Bungle Posted June 3, 2013 Report Share Posted June 3, 2013 Hi Epoch Team and Fellow Worshipers, Once again some more suggestions from Mr Bungle. Side Note: I love what has been done so far..i also love where this is heading. :wub: I have asked to officially be come a part of the team as I think I have a lot to offer, not just steady steam of suggestions and forums posts. With the world changed and 5 years past from the event that set in motion DayZ I have a lot more faith in humanity to build back more than they have and defend themselves accordingly. What about Trading Villages and even fixed spawns for Trading Caravans? So far the current hub placements seem to be restrictive on what you can offer in terms of expansion so I was wondering about the addition of a couple of new sites for bigger hubs with more on offer. For Chernarus I have already started work in the editor [80% Complete] on my first "Trader Village" and would love to see if the Development team is interested in checking it out. Otherwise I will just build them into my own server(s) and share anything I can to server owners who want to employ them. B) Screenshots coming soon and perhaps a video. B) These are some added goodies and details of what I am hoping to add with additional customized scripts. Not a Nice Person Bandits will not be welcome inside trader cities at risk of being fired upon by Guards. You will have to do good deeds and prove your worth to gain entry again. Vendors Opening Hours - Day/Night I know these guys are anxious to sell their wares but the traders in the hubs and villages I don't think should be out past 12am. Awaking at 6am the next day. The only exception being perhaps Private Sellers who will stay up to 2am? 4 Hours of No Selling.. only player to player trading.. if they are awake. ;) Group Leader and Guards The Hub itself will be defined as a group of survivors and I am looking to add in a Group Leader that could offer nice loot if killed. He will also have a house and shed that can be looted unless the guards kill you first. Adding in AI Guards that could protect the trader villages from zombies and bandits manning specific Military buildings and watch towers, also walking around at night. Killing a Guard results in a humanity drop and a black list from that village with the guards opening fire on you from then on until death. Guards will also protect the Players, Vendors, Leaders, their houses and contents. Farms and Fresh Produce Greenhouses with fresh produce can be "Grown" and distributed at specific sites. I am thinking Potatoes, Pumpkin, Tomatoes, Carrots, Leeks.... to start with. Each site would have a small "Farming" area offering some fresh produce that is always in stock and will add to your up and coming recipes perhaps? Even could sell specific seeds required for creating your own plots back at home/base. Refuel Station/Vendor I think a vendor at the trader villages that could sell you fuel tanks in different sizes, refill your Jerry Cans/Barrels and also refuel any vehicle on the sale pad would be great including the refuel trucks. This should be the only way to get fuel unless you have a specific "Rubber Tubing" Tool in your tool-belt and a Jerry Can or Next to a Vehicle and Tank. More ways to "remove" currency from the game. Medic/Vendor This was mentioned at earlier and I think that this is a great idea. Medics who sell supplies at the trader villages should be able to heal you with 0% chance of infection. All other blood transfusing should yield at least %5 chance of infection and self transfusions leading to a 20% chance of infection. Mechanic/Vendor Got currency but no parts or toolbox each village will have a mechanic that will repair your vehicle for a price. They will also conveniently be the parts dealer if you have a change of heart. Missions/Objectives Dynamically changing "missions" on offer by the Village Leaders during the day to friendly survivors. One could be 1.5% normal sale prices for specific items up to 5 items max depending on type of item, vehicle or weapon that is running "low" in stock. The missions I would like to add a humanity bonus depending on the extent or severity of the mission. One of the missions could even include a specific guard post int he village that you need to man in order to generate a low income per 10 min period, gaining more perhaps for zombie or bandit kills during. Yes your a sitting duck up there, but that's the point players that shoot you will be considered then hostile by the camp until death. No Power? Lights Out The villages have power! But it can be turned off. (This will be considered a hostile act so be warned.) The villages will have 2 stages of power, the village itself and the Leaders residence backup. Both will need to be turned off "Toolkit Required" to gain access to the Leaders Safe. Leaders Safe This will be a lockbox/safe that will generate currency over time and loot-able by players as long as the Power is out. No Player Areas Each village will have a player areas and also a section that players should be entering encompassing the Leaders and vendors homes. Walking in these areas after trading hours will result in humanity loss capped at -2500 (Bandit) More to come soon. I am sharing this as I believe that the Epoch Team has the right idea with an open development model with server options for each owner to choose for themselves. Once again guys keep up the good work and I hope to hear back from you soon. Comments and Feedback is always welcome and encouraged. Cheers, Bungle MadMartyr, MALUK3N and Paxton Brimstone 3 Link to comment Share on other sites More sharing options...
Bungle Posted June 3, 2013 Author Report Share Posted June 3, 2013 Well I promised pictures and I shall deliver.. http://imgur.com/a/Jem8C#0 Please keep in mind these are all preliminary shots and subject to change.. as I am never satisfied.. :D Munkeskov, Nox and Paxton Brimstone 3 Link to comment Share on other sites More sharing options...
Bungle Posted June 3, 2013 Author Report Share Posted June 3, 2013 Oops forgot one.. http://i.imgur.com/zDFwYJr.jpg Link to comment Share on other sites More sharing options...
Wez Posted June 3, 2013 Report Share Posted June 3, 2013 Nice work there Bungle Bungle 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 6, 2013 Author Report Share Posted June 6, 2013 Now that I have had a reply from the Devs that the @Map objects should be o.k to use in the editor and import to the mission.sqf I will be looking to complete these over the next few dayz for testing. Once the villages are set I will be then looking into the custom extras supporting the village(s). More screenshots to follow soon and I will do a little video up. MadMartyr 1 Link to comment Share on other sites More sharing options...
MadMartyr Posted June 7, 2013 Report Share Posted June 7, 2013 Very interesting, and would certainly add another dimension to the game altogether. I like it! Bungle 1 Link to comment Share on other sites More sharing options...
Akuu Posted June 7, 2013 Report Share Posted June 7, 2013 Impressive ! You've got an idea and try to realise at least the beginning, I like the project and the involvment of people like you. Keep the work dude ! Bungle 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 7, 2013 Author Report Share Posted June 7, 2013 Thanks for the kind words all. The first village is pretty much complete. Located west of Kamenka at Bay Tikhaya. Just need to add some more Clutter so it feels "Lived In" and then move the vendors in to their new stores. The second village is underway which will be located just East of Cherno and North of Chyornaya Bay. Once again just need to arrange some of the objects some more, add Clutter to make it feel "Lived In" and move in the vendors. The third will be up at the North Eastern Airfield and will be started on soon. Once I have the three up and running I will look to release an Alpha Version for the public to test run. (This version will be limited with just the villages and vendors.) If the majority is happy with the locations and layouts I will then look into the coding of the AI/Guards and Extra Services attached. Link to comment Share on other sites More sharing options...
Bungle Posted June 8, 2013 Author Report Share Posted June 8, 2013 Hi All, Things are progressing pretty well with the First Village pretty much complete. The Second Pretty much complete.. Will probably change the Leaders Housing to be more unique. Sneak Peak: http://i.imgur.com/8FPGH3I.jpg - http://i.imgur.com/aMird9B.jpg And the Third Underway. I have also started work on some "Trader Caravans" that could soon be attached to a placement generator similar to the Heli Crash Zones, allowing for "Areas of Operation" Sneak Peak: http://i.imgur.com/1a0B6qt.jpg If anyone is keen to check this in more depth prior to release I will add a MP Mission for you to run through with friends soon. Also a Video! P.S I am also looking for "Marker Names" to add to the map, so if anyone has some good names for an Epoch Village let me know. :D Link to comment Share on other sites More sharing options...
Bungle Posted June 8, 2013 Author Report Share Posted June 8, 2013 To expand on this idea some more, I will hopefully be adding in a working train that will "Run Cargo" between the two coastal bases. This Train will be running quite slow with AI Guards following along side on foot. At the start it will be mostly cosmetic, but soon I hope to add a random amount of building material and supplies up for grabs if you can take out the AI and "Stop/Hold up" the train. If you have any further Ideas, concerns or comments in regards to this idea do not hesitate to post them. Link to comment Share on other sites More sharing options...
afetogbo Posted June 8, 2013 Report Share Posted June 8, 2013 You could use the train and transportation from one area to the other? Link to comment Share on other sites More sharing options...
Bungle Posted June 8, 2013 Author Report Share Posted June 8, 2013 Interesting.. Catch a rail from West Kamenka to East Cherno.. Possibly free for Open Carriages/Flat Beds. Costs a fee for an Enclosed Carriage. If the train is Hi-Jacked you get booted out and need to defend yourself. If this is possible, yes! Thanks for the suggestion! Link to comment Share on other sites More sharing options...
Akuu Posted June 10, 2013 Report Share Posted June 10, 2013 Keep in mind that you must work on one thing at a time, don't go in too many directions. Put some steps to your project (even if I understand how motivated you can be Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 Yeah I have a bit of a road map planned. :D 1. Build Villages 2. Add Villages 3. Test Villages 4. Move in Vendors 5. Test Vendors 6. Look into new Features.... Nox 1 Link to comment Share on other sites More sharing options...
Eegore Posted June 10, 2013 Report Share Posted June 10, 2013 Well those look more like trader "Cities" so to speak than the outposts we have now. I like what we have in standard Epoch but I just wouldn't call them cities is all. As for AI guards you might want a backdoor kill of some kind. Seasoned ARMA players can make short work of even the aimbot AI, and those of us with nothing to live for humanity wont mean a thing. For instance if we require a dedicated kill we use a "detected by" trigger that will setdammage player 1 to make sure any form of detection by the wrong personnel is a kill. No shots are ever fired. We use this for our marksman/sniper training. This may be too extreme to secure a city but a few roaming squads won't do it either. Link to comment Share on other sites More sharing options...
Bungle Posted June 14, 2013 Author Report Share Posted June 14, 2013 If you wish to check them out before I release them completely there is a Build Release here with 2 out of 3 Villages: http://dayzepoch.com/forum/index.php?/topic/316-release-cherno-race-tracks-and-custom-campstowns/?p=1615 They are just ghost towns for now you can use as FOB's for your server or just turn on/off to walk around and get a feel for the layouts. Anything destroyed will return when server restarts. They will change over time and the vendors will be added then gradually the features will come to a complete customized server pack for owners to choose what they want to add in. Link to comment Share on other sites More sharing options...
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