2 days
ago -
Crater Creator
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Okay, since you don’t mind…
I was going to say when you’re on a team, you want efficient movement among players. That means enough space to get around each other. A two-block-wide catwalk or equivalent instead of one block wide can mean the difference between everyone moving to and targeting where they want, versus someone getting left out. Or worse, a player doing something dangerous because they got impatient.
This applies to daytime/crafting bases as well. It’s great we can upgrade crates for more space, but you want to find that sweet spot on how many. Too many crates, and your team spends too much time running around moving in and out of them. Too few, and they waste time waiting to use the same crate. I end up clustering crates around a type of station, which is easier to remember than one huge bank of crates. And I leave room to expand, so teammates don’t have to relearn the organization.
As for firing positions, if you have a team of significant size, then you likely have a variety of character builds. Which means there’s no one-size-fits-all engagement range. People specialized in sniper rifles want to line up penetrating headshots, people specialized in melee weapons want to be up close, and other weapons like shotguns, pistols, and assault rifles are everywhere in between. If you put the zombies on a winding path where they weave back and forth, alternating closer to and farther from the firing positions, then everybody on the team has a window to engage safely at their ideal range.
Whereas PvP base design seems to be about camouflage and subterfuge, engineering a space for a coop group is about efficiency, so the team can spend all week firing on all cylinders.
I was going to say when you’re on a team, you want efficient movement among players. That means enough space to get around each other. A two-block-wide catwalk or equivalent instead of one block wide can mean the difference between everyone moving to and targeting where they want, versus someone getting left out. Or worse, a player doing something dangerous because they got impatient.
This applies to daytime/crafting bases as well. It’s great we can upgrade crates for more space, but you want to find that sweet spot on how many. Too many crates, and your team spends too much time running around moving in and out of them. Too few, and they waste time waiting to use the same crate. I end up clustering crates around a type of station, which is easier to remember than one huge bank of crates. And I leave room to expand, so teammates don’t have to relearn the organization.
As for firing positions, if you have a team of significant size, then you likely have a variety of character builds. Which means there’s no one-size-fits-all engagement range. People specialized in sniper rifles want to line up penetrating headshots, people specialized in melee weapons want to be up close, and other weapons like shotguns, pistols, and assault rifles are everywhere in between. If you put the zombies on a winding path where they weave back and forth, alternating closer to and farther from the firing positions, then everybody on the team has a window to engage safely at their ideal range.
Whereas PvP base design seems to be about camouflage and subterfuge, engineering a space for a coop group is about efficiency, so the team can spend all week firing on all cylinders.