#GAMEPLAY EVOLUTION PROPOSAL: QUARANTINE ZONE

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ripe lichenBOT
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@narrow sorrel

Thank You for Suggestion!

Please check if your idea is already listed in our https://discord.com/channels/1333693902426865684/1379987321385910302 , also check https://discord.com/channels/1333693902426865684/1358735047334563881!

We appreciate every suggestion that helps make our game better. Your feedback is important to us!

What happens next?

  • Our development team regularly reviews new suggestions.
  • If your idea matches an existing suggestion, we will lock your post.
  • Unique ideas will be added to our internal review list for possible future updates.
spare shell
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@narrow sorrel your message was deleted due to too many emojis

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Here is your message:
Hi team! Congrats on the official release. The demo had me really hyped, and while the game is very promising, I feel it could go much further in terms of depth and replayability.

Here’s a list of ideas to enrich the experience and turn the camp into a truly living, high-tension ecosystem.

🏗️ I. CAMP ARCHITECTURE (8 KEY ZONES)
The camp is designed as a security funnel where each zone plays a vital role:

🚧 Buffer Zone (No Man's Land): Fortified outer perimeter. The front line during night attacks.

🐂 Waiting Zone (The Holding Pen): Management of new arrivals and riot risk control.

🔬 Screening Zone (The Bottleneck): The core of the gameplay. Sorting, interrogations, and medical exams.

⏳ Quarantine Zone (The Purgatory): Isolation for suspect cases (orange symptoms).

🔥 Execution Zone (The Pit): Elimination of confirmed infected and body disposal (incinerator).

🏡 Green Zone (The Haven): Secured living area for healthy survivors awaiting exfiltration.

🧪 Science Zone (The Lab): Virus ...

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At least part

narrow sorrel
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II. THE GAMEPLAY LOOP (DAY/NIGHT)
DAYTIME: The Administrator

Screening: Sorting through arrivals using medical tools.

Logistics: Managing stocks (food, ammo) and staff assignments.

Expeditions: Sending teams into the city for critical resources.

NIGHTTIME: The Commander

Siege: Repelling assaults (Zombies/Raiders) on the Buffer Zone.

Internal Outbreak: If an infected person slipped through screening during the day, they turn in the Green Zone. Total chaos to manage.
TIME MILESTONES

Weekly: The exfiltration convoy arrives. Score is based on healthy survivors saved.

Monthly: A massive horde makes the site untenable. Full evacuation and relocation to a new site (Stadium ➔ Prison, etc.).

The Goal: Reach 12 sites (1 year) to finalize the vaccine.

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III. RESEARCH TREES
Laboratory (Science & Medical)

Symptom Analysis: Increases screening precision.

Medical Engineering: Faster and more reliable diagnostic tools.

Vaccine Project: The ultimate victory condition.

The HQ (Logistics & Defense)

Infrastructure: Power grid (cameras, searchlights), resource management (food, ammo, meds), and zone upgrades.

Military: Arsenal (rifles, turrets), guard training, and recon teams (rescuing "Talents").

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IV. ÉVÉNEMENTS & DILEMMES MORAUX
Pour rendre le jeu humain et dramatique :
• Le VIP : Un politicien sain exige un passe-droit. Accepter pour le budget ou refuser pour le moral ?
• Le Sacrifice Maternel : Une mère supplie pour son enfant "Orange". Risquer l'infection ou briser une famille ?
• Le Porteur Sain : Un cas "Rouge" qui ne se transforme pas. Cobaye pour le vaccin ou menace pour les civils ?
• Le Marché Noir : Un garde trafique des médicaments. Sévir (risque de mutinerie) ou fermer les yeux (ralentit la recherche) ?
• L'Appel de Détresse : En mission, est-ce un groupe de médecins ou un piège de pillards ?