You could always make it so that things that take time, like reading a book for example, would scale for what you wanted to learn about the book.
IE: skim over it = 30 seconds
IE: read important/noticable parts = 3 minutes
IE: read the entire book = 7 minutes
You would get recipes and skill increases based on how much you read. Minus skimming, which would show you whats in the book.
This would apply to things like crafting and what not, all of the times would be scaled down.
In order for everything being scaled down to make sense, however, you would have to modify the game, so that every 1 turn, or 1 time, is every 0.1-15 seconds in real life.
Someone already mentioned that you could be given action points, in which would be how much time/energy you could spend before the next turn.
Which if its 0.1 seconds, the delay wont even be noticable, if whoever is hosting the server wanted to slow the game down, for whatever reason, it would be adjustable in the settings.
Now, i don’t know much about coding, i honestly don’t know anything about coding, really. But assuming we can’t very HEAVILY modify this games code to be able to incorporate multiplayer networking and player interactions, along with the ridiculious meta-game that is constantly running in the background, then we are going to have to port everything in the game to a new platform
Now, 30 person servers would be a place to start. I’m just going to assume the worlds in DDA are completely infinite.
Keeping this in mind, it would be convient to incorporate better map generation into the game, meaning that it’s not completely random if you try and generate a world on a multiplayer set up. You could make it similiar to how the world is now, with major cities like washington DC and new york all having relevant places on the map, of which would be shaped like the USA.
Non-major cities wouldn’t be incorporated, and the space in between them would be filled with randomly generated towns and such.
You would also need to incorporate better water coding, instead of deep water and shallow water, you would have beach tiles, coast water, river water, and ocean water. Meaning you could eventually start mapping out europe and asia, and allow survivors to create large marine vessels to travel to these lands.
This of course, would happen once the server hardware backing CDDA becomes very very firm, and we are able to support a good 2000-3000 people on one server.
Untill we are able to do this, in order to insure players will continue to interact, the USA map will be scaled down, meaning the distances between all the major cities will be much much smaller, and there will be no water traffic/other continents to visit
On a seperate note, incorporating CDDA to be a global representation of the planet would allow for the lore to be changed based on server set up, (which once we get into the hefty 3000-4000 population servers, they would all be hosted by CDDA’s staff)
By changing the lore, i mean changing what apocolypse wiped out the entire planet. You could create a scenario generator than ran before the world was generated, that determined how it ended, be it nuclear war, (in which zombies would be based around radiation), a super virus created naturally (which would generate slower moving naturally decaying organic attack based zombies)
Or a super virus that was created mechanically, and was released by bio-terrorists, of which still exists and have created a large hostile settlement in the middle east.
Quite literally, the possiblities become endless once you scale CDDA up into a server supporting thousands of people, and a deep metagame that works and moves every waking moment.
This would be better off being a triple A game with a budget of 30 million, instead of a privately ran game sitting in the dark corners of the internet, played by only true survivalists.
I’ll ramble on about possiblities and scenarios for how we could scale it up if you want, but this is already a good 70 lines.