repair/rebuild all” - option for our saved bases.
3. Live, die, repeat (or: the benefits of dying :thinking:)
Someone just suggested to introduce exosuits like in “edge of tomorrow”, which may be a good idea in some case (with some limitations/restrictions), but that’s not what I mean by chosing this headline.
In some points Generation Zero works exactly like this movie.
- We fight a superior enemy and we become good in fighting them, even if our characters are no real soldiers.
- We gain experience in how to beat them better and better.
- If we fail, we may die, but who cares?
- Yes, sometimes we even chose to let them kill us or to suicide. Why? Because we can! Penalty? None! (in most cases)
- After a hard battle, you’re overemcumbered, don’t want to throw something away, don’t want to walk to the next plundra/recycling station, have no bike/motorbike nearby? Just die and respawn where you want.
- You don’t want to spend your rare adrenaline shots or don’t want to retreat to restock, because you ran out of them? Just die and respawn where you want.
The fact is: there is no penalty for this descition.
At least in most cases, because the machines do remember the battles.
- Some of them may become rivals if they kill you. Ok, one more to hunt, maybe even for better loot.
- A disarmed or damaged machine stays in this state. Return, continue fighting and finish them.
There is just one exception:
A base assault! If you die during a base assault and respawn somewhere (not use adrenaline) the “mission” aborts, the base may get repaired or even get a new level. All the effort for nothing. A painful penalty for those who just failed (no more adrenaline, no more ammo,…), but should be ok for those, who just were “too lazy”.
Let’s discuss, what a realistic penalty may be to make it worth and challenging to survive.
- Losing equipment (random weapon, item, ammo from inventory)?
- losing skill points or command tokens?
- losing ressources (uranium!)
- losing a safehouse or control point?
- what else? Should it depend on the characters level?
4. "Best before date exceeded? " (yes, this refers in parts to no. 1)
Some might say, Generation Zero is like a black banana. Once, it matured to a good point, was green and became yellow. But now it’s just black and untasty.
Others may say mature is still in progress.
Many games have or had an unspoken best before date. But who knows if it’s not tasty anymore, if you don’t taste it?
Well, I don’t want to talk about Generation Zeros best before date, but maybe the weapons and items could need one.
Some of us just hoard all they can find. Well, some just store the best quality items and attachments, some store one of each. And you still find or get more and more, but are not in need to use it. Ok, you may recycle them for ressources, if you’re in need of ressources and have enough space.
But finally most just use the best they found and are not in need to take loot anymore in endgame, because you always have what you got (except consumables). Many things are craftable, too.
I mentioned a limited durability. Call it best before date.
- Weapons and attachments of 2c to 5c quality could lose quality after some time, depending on usage or just on time (they could rust or wear out). The higher the quality, the higher the durability.
- 6c (experimental) weapons could break after some time. They are experimental. Just experimental. Strong but with a risk of breaking.
Why? Why not? This could bring back the good feeling of finding weapons in different qualities. This could bring some variety in what weapon and ammo we use.
5. Realism
That’s no complaint. The game doesn’t need much realism. It’s an alternative reality of the 80s/90s in a alternate version of sweden. It feels like sweden and the weapons and equipment give us a kind of feeling for the 80s/90s. (no gps, no smartphones/mobiles, boomboxes, no flatscreen-tvs, no too futuristic weapons)
But there are some facts I want to mention:
- Motorbikes may break (and be repaired), bicycles not.
- I can destroy windows, televisions, cars, gas canisters, machines and fnix bases of course, and small wooden fences. But no other fences or hedges or walls or structures. No trucks, no trees.
- But if I ride my motorbike into a small wooden fence, not the fence, but the motorbike breaks.
6. Regions
There are 7 regions in the game. 8, if you own Alpine Unrest.
- Each region is unique in how they look like.
- There are enemies you find in some regions more or less frequent than in others. Soviet machines currently are just present in marshlands, northcoast and northern and eastern farmlands.
- Each region has a command bunker/warboard where you get access to the main missions. Farmlands even has a 2nd warboard if you own FNIX rising.
- Each region has an own region level, a threat level-score, own rivals and its own control points (except archipelago, mountain region, marshlands, northcoast at the moment. Mountain region should be next to get them.).
- There may just be one reaper at the same time, but it may spawn in every region, if the region score is high enough.
What else is to say? At the moment nothing else.
There is no great effect on gameplay in my eyes. Rivals and the reaper are just stronger enemies, but they don’t do different things than other machines. Well, you always know where they are.
- If you don’t want to fight them, don’t approach them. Consequences? None.
- If you fight them, you have a chance for better loot… Which you don’t even need as much in endgame, because you still got everything. (do you see the relations to the other numbers?)
But vice versa region score gets lower and the chance for a reaper gets lower or lost.
Rivals should be a real threat. They should hunt the players. And because of that it doesn’t make sense that we always know where they are. By this even building a base could get more use. We can go there to take cover and to have a better situation for fighting them.
Feature request - improving rivals
Currently there are just we and fnix that are able to build bases, while rivals could be soviet and swedish machines. So what is the region level and score for in detail? I don’t know. There could be all control points in farmlands owned by fnix with bases everywhere, but there could be up to 8 soviet rivals. There could even be 7 soviet rivals and a fnix reaper. If you destroy the soviet rivals, chance for a fnix reaper can get lost because the region level gets too low.
And what are the fnix bases for? More lags, maybe. But what else?
My suggestions:
- add the possibility of soviet bases in the regions they are present.
- reduce the total amount of control points for each region, but add control points for the other regions which don’t already have one.
- split the scores and region levels for soviets and fnix.
- give us more effects for having enemy bases in a region.
Maybe it’s already planned for future.
By destroying machines of one faction they could become more aggressive. The faction specific region level rises, they build bases and finally send rivals to kill us. In this order. Additionally if soviets or fnix build a base, nearby discovered safehouses should get locked for fasttravel. The higher the bases level, the higher the radius.
The faction specific region level won’t get lower by destroying rivals anymore, just by destroying their bases.Our own bases prevent soviets and fnix from building their own at this control point. They are a hideout and cover for us against rivals, too. So soviets and fnix should randomly start small attacks on our bases.
Of course the bases shouldn’t pop up and rise as fast as it is now. Actually after almost every greater battle a base is founded or levels up. At least for me. Sometimes I can’t even destroy them as fast as new bases are built.
By this we get real benefits of attacking and destroying the machines bases. We prevent them sending rivals against us and our bases and we secure our safehouses.
… To be continued…