Originally posted by Limdood:with the change to zombie AI to make them seek out the most efficient path (rather than direct line approach), Bases end up more in-line with historical fortifications. I've probably started over nearly as many times as I have hours in this game lol. I don't consider a lack of an "end goal" in a sandbox a failing by any means. Regardless, after 2500 hours of play, I always spend less than 150 game days before starting over. Either my horde fighter is effective enough to be sustainable and I quit. And even these saves don't go much past 100 days. One hour SSP worlds are just for on-the-fly survival with integrated bases or separate ones. My SSP worlds rarely go past 120 days or so since I'm just building designs for fun. For those I will build a separate fancy pants efficient horde fighter. Originally posted by Trooper Bri:When I'm on 2-hour days building a new home base design, I want as much time as needed to gather resources, and save on ammo since I have a 30 minute horde. That could be a complex, trap ridden all in one base with a gauntlet the zombies run to get to you, or it could be as simple as 2 ramps almost connected by a walkway that you jump between so you can at least control exactly what direction the zombies approach you from. The specifics of the base don't really matter, so long as they allow you to concentrate your energy where it will do the most good - and you can only do that if you can dictate where the enemy will be. The zombies have an obvious and easy path, so they take it, and the player can concentrate their energy in the most efficient way possible, with every trap being utilized and every bullet counting. In 7dtd, its evidenced by bases with an "easy" approach.a clear path between the outside and the target (player). The concept of killboxes is literally as old as humans building fortifications. That single point on the perimeter was the only place where it was FEASIBLE to attack or attempt to gain entry, so the defenders energy could also be concentrated on a single point. But since people DID have to get in and out of the fortification, some sort of path was needed, so those fortifications had (often only) a single gate that was the obvious entry/exit. No one could get in or out the giant, fortified walls on a cliff surrounded by a moat. Instead, historic defensive fortifications made the vast majority of their perimeter unusable and unapproachable. This is illustrated in 7DTD by bases that have barbed wire or traps around the ENTIRE perimeter of the base.95% of those defenses are useless, since as soon as the zombies clear a trap, it becomes the most efficient way and they all gravitate to that path. That's really inefficient use of energy, since the enemy can concentrate their force ANYWHERE, and the defender has their energy spread all over. Old-school fortresses didn't build in a field and evenly distribute their active defenses around the entire perimeter. With the change to zombie AI to make them seek out the most efficient path (rather than direct line approach), Bases end up more in-line with historical fortifications. It might set you back.but that's kindof the risk you're intentionally taking by not separating your fortress from your home- That exact risk of potential loss if your fortress fails is basically the whole reason you're NOT separating the two. Keep using it till it gets broken, and you'll have your answer and you'll know how you could have done better for next time. Stop worrying about whether your desired base is viable- Go for it. But that doesn't mean other methods won't works/aren't viable. Yes, killing corridors ARE one of if not the most efficient, pretty much hands down. Ultimately, You can conceivably defeat every single horde, even up at max level, in an open field with your bare fists and enough skill and knowledge. But I am beginning to wonder about the longevity of such a fortress. Try to snipe zed cops from as far away as possible. If a cop sees you and does his vomit attack, it will corrode your barbwire pretty fast and open up a path though your perimeter.
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