Surviving the Aftermath

Surviving the Aftermath

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I_Rd. 26 Jan, 2023 @ 9:26am
Criminals and 8 other suggestions
I really like the game and I'm hoping for new content. My suggestions:

1) CRIMINALS (no thieves from other colonies and no hostile colonists). There could always be criminals among the new survivors from the world map. The Guards could be sent to “criminal” buildings like the Brawl Pit or the Public House to find them or they will steal or rage and leave the colony without announcement since they never came to stay. Once identified you can force them to work and rehabilitate them or send them to the world map where they surely join the other bandits!

2) SPECIALISTS WORKING INSIDE THE COLONY. A new type of specialist for “inside use only” would be great like the COOK (boosts food production in the cookhouse) or the ENTERTAINER (works in entertainment buildings for more happiness). An additional worker slot that can only be used by the new type of specialist could be launched, so the cookhouse would have 2 regular slots + 1 for the new specialist (they can’t fight or leave the colony so old people would be great for this).

3) NEW DISASTER: FLOOD AND HEAVY RAIN. Lakes will rise temporarily and heavy rain will damage most buildings without concrete (especially tents!) but will also bring random loot and increase the humidity so you can build new fields.

4) ARMED VEHICLES. Modifiable vehicles would increase the utility. Example: Remove one seat in the garage for a heavy machine gun, which can be used by any specialist left in the car. The damage could be comparable to a Fighter. It would be helpful especially since there are way more bandits in the New Alliances-DLC.

5) There should be a small chance for RECRUITING SPECIALISTS inside the colony BY CONSTANT WORK, maybe 2 % for a repeated visitor of the brawl pit to become a Fighter or 5 % for a Scientist after working in the medical tent for a long time.

6) Some UNIQUE BUILDINGS AT THE BEGINNING INSIDE THE COLONY like habitable house ruins or an abandoned community center that can be used for living or teared down for resources would make the game more interesting and realistic. No one would found a post-apocalyptic colony on the green field without any protection - you usually would look for shelter (like city ruins), special reference points and so on.

Suggestions:
- Some locked basements that belonged to destroyed houses. You have to open it with lots of tools. Possible loot: Lots of canned fruits and chocolate bars or mass of rats. After that the basement can be used as a shelter for 10 people.

- A locked pre-apocalyptic garage. You also have to open it with lots of tools. Possible loot: A new car with fuel or a virus from the bodies inside infesting your colonists. After that the garage can be used as a single General Storage without the required research.

7) Other OBJECTS than pollutions that BLOCK YOUR EXPANSION like old tracks or broken tunnels that can only be removed by a mass of workers but bring precious resources. Example: Remove an old highway tunnel with 20 workers for concrete and components or remove tracks for metal.

8) MORE TRADE RESOURCES that can be produced in the colony would be helpful.

Plastic + Metal = Knife
Metal + Parts + Fuel = Lighter

9) NEW TERRAIN IN THE COLONY: RIVER. Many survivors would look for a river to find water and food so a river in the colony would be great especially in combination with the FLOOD. It could “divide” the whole colony and would require a bridge to cross. It brings fish and some other stuff to your colony from time to time (loot, bandits on a boat that never pass the gate!) and is hazardous to your colonist since children could fall into it.