While preparing for my partial-unloading experiment, I had an idea. I could just change it so that submaps marked as your "base camp" don't get unloaded.
It would be much simpler to implement, allows fires to burn, and allows the player some control over how much extra processing is done, but it is less intuitive and less realistic/powerful.
Any opinions?
I think being able to select an area to be realistically processed would help trim down the amount of work the devteam has to do, at least for now, while solving most of the annoying problems caused by reality bubble weirdness. The way I see it, there should be a few different levels of offloadedness: Your designated base, which would be processed in real time. Places you've visited and set on fire, which would be processed using some kind of special fire spreading algorithm. Perhaps something in between for some locations? Having fungal blooms and the like grow and expand would be interesting, if somewhat difficult to balance. The main problem I see with the base being processed differently is that it might accumulate more random spawn encounters then completely offloaded tiles, making it a deathtrap if left alone for long enough periods of time. Unless you're an unstoppable badass who mows down zombears with both hands tied behind his back, in which case its just inconvenient.
Started a new game as a martial artist trained in Karate[Because why not?]. My starting evac shelter was overrun with zombies, including a few advanced types like a shocker, a smoker, a necromancer and a cop. Usually, what I would do is run for the hills and fail at surviving with zero shelter or items. This time? This time I fought back. And killed all of them with my fists/legs/limbs of steel. And got out alive. Horrifically maimed, true, but alive.
New record!
I picked the Bad Day start (drunk, depressed, naked, starting house is on fire, and the flu). I had just enough time to grab a long scarf before the house collapsed in on me and as I staggered outside I got jumped by a zombie brute and mi go. Grand total of 10 steps in that game. The end.
You get to choose starting scenarios in the newest experimental? And flaming buildings collapse?
* Arcvasti is distracted by the shiny new Cataclysm[/me[
EDIT:
Wait, this game has a built in tutorial? That would have been good to know. A little earlier. When I didn't know how to knife.