[quote=“Thwap, post:20, topic:7830”]Hey since we’re talking about difficulty here and the newbie killer deathbots over in the other thread, I thought I’d point out:
The important thing about increasing difficulty is that it be at least somewhat segregated. Surprises should happen, but basically there need to be easier areas and harder areas and we need to be able to know the difference. I’d like to see a hierarchy like this.
Wilderness: Very few monsters, and also very few resources. Players are able to make a decent living here with specialized equipment, but will never obtain high-end gear or mutations without venturing somewhere more dangerous. Right now the game does this part just about right.
Cities: Zombies everywhere, guarding plenty of common but useful loot. We’ll have plenty of time to fight battlemechs and Yog’Sothoth later, right here is where the “zombie apocalypse” part of the game needs to really stretch its legs. The game has done this part well, and I’m really looking forward to hordes, but right now the random military superbots are throwing this part all out of whack. Those things should be guarding bunkers, labs, missile silos and such, not out patrolling the suburbs looking for that day one survivor with a nailbat.
Specialty Locations: Labs, bunkers, bee nests, etcetera. These places offer unique and extremely useful loot such as high-end weapons, cybernetics, mutagens, royal jelly, ant eggs, and so forth. Here is where you’re free to ramp the difficulty up to whatever you want, because sooner or later the player is going to have to come here, and it’s their own damn fault if they don’t come prepared. Right now in stable a lot of these places are sort of boring and easy by the time you’re prepared to seek them out, and it’s a bit of a missed opportunity.
Hellworld: Or whatever you call what’s on the other side of those portals. It should take extremely rare and high-end equipment to even survive the environment here, and the difficulty should be astronomical, unpredictable, and brutal. Loot here should be equally astronomical in order to give players a reason to go for it. I don’t claim to know what that loot should be, but it may as well be hilariously overpowered because once someone has conquered Hellworld they basically win the game anyway. This is where a character goes when they’re king of the world and normal challenges have become passe.[/quote]
I agree with everything in this post. Make chicken walkers spawn at military outposts, tank drones at bunkers, and leave antimateriel turrets at blockades. All these will mean you go into each one knowing the risks. Antimateriel turrets can’t chase you, but still offer a challenge at barricades.
Hellworld doesn’t even need its own area. It can simply spawn at z-7, and the portals are elevators. And what about an ATAH (all terrain all hazard) suit? It would be the most difficult and most powerful piece of survivor armor, being fireproof, waterproof, gasproof, radproof, and zedproof, while supplying the wearer with oxygen.