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I'm in the process of auditioning several games to be the next Bad Company Big Survival Game. This will be the third such game with 7 Days to Die and Eco being the previous ones that were supported with a video series. I'm not ruling anything in or out right now, but instead I'm looking at the fundamentals of what sort of game would work best.

From my own "must have" list:

- The ability to craft and build

  • - PVE (ie players versus AI monsters)
  • - Specialised roles or skills to develop
  • - Support for a lot of players, but not dull if you find yourself alone
  • - The ability to run special events (ie spawn invasions, hold contests)

That's really all there is from my requirements. An economy, whereby players can sell their various odds and ends to one another, would be nice but is not essential.

There are 5-6 games I'm looking at right now with various different fictional settings (although fantasy/medieval is most represented) - no, I won't tell you what they are... yet.

I'm posting this because I've always felt that there's been something lacking from previous games after they've settled in, and that's any sense of danger or threat. Typically we've always worked as a collaborative organisation, and that's always been great fun right up to the point that the world itself no longer poses a threat.

The heady rush of the first couple of days in 7D2D was never really repeated - that first night was absolutely amazing. Once players were running around in a night 7 horde with armour and a sledgehammer, or holed up inside a concrete and steel fortress the immersion was shattered, the sense of threat being critical to the fun of the game. 

This, obviously, is a bit of a weird statement for me to make as my main aim is to build something I find interesting in whatever world we're inhabiting. Combat is a distraction, nothing more. At the same time, that threat added to whatever project I'm working on definitely makes it better - especially if there are defensive options available. Being surprised by a lurking zombie makes me jump out of my skin and, retrospectively is great fun.

Where am I going with this?

PVP.

Ugh.

I'm no fan of freeform PVP as you end up with the worst dregs of player society wrecking the game for everyone else. Yes, they add threat to the world, but they have a tendency to deliberately screw with what you're working on in a way that just feels vindictive. Not a fan.

That said, PVP combat itself can be quite satisfying. Hunting down "murderers" with a group of other normally passive players feels like an adventure, and makes a break from the norm. In those cases however I am opting into putting myself in harm's way, and that makes a big difference. Not only does it mitigate the risk my passion project is disrupted, but again it removes the threat.

Right, onto the point of this thread. I'm looking for opinions for which PVP route we should adopt. Here are the runners and riders along with my own preference:

- No PVP. Ever. At all. Okay, maybe duels. 

- Time-limited PVP "events". PVP enabled all the time but outlawed unless an event is happening so players can avoid it.

- Full PVP, no rules. This includes trashing other players' constructions, and repeatedly targeting the same player.

- Full PVP with a code of honour. Any player can attack any other player at any time, however after defeating another player they must not attack them again for X days. Damage to and theft from player property is allowed but within reason. Burning it all to the ground and stealing everything is not allowed, doing moderate damage and stealing a portion of their possessions is.

- The Colonel's Choice. The Bandits. Around 1 in 10 players are assigned to the "bandit" group. They will set up remotely to the other players in the game (a location which should be kept secret) with all other players working collaboratively. The bandits are free to be as destructive and murderous as they wish, but should maintain a sense of decency - not repeatedly targeting the same person, or demolishing the same building. If the townsfolk find the bandit camp and wreck a special building (like a pillar/pylon or similar) the bandits are considered defeated and may now join the town. A fresh group of bandits then being selected a day or two later.

This approach gives the threat of harm without it being overly grief-oriented. It also gives everyone the chance to play as a villain for a while which should keep the experience fresher for longer.

I am open to counter-arguments, however that's the way I'm leaning at present. 

You'll know when I've selected a game, because I'll make a video on the subject (and release server details). The other change to the norm I'll likely make for the next game is that every BC member will get a "guest pass" whereby they can have a friend also join the server. The goal is a nice big game with lots of inventive building and worldcrafting with the risk of danger being around regularly.

Expect something to appear within the next couple of weeks.

-CF


Comments

Pixelator

I volunteer as bandit.

SeriousMoose

While reading through it I thought "player bandits" all the way until you wrote it. Really like the idea and looking forward to what you will come up with!

PlasticVicar

Anyone heard anything good or bad about Outlaws of the Old West?

Colonel Failure

Griefing gankfest by all accounts. Sadly there's no player run server option otherwise it'd be on my list.

Completely Average Gaming

Colonel's choice sounds darn awesome!:-) Suggested addition though: What if the "non bandits" were grupped in "nations/teams" ?-.^ Depends on the scope and game of course:-) just a thought😁

Neil Murphy

Cnls choice or full with honour

Mr_Hipbone

Joining the Bad Company 7D2D server as a rank amateur when the server was around day 200 or so was always exciting

wjzijderVeld

Personally I'd got for the timed events option. It's what I liked about Rend. But the bandits sounds like a lot of fun as well. Not that I'm sure if I could/would join a game currently 😅

Michel Côté

I'm all for the "Colonel's Choice" as well.

Fuegas

I'm game for the Colonel's Choice :) I do hope there will be enough players to make it interesting for both sides. An idea could be to have a few bandits from the same country / timezone. For example 4 from Europe, 3 from America, 3 from Australia. That way the chance a bandit is alone is reduced as well :)

Philippe

Play Eco of course... with 10 players and medium to high specialization! But Colonel's Choice sounds good too. I'd name the whole series "Colonel's Choice"