#Retreat Points ?

9 messages · Page 1 of 1 (latest)

tiny edge
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Ironically, I'm conflicted on this one, but didn't see a post about it yet so gunna do so myself!

Other than the visuals of everyone's spawn point, I assume the Responders are coming from a camp and pairing this with the "oh crap I'm the only one left alive, my responder is toast" scenario that seems to happen often on higher difficulties, my thought was to somewhat take a page from Hunt: Showdown and allow players to "Chicken Out" off the map if things look hopeless (or maybe the legit just need to quit for "life" reasons)

TLDNR:

  • Allow player to Exist off the edge of a map (or at specific Exfil points at the edge of the map) and provide either:
    (a) No Reward, as if died but you can keep your responder alive at least (doesn't make logical sense to me though)
    (b) Reward of XP for only the objectives completed + supplies specifically held by your character (bringing them back to camp -- cut your losses sort of deal ... This may be too "generous" but makes the most 'logical' sense if someone were to 'chicken out' when things get too tough .. bring back what you can and fight another day!

That said, the 'bleakness; of being stranded Do-or-Die as things are, while punishing and a bit unfair if someone needs to quit voluntarily part way for any reason, does make the game tense... so I dunno. Food for discussion I suppose!

rain solar
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I think the popular idea of post main objective escape is more appropriate. The whole premise of the franchise is that survivors have to earn their keep. If you escape back to camp they probably just shoot you or lock you up for zombie bait. But letting you extract after main is complete is immersive.

tardy vector
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Some people already suggested to have another way to escape when all your team's members are dead or you are only two left. People asked about it because a lot of players where just rolling there perks at the beginning and on some level 3-5 difficulties (old one) we were playing at 4 players max sometimes and people just leaved at the begining...

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For the lore, on a map like the power plant it's a problem because thousands of life are on the line ... So it's like a suicidal mission. But your heard sometimes on the radio than your team remove obstacles for another one to come back and do the job. In fact, an escape route should be cool yes but like in nmrih 1 some different game mode will be better. We will have a character roster soon so why not have different scenarios like "escape at all cost" and "do this critical mission or die" with rewards as special weapons or cosmetics in the end. With a roster we can build and use specific characters for special missions and have maps with more than one escape points or others one with only one but with greater difficulties and better rewards.

tiny edge
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Great comments and perspective, thanks! ... While I doubt the CRC would "shoot" a cowardly (yet valuable/skilled) responder for retreatin to regroup and head out again wiht a new group .. I do get and appreciate the "do or die" tension (for power plant and it's lore/premise especially) ... still it sucks and seems odd you can't try to cut your losses in a losing battle ... heck i'd be okay if all difficuties got upped in difficulty (and zombie spawn rates/volum) to compensate for this --- not every mission can be a success, and I'm sure survivors caln last "just one more day" without power for the team to reorganize, distribute what they COULD get out of the run and try again next night (or technically few minutes later after returning)

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That said... yeah still on the fence but there must be a creative solution to this XD

lone aspen
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I think there should be a penalty for leaving without completing the main objectives, I also think there should be more clearly defined 'secondary' bonus objectives that also offer it's own rewards, along with the POIs as the more 'generic' thing to do.

But the penalty I'm not sure what it could be, I definitely don't think it should be anything like losing your character because

  1. These are likely volunteers who are helping out, not an actual military.
  2. From a gamey sense it defeats the purpose of trying to escape without completing the main goal in the first place, if that was the case might as well press K.
tiny edge
# lone aspen I think there should be a penalty for leaving without completing the main object...

For sure, i mean having objecrive reward scale as they go inwards is already one incentive, but further penalities could be a thing as well -- even if a team fails, they may still be (in a lore sense) bringing valuable supplies and softening up some of the POIs and improvint logistics for when the next "team" goes out... this should still be rewarded! (I vote against death before dishonour when its a somewhat civilized game full of invaluable volunteers risking their lives already when they don't necessarily have to 🤣)