Hello all.
So I have run into a couple of problems in my cataclysm runs. I have passed the rogue singularity and actually become good at the game. Good of course means that I am actually able to find a balance and not die, unless I do something stupid. The second problem comes from the fact that even though my character is a shaolin master in power armor that punches Hulks in the face, has cleared out dozens of bases and labs, and has run over entire nations of squirrels… He doesn’t have much else to do.
Cata is a great game, but it reaches a certain point when your character is able to do anything in the game without too much of a problem. I think this encourages making a new character rather than continuing the story of the character you are playing on.
My idea is to bring more specialized end game content to the game. Scenarios that would require even the most veteran zombie hunter a few tries and a whole lot of ammo. These would appear outside of the visible map, a year or two after you first started the game. This would require actually getting to the scenario, which would be the first challenge. Taking you away from your home base and requiring you to lengthen your supply lines a bit.
And what are these scenarios you ask? Well…
- The Factory.
Before the zombie/tree people/fungusamongus/slime/Lovecraftian apocalypse, this factory was one of the many across the United States that supplied weapons, armor and ammo to the runaway, bloated military budget of the government. After the fall though, it has a newer purpose. Now the former alive workers of the factory move side by side with the unblinking mechanical eye of robots. And even darker rumors exist that in the deep bowels of this run away monster, the zombie workers still work…
Here, the challenge of fighting through the factory would be a double sided one. Under attack from zombie hordes while being fired on by robots and turrets make for a new kind of dynamic in the game. After butchering your way lower and lower in the factory you finally come across the artificial intelligence running things. Maybe a boss fight or just a very deadly inner fight.
The prize? The Factory’s president’s bunker at the lower levels. Perhaps with some sort of inventory teleportation device that would bring you here from anywhere in the world. Modeled after the LMOE shelters but larger, more high tech. Along with certain advantages like turning steel into firearms and ammo.
So, your character has eaten the heart of the factory and another year passes. Suddenly, you hear about something else.
- The Stadium.
During the Fall, people reacted accordingly to the end of the world. They ran, they fought, they hid. They went to the places they thought they could be safe. Military bases, shelters, churches, and even the local sports stadium. Yes, your favorite team from [LOCAL TOWN], The [ANIMAL/HISTORIC FIGURE/LEGEND]s! The stadium used to be able to hold 70,000 screaming fans. And after the fall, they say it held just about as many screaming refugees. Though they were screaming for different reasons. The military held up decently well outside. Strong concrete walls and nice choke points made for a defense even a first year officer could handle. But then, the spores began to fall from the sky…
Now, the stadium is a nightmare. The corpses of all those refugees and soldiers either risen again or used to feed the enormous fungal tower that grows in the middle of the sports field. Now what was defensible is a danger to fight through. Chokepoints and narrow passage ways allow the fungus to use numbers against you. And getting out to the field is just the beginning of your problems.
This would be a test of the most important of all zombie hunting strategies, the choke point. Caught in long hallways could be useful, until they start coming up behind you. The use of fire will be essential, especially during the final battle against the super fungal tower and its defenses. Turning the field of play into a hellstorm of fire might help, but it could doom you too if you don’t know what you are doing.
So now your character has burned down your local stadium, the one your dad took you too as a kid… nice job there, and looks for a reward. Well, why not the card from your local sports hero? It will be like a artifact, but with more benefits and less downsides. Just held in your inventory will give you some type of easy going benefit.
So, you’ve stopped the robot zombie armies of the factory. And you still get weird, pyromaniac dreams about the stadium… Another year passes.
- The Mall.
What zombie apocalypse is complete without a shopping mall? Smash your way through the zombie hordes of the ground floor in a manner that would make Frank West jealous. But this is just the opening fight, underneath the mall is where the real danger lies.
The underground is a mass of zombies almost uncountable. The second floor can be cleared, and actually makes a pretty good home to stock your gear in. And you’re gonna need it, because from floor three down… zombies spawn constantly. The deeper you go, the more spawn. But the deeper you go, the better the gear. And what gear?
Unique weapons. Salvini’s revolver, Michonne’s katana. Bub’s pistol. Kenneth’s shotgun. You get the drift. Legendary zombie hunting weapons lost deep in the mall where survivors made their final stands. A bit better than your average weapon, the real point would be collecting them. What veteran zombie hunter wouldn’t want all of these in their armory? Maybe even after collecting them all, giving the player the ability to make your favorite weapon into something legendary.
So, you are guarded by robots. You can still see the glow of the fire on the horizon from the stadium. And your rifle has killed so many zombies that even the undead seem to be wary of it. Another year passes…
- Meet the Devs!
Ala’ Cafe of broken dreams. More fun than difficult, though the benefits still could be quite good for the player. Good loot, meet all the people that helped out in Cata as they survive in their underground bunker. Maybe a few repeatable quests.
- The Station.
A train station! A difficult fight, but the main point would be to fuel the generators and power up the train. Getting on it will take you to an entirely new map. Beginning a new adventure in an entirely new area that is no way connected to your original world. Getting on the train station there will take you back home, but there will be no other way back home.
I think you get the idea. The rotation of a year or so between these encounters would give end game players something to be working towards. And give them a set of random factors, such as meeting the devs coming first then the mall, then the factory. Making the second time around be much more difficult. Etc. Sorry to make it quick here at the end, but I need to get from classes to work. I might toss in some more ideas if more run around my brain and there’s a general conversation about it. I’ve seen the rare other thread on end game ideas, but they’ve never really gone anywhere.