Saturday, January 2, 2010

reflections on the early press-release about Afterworld:Survival

it is still hard to make conclusions based on so little info.. but first thoughts/assumptions:


we have approximate size of the area--it's staggering.

if the total number of people ingame remains the same
(will not rise hundredfold - and it probably won't), it will be almost impossible to find anyone unless you know exactly where to find him--or if it is a town, revival, one of the quarantine zones or a bridge on the long insurmountable river, swamp or ravine.

chances of simply running into someone on the open field are close to zero. you can pass by someone
(or a small village full of people, in the hilly/mountain area) @ 250-300m and not see them.


that would mean a pretty lonely life, the soc chat is your only contact with the other people most of the time. creating a team may become a huge task, although it could be a little easier if we can use cars.
car is useful if you know exactly where to go, but if you have to search for someone, it won't help much.

in this situation splitting the soc in two could create additional problems, not solve them.

another effect--the number of conflicts will drastically decrease. conflicts will be possible only if both sides search for each other
(plus a few successful ambushes now and then).
deliberately hunting the members of another soc or harassing noobs will be almost impossible.

tactics will change... suppose you found a member of another soc. info on their base could be the most valuable "loot" to get--and defend. he will probably ctrl+d right away. if you on the car and alone you've lost him for good..

there will be a whole new profession:
scout/messenger, the guy with a good armor and all PANE's on stamina.

transporting valuable ores or other stuff will be a huge military operation that can last days, maybe even weeks.

PvP areas is a big unknown factor. for people to come there it has to contain something, a reward or bait. rare resources? ways to make awd?

if so, it will change the game--to be the most powerful can become a profitable business.


this will bring along another new profession: a
mercenary/headhunter

competition in PvP--on skills and team sizes--will get fierce and ruthless.
there can be only one winner, and many losers.


for example:
most likely there won't be a storage at the lootable PvP area revival. if the miner succeeds in ctrl+d-ing
(before he was looted) he and his bodyguard(s team) will be held hostage there. now both sides will be waiting for reinforcements.. for hours, or days.
as soon as defenders decide they might have a chance they will try to break out and make a run for the closest storage or town. number of skilled members and their location/mobility will decide the outcome. there will always be a shortage of skilled people.

in some cases it can end with a huge battle, involving many societies/alliances.
also, it could easily spread all over the map--whoever is able to control strategical bridge or mountain pass will probably do it, to keep reinforcements of the other side away. a small team with the armored car can destroy arriving groups one by one there, before they can unite.

then again, a secret pass found by the wandering scout or miner may be worth a small army..


in a word--a new layer will be added to the economy, construction and warfare--
strategical planning.
we might need to create alliances ourselves--some to get additional manpower, some to get information/scouts.