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Showing results for tags 'scenarios'.
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Hello everyone, Some of you are probably waiting for the Kate & Baldspot tutorial to return. Why not choose between different starting scenarios or have a random starting scenario? Example: After choosing policeman as a profession, there is a chance you start 1. in the policestation with several other policemen and hurt civilians. On the outside, zombies are trying to force their way inside. You don't have much time. What are you going to do? 2. on a patrol with your mate. Someone has reported violence in the trailer park. You're investigating and suddenly zeds are coming from all directions. 3. with a police car in the woods, where you fled after the initial outbreak. You're running low on food and you have to drive back to Muldraugh/West Point. 4. locked inside an armoured police truck in the center of Louisville, where the special operation forces unsuccesfully tried to engage the undead. Of course starting scenarios don't have to depend on what profession you choose. There could be scenarios where you have to look after your loved ones (just like K&B), but they are on the other side of the town. Will you be able to save them? Or raiders have just stolen your pants and tied you to a lamppost. Well, what do you think?
Hey guys, I've been suggesting a few ideas over the past couple of days, and while this is a slightly larger addition, I think it would be a great feature in the game. First of all let me make it clear that I am not asking for the start of the apocalypse with all the NPCs running around! What I'm suggesting is having a number of 'starting scenarios' that could be either an addition to sandbox or a new mode altogether. The idea is that when you create a new save, rather than spawning in a random house on your own, you will have a very basic 'backstory' of sorts, for example you may wake up in a hospital, you may start off with your NPC brother or sister in an already barricaded/sheeted window house(could be kind of cool to have actual family members, could cause some emotional impact on the player when they finally die), you might start off drunk in a toilet somewhere. Basically these are just unique little scenarios that give you a 'different' start than just appearing in the middle of a room, and especially with NPC's that your character would know from before, it would make you inclined to stay with that person and make sure they don't die (and thus losing them eventually may be pretty hard on the player) How this would be implemented doesn't sound too difficult, for example you would spawn the player in a toilet cubicle, with the 'tipsy' moodle, which would give the impression that you passed out there after drinking too much, or spawn the player in a house with sheets on the windows/maybe barricades, and create an NPC with pre-established relationships to the player, maybe even have a 'best friend' NPC that lives in a house nearby. Some of it seems pretty far-fetched, but I think it could be an interesting idea to consider so I thought I'd throw it out there anyway and see some opinions. Let me know what you think -GodWaffle