Plans for base building?

And that is exactly it, the reason why base building is a good thing. Not only does it give the player something external to work towards, but it offers the opportunity for other highly requested gameplay features to be introduced. Wave defense missions in specific. Which is exactly the conclusion you came to, which shows how logical it is for this as a step in GZ’s constant evolution. As well there are many benefits a base could have in game, saving resistance members to form a coalition of our own in this world. Plus just having something that is our own would be nice, outside the player there isn’t much the player can do to have a impact in the world or game. a base would serve that function.

No i didn’t.

This is why my main offer was for a base to be opened on a new island, thought there are many locations in the mainland i can think of that would be excellent for a base. The caves in the game would be excellent, especially the one’s near Annagruvan.

That’s why you aim to please the majority, in this case base building would be a good thing. Have the mentality anything added is a good thing so you can be a productive member of the community, or whine like a child when things don’t go “your way” the choice is yours.

And no.

And in regards to your next statement, base building would be a good thing because
1: Safe houses have their own specific role in the game as fast travel locations to get across the large map quickly
2: You can’t ever feel a safe house is your own spot in this world, even if safe houses became customizable as some have suggested it would never be something you personally owned
3: Bases could have opportunities for the developers to give us unique content and new game play loops
4: The opportunity to expand NPC’s into something valuable to the player is ripe in base building

There are many more reasons but ill keep the list short and simple.

@tene
Considering the machines are supposed to hunt you down, staying at one place = suicide!
If SAFE houses ain’t safe, that should give you a clue as to whether or not a base would be a good idea: nope.
OK, so: machines hunt you down, just how would you manage to build a base in the first place?
By the time you’ve cut the proverbial first tree down, you’d be swarmed by machines.
And thus end up an extremely dead, broken, torn apart once husk of a human soul, not to mention, bruised.

See: it’s not because you want something in a game, that it therefore fits the story and the game’s setting.
Because it CAN be done, from a devs perspective, does therefore not mean it SHOULD be done.
Heck, I want a fully loaded out F14A Tomcat Grumman…
It CAN be done…
But would it suit the game’s intention and the story?

It’s up to the developers if they choose to add base building or not, so we will see if it’s an idea they fancy or not.
End of discussion because it’s pointless to bicker. I’ve given cases for, you’ve given cases against. I’m not here to change your mind, nor do i care to. I’m here to throw ideas to the devs and see if i can add to their own creative spark with videos like these because it’s something i am genuinely inspired to do.

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@tene
Agreed: it is indeed up to the devs.

And ideas are good.
As you said: you gave your PoV (which I respect), I gave mine. :slight_smile:

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Hello Sam/MFO Abyss here,
I intend to strike up a idea I’ve thought of which it to add base building in a completely new save however you won’t find robot roaming around in the day however, In the night the robot proceed to relentlessly assault your building/fort/base by firstly having the first night a mass of seekers scouting out the terrain and location of your base which when destroyed drop their components which you can use for ambushes and counter attacks on the second night you encounter a few packs of varying sets of runners which are there to wear down and test your strength.
On the following night Squads of hunters reinforced by runners calculate their best angle of attack and proceed to attack from them angles if defeated/or held off long enough they retreat into the tree line and will return as extra reinforcements in the next wave while maintaining the damage you dealt to them.
On the fourth night two to four harvesters escorted by runners and any survivors of the last assault will proceed to try and shell you from a distance meanwhile the runner keep you busy.
If you some how triumph though the recent attack they step up their tactics and bring in the heavy units e.g Tanks or new machines if they are added these will be equipped with a set loadout containing tick pods,a machine gun,(flamethrower if its added),rockets or mortar or just two machine gun.
On the final night the machines give up strategy and proceed to surround you with whatever is left of the machines.Example; Runners,Hunters,FNIX Harvesters and TANKS.
If some how anyone survives all of this you unlock endless mode, custom mode and a few achievements.
This is my idea/opinion and i’m open to any debate whether things should stay the same or be somethings should be changed but this would be a great add-on to the future
Thanks for reading this idea and i hope to see you soon on the front-lines. :smile:

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Everything you have said here explains why guerrillas don’t try to defend fortified bases. You describe the strategy that lost the Americans Vietnam!

There must be a base-defending game somewhere, but it isn’t in this scenario… :smiley:

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I don’t understand. We fought 2 forces in Vietnam with the south Vietnamese. And we weren’t the first to lose. French foreign legion, England and both were defeated ho-chi-minh and than we sent in marines and what pushed the US in was the defeat of marines. Which we all know was a frontal push on a diplomatic scandal. Through out the time of pushing out communism the Vietcong during our time they used consistent and particularly unique tactics of gorilla fighting. Move up , create and occupy tunnel bases to flank and shell shock their enemy. They made a lot of simple gun nests. Tiger traps, and trigger wire traps. And fully using their surroundings/nature.

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I like your explanation but as I said it’s just a future idea

Yes! The French and You are both fort builders, which is death on a stick against guerillas like the Viet-Cong. But the Americans would not learn the lessons they found. A Second Lieutenant on patrol found a tunnel. Intruigued he called in the rest of the company and formed a line. They got down on their knees and did a fingertip search of the ground. Realising the system was too big, they called in a whole batttalion who did the same thing. In 24 hours they had discovered the entire system, and started dropping grenades down the air holes, until the viet cong surrendered. They caught over 150 fighters and about the same number of support civilians. The operation was never repeated. Instead they sent down the poor benighted “tunnel rats”.

An Australian unit arrived in an area with heavy VC presence. They initiated a strategy which involved several small artillery bases on hilltops throughout the area, and flooded the ground between them with foot patrols. Whenever a patrol got bumped, they called in artillery fire with which the VC could not live. By the end of their year VC activity was zero. When they went home they explained the system to the incoming American unit, who abandoned it at once and went back to helicopter operations. Wirthin 6 months VC acrtivity was back to where it had been at the start.

Having said all that, by the end of the Tet Offensive the VC had no one left alive to fight - defeat from the jaws of victory!

Having said that, Vietnam marked the high point of Communist expansion, so we might call that Victory in spite of defeat.

PS, we never fought the Viet Cong, except in passing while handing back Vietnam to the French (big mistake). Ours were Burma and Indonesia, which we won by boots on the ground.

Hard to see the difference now, mind!

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That’s why I think if we could do placements style building. Rooster style machine gun nests for sniping, automatic lmg for a prone only mechanic. Maybe some kind of man hole system pop out cover build placement could work for snare wire trap systems. Like bots walk by you and the wire trap emp hits and you can pop up under them and destroy vitals… tents for easier access to storage and crafting. That’s what Imo would like to see

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Well you guys have done a great job at explaining and experimenting with what happens irl and game i’ll Love to see our collection of ideas implemented :+1:

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You’d need a lot of guys to defend a base, even one such as you describe, just as you need a lot of people to defend a house now against, say, ten Dogs, six Hunters and a Tank. In practice you’re screwed. All you can do is to take on the one at the back and run away.

I mean, it would be cool, with four friends, to defend an existing base, drawing all the bots towards you, in order to destroy them with heavy infantry weapons and get in behind them to something they were hiding. But it would need to be a specific mission. The Tet Offensive was where the Viet Cong came out on the streets to slug it out, and by the end they had hardly anyone alive. The IRA tried to do the same in Northern Ireland during Operation Motorman, with an exactly similar result.

On the other hand, one of the American units who got there quite early and built their own base, were puzzled that the VC kept getting inside the wire and causing havoc. No matter what they did, they couldn;t stop it happening, until finally someone worked out they’d built the base over half of a tunnel network! That might be quite fun to reproduce!

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I like the concept of having safe houses scattered all over the map but I’d like to see the ability to build wherever you’re at. Like I want to be able to build a fortified base with insane defenses like you would see in most post apocalyptic games while also having the possibility of enemy attacks/raids. Any thoughts?

Ive been gone from the community for all of the summer because to post I use a computer the school lends me and that is taken away during summer. But I have still been playing the game and keeping up on news on their website. I honestly need more survival elements or more of something to hook me to the game but recently I get bored of it fast but I’m excited for the august update I think I know what all they have in store for us. So grant if that’s how you say your name please consider crafting, base building, and more survival elements cause I know you said you wanted more survival elements too. Im also a big survival game fan that why I would want these changes.

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I for one will 100% stop playing & promoting the game if they add crafting & base building & turn this game into just another so-so game like so many out on the market now. Seems to me from looking here in the forums that there are two camps one that wants to change the feel & play of the game in total & one that wants bug fixes, likes the general feel of open world free roam gaming that is & that wants new content that will carry on in that direction. Which way the development team will go is anyone’s guess at this point but when they decide it will either way make many unhappy it seems. Any just my opinion & have a great weekend,
SPP

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Well for me I play on xbox and the suplly of base building/crafting games are limited and are in short supply and also they could just make a seperate game mode for the survival elements I want.

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I also am on Xbox & see those games along with the forced combat games all over the place…That said if it is a paid DLC that people who like the feel now do not have to buy or play I am good with that. The key is for me at least would be just that keep it as a separate DLC & make it clear in co-op MM that you can join or not join those with that DLC…Under those two things I feel a solid compromise could work. Again take care & have a great weekend.
SPP

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I’m not too interested in base building and crafting. Closest I would go is a temp basrfortification and horde mode. You get some supplies and gear, setup the base (one of the preexisting buildings) and then turn on an Uber beacon and they just keep coming.

More of what they’ve done would be great. The open world, scarcity of resources and vague mysterious storyline really got me hooked and would love to see more. I’m ready to fund a DLC right now. I’ve gotten way more entertainment value out of my $35.00 Cdn than I deserve.

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@SteampunkPagan I totally understand what you mean by the market being clogged by worthless basebuilding game’s with no core mechanics or real enjoy-ability to them.
But who’s to say that generation zero will wind up like that if they do add base building or crafting, or even the more wild ideas that have appeared in the surveys?

I feel there is a lot to be said in learning from others mistakes and it’s easy to see where base building is enjoyable in games and where it’s not.
Ie; In most base building games you build your base where ever you want and it can be really janky, leading to clipping out of maps and all sorts of weird outcomes. if the team has a designated area designed for us to build/customize to our liking that sort of issue will not happen. Also most base building games have a stale rate of progression, if each thing built could have a satisfying in game mechanic/aesthetic to it then the end result for the player would be more worthwhile. I think too many games focus on a “tech tree” for building and that can make things gated. But take for example a game like Ark where you can find blueprints on the fly in the world for better gear from beacons that spawn on the map, if that could instead be applied to what you could build in GZ then it would add value to exploration and going out into the world of generation zero well past the end of the game. Whether you would find the blueprints off tough enemies or in designated missions or what have you, it would mean you could search for something more in this game.
And the same can be said for crafting, as long as the team is looking at other video games with these elements and thinking “yes, that’s great for (insert game here) but how can we make this better?” then i think it could only add to the game.

Sorry for the long reply, but I’ve seen you state this a few times across the forums and i don’t know if anyone’s tried to say it so thought i’d take a swing to showing the bright side of how these could be implemented. :slight_smile:

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Like I said above if as a separate DLC then fine…I want zero part of base building or crafting I do not play or like those games & when I bought this one I checked to make sure it did NOT have those two things. I simply would NOT have bought it if it did @GungHoSarge had an idea above that is solid with fortifying existing structures for a short term fight that TBH would fit with the feel of the game. However Base building & crafting as a forced on all play would totally change the feel & dynamic of the game to the point that it would be a totally different game than the one I purchased…As a separate DLC for those who want it fine I have no problem with that but forced on all I do…Have a great weekend @tene & take care.
SPP

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