Exploration rewards

Right now all you can do is run around fine raw materials and get pestered by player zombies and then die to a headcrab who takes 100 shots from an SMG.

Right now there are not enough rewards for looting and exploration past staying in a safe area and the same loot pattern away from danger.

- Add high tier loot areas/or infestation area's crawling with zombies or threats that have good lot on them. on the current map that could be the train tracks OTA guard, or having the ability to raid the sub terrain depo, or being able to pick lock the train for some goodies

- zones should be made for low tier loot low difficulty to high tier loot high difficulty

- You should be able to loot more than metal plates and cloth. Having rng to find guns or something would be nice
 
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Reactions: Arestor
Could just have loot quality scale with the amount of zombie players lurking about (and a little while after they die so your loot dosent get degraded cause you shot a zombie).

Another idea is to 1: If zombies are actually THAT tough, nerf them for crissake.

Then 2: Make wasting bullets killing them a net positive for you.

An idea is to have normal zombies drop 5-15 metal, 5-15 cloth, 1-6 glue, and 0-2 GP on death, advanced ones like fasts and poisons drop 0-5 refined metal, 0-3 gears, 1-5 GP and 0-2 circuit boards on top of the previous loot (The bigger GP pool replaces the smaller one Incase my intentions isint clear), and zombie can drop kevlar and kevlar scraps on top of the previous rewards.
 
As for straight up from finding guns, uhhh we could copy a page from pinnacle and have low-mid tier pistols drop regularly, but anything bigger I feel is just kinda missing the entire point of why rebs can mostly only loot base mats in impulse in the first place.

Im a holder of the (apparently slightly unpopular) opinion that everything in the reb arsenal should be capable of being crafted from mats found just looting, but outside of killing combine for their guns, i don't believe in freebies.
 
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