[quote=“KA101, post:29, topic:8560”]Area-based challenges, sure, though I’d want to make sure that the cycle/cooldown time on a blowout is long enough that someone can actually get into and out of wherever’s blowing before it fires again.
(That and z-level effects: STALKER doesn’t let you look at a map of the Zone, secure someone’s basement, and mine your way to the Chernobyl NPP. DDA!STALKER would. Whether the effort needed to so mine justifies being immune to blowouts is up for debate.)[/quote]
I think that being in an underground tunnel is probably better shelter than anything you could ever find on the surface. It also means that if an underground tunnel isn’t counted as shelter, then you probably aren’t going to find any shelter at all down there.
Rather than making the center of the blowout zone where the player wants to go, they should have goodies scattered around all over that area. Higher chance to spawn artifacts maybe, or just better loot in those areas in general. Decentralize the end goal of that area basically.