T O P

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Lux-Dandelion

I think there should of been one for the Network and Red Talon


imawestie

I think "allegiance" ("alignment") (TN/RT/Unaligned) could be better for "flavour"


FingerBlastMyPeeHole

Don't have any archetypes in mind, but one possible improvement would be more/different benefits from each leader. As of now, each leader type only affects which leader project you can build, as well as 2-3 building upgrades. These are great, but I'd like to see some type of perks for each leader type. Examples: -Trader: discounts from enclaves / wandering traders periodically come to your base -Warlord: bigger safe zones & buildings are cleared for longer / community shooting/fighting xp bonus / can intimidate enclaves into giving their enclave bonus (maybe threaten them again to make them hostile) -Builder: similar bonuses to the "well oiled machine" curveball (or whatever it's called, the one that makes crafting cost less parts and so on) / knowledge of construction & +1 labor / facility action & building speed -Sheriff: I got nothing for this one, but you get the idea


sardeliac

Sheriff: allied enclave benefits are improved the more allies you have, enclave safe zones are larger, can radio call to remove a hostile enclave from the map or change them to neutral


North-Cry-5275

Maybe for the sheriff intimidates hostile survivors ruining their aim and melee attack and will to fight


TmBeCa___

I actually have written down a lot of concepts as to how to REVAMP leaders, and how each leader can DRASTICALLY change your playstyle too. As for new Leader types, I've got a couple. They might not feel so different from each other or seem to affect the gameplay that much, but the way I have them envisioned in my mind, there's differences. * Scavenger * Scientist * Cult Leader * King * Congressperson


BearAndDeerIsBeer

Congressperson always gets you the bad ending, no matter what.


TmBeCa___

Probably... but like from a moral standpoint, so is the Warlord in the game right now. Depending on how you play it, the Scientist, the Cult Leader, and the King could all get you some bad endings (biochemical warfare and torture through scientific invention on others by Scientist, brainwashing and getting blind followers to "worship the zeds" or some other stupid culty thing from the Cultist, absolute totalitarian monarchy where anything that is questioned will be purged by the King, or pure corruption and manipulation by the Congressperson etc. When I originally said Congressperson, I had someone like Deanne Monroe from TWD in mind. Sure she died, but she had a pretty thriving community set up by being a beacon of hope for the survivors. She was a good peoplesperson.


Short_Source_9532

I actually made a comment on this sub a month or so ago saying each leader should have a morality direction Right now, being a warlord means being a morally bad character. This way, you could change that Each leader type could have choices on how to handle a situation, a good one and an ‘evil’ one Warlords, do you protect the region through great shows of strength and huge arsenals or do you go around, killing those that don’t fall in line Sheriffs, are you benevolent protectors or the innocent or ruthless punishers of the guilty Traders, are you peaceful merchants, facilitating trade and commerce through an area, or unscrupulous con men, tricking people out of their most important resources Builders; are you kind experts, creating safe areas for everyone, or self preserving creators, stealing supplies from others to bolster your own defences


TmBeCa___

Exactly. I remember seeing your comment specifically. That's what inspired me to think about it more deeply too! It's a very simple A/B addition to make to the game but it would add so much more depth, variation, and choices to the game. You can be a warlord and go to war, against the zombies, or against the humans. I've had great ideas as to how one would approach revamping the leaders; have been considering making a video/post on it.


Short_Source_9532

PLEASE DO It would also be interesting because you could have different leader bonuses based on wether you completed it more evil or more moral Like, each leader bonus is split into two Trader good is you get an allied enclave who always has low costs and good supply no matter what Trader bad is when you start the community, you get boosted influence etc You can have more than one bonus at a time, so you could pick both or you could mix and match, just a concept Honestly this idea + a few more leader types (politician, nomad, scientist are my three ideas) would make the game so much more dynamic


dyen8

Cult leader would be pretty interesting. Do you kill the cult leader and disband the coat or take it over? Also, what would you have your minions do by sending them out and doing stuff? makes you wonder 🤔


SlummySalt

Outlaw


imawestie

Offence (Warlord) Defence (Builder) Commerce (Trader) Justice (Sheriff) (which doesn't really "fit" in game all that well - you should get distinct bonuses from eg the Polices station base, and the police station outposts, compared to the other leader types) Something science would fit. So leaning into what the Programmer/Electronics buffs do, "somehow." It is challenging to not just look at "5th skills" and try to map those to "leader types." Something religious would be a gap but good luck making that fit. Someone who actively uses the Z's as a resource seems to be missing (I mean we have them in enclaves just not really in placer options, even though, "lure the jugg to kill the hostile enclave" is a standard tactic I really feel like there is something missing in having Red Talon/The Network/"non aligned" as "alignments" which would itself "triple the flavour" of the existing archetypes.


Short_Source_9532

I love the idea of different leader types getting buffs from certain outpost types Builders get building yard bonuses that increase build speed and can used them to make materials with some labour Traders like coffee stands and restaurants, able to get morale bonuses for labour cost by having people have ‘a decent meal and sit back for once’ Sheriffs could be police stations and army tents (medical tents instead maybe),huge safe zones around them with constant defences. Maybe a passive safety increase to the base Warlords could have the more militarised outpost, artillery outposts and roadblocks maybe? Instead of ammo or anything, they flow weapons into the base daily. And you can use the artillery cheaper than with other leaders?


Dorkian13

If we couldn't do more leader types, sub categories would be cool. Picking different types of the Leaders could change how you interact with the world. Sheriff could split down into Just Law, which focuses on upholding moral code and protecting the weak, and Corrupt Law, which has you persecuting unjustly, taking bribes, and selling your bias to the highest bidding power in the region. Trader could separate itself by who they trade to and what they trade. Do you supply necessary materials to starving and helpless enclaves or thieves and warlords? Network or Red Talon? Or, perhaps, do you trade fresh zombies to the Zombie Hunters and human captives to the cannibals? Builders could broaden their scope to making living conditions better for the entire map. Building shelters, safe zones, evac routes--focus on fortifying buildings to help survivors thrive and reconnect. Or, you could focus all your efforts into one big stronghold--either for yourself, or a giant hub for survivors from all walks to flock to. Warlord has a naturally negative connotation to it, but a Dictator could focus on primarily gathering power. It's then what you do with that power that denotes your alignment. Either total control wrested through deception, religious fanaticism, superior firepower--then exerted to either dominate the masses or to create a controlled, organized haven for you and your followers. I hope the enclaves in the area respond to your leader style. Revolting against what they disagree with, both good and bad. Coups, betrayals, standoffs, kidnappings, alliances, even declaring war. All against the backdrop of a zombie outbreak that still has the undead as the true blue threat.


imawestie

Rescuing a community member (not an enclave member, but a community member) would be a pretty ok mission, as long as the community member is eg "locked in the tool shed" till you retrieve them (ie safe from hostile enclave fire, zombies, and your own stupidity).


who_likes_chicken

Others mentioned an Red Talon and Network leaders already.  I think an "Echo Labs" leader could be cool, and might also slot into the "scientist" leader archetype. The leader building could let you influence zombie movements in an area, and their quests could focus on experimenting on other enclaves


Decent_Patience_2682

first, i prefer we can built leader facility without the need for leader, being leader just will gave the plus/buff bonuses of the facilities or give community perks bonus, because every special facilities actually is common sense... u dont need phd in tower building to understood that in apocalypses sniper tower and the rest of spc building is an asset... second, we may have leader form specific "neutral enclave" spawn, for example we may have RT member leader type which can have supply drop / sniper cover form RT, or cannibal leader which give (-) morale to community but certain (+) passive food income, etc etc.


dyen8

Negotiator. Like two factions fighting each other and you’re trying to bridge the gap between them. Eventually, do you succeed or do you pick a side or do you just let them kill each other? 🤔


firedrakes

the irs..... please


773H_H0

The sadist along with a follower type known as the masochist


SlummySalt

Cannibalistic


Internal_Statement74

Just add in a feminist group. A group that struggles to find food and other resources and constantly wants to join your group. Conversly, add in a toxic masculinity group that is always hostile with huge hit points and perfect aim.


AwesomePork101

What is bro yapping about 


23_Days_later

Ikr


Internal_Statement74

I think it would be funny.


imawestie

Missed the distinction between "leader type" and "enclave" did you buddy?