while playing this I found out a few things things.
companions are similar to the survival crisis Z survivors where they only there pretty much a pet you need to feed. Going in this from playing the mind screw of SCZ and the plot it gave really makes me unease for this one. really feels like a turn base version of that.
Don't knock companions entirely. They aren't nearly as competent as you, mostly because you can't afford to feed them until the supply drops and by that point you'll have to pick up fresh survivors instead of experienced ones. However, they make good supply mules, and when trained they make good backup fighters. We need a way to order them to switch weapons, then you can choose when to use them as mules and when to use them as portable shotguns.
I only wish companions knew how to kite zombies. It would make for a much more easier time with handling ammo supplies. In the long run (
I'm talking a significant time here!) I'd like to see a few things from Rougejack's KISS (Keep It Simple Stupid) AI.
-NPC's ability to kite minimal zombie threats
-Better check system on companion's sleep meter
-A damn phone that doesn't take space and just needs batteries (I like difficulty, but honestly, do they have eighties phones or something!?)
-Higher tier zombies that run away when low on health to ambush you for an easier kill
-NPCS leaving areas when it becomes too dangerous or has too little resources (maybe they do but I haven't noticed)
-Better Char guards that also carry a zombification pill (makes them a high tier zombie)
-Pink Bunnies that last for more than a few days (could just be the RNG)
-NPCS gathering resources and returning to an active fort
-NPCS depositing said resources in safe area
-NPCS using the funk killer and when you use one close to an NPC it also affects them
-Funk killer message that tells when it's expired and maybe last a longer time too
-A reputation associated with your PC that affects NPC encounters
-Maybe different NPC types that have extra abilities.
*Survivalist-Consumable items have higher effects, and survives much longer without food and sleep
**Pack rat-Has the ability to stack twice the normal amount of items (some excluded) and has an extra item slot
***Zombie Killer-Higher HP, stamina, strength and better with weapons, begins with some great weapons
-Behavior associated with NPC survival and gradual building of NPC forts
*Nomad- Travels around city to escape zombie hoard, also carries many necessities, always has hauler skiller to one or higher; they make for great traders and often leave districts in less than three days.
**Cooperative- Likes to settle forts and tries to maintain safety in district with significant numbers; the forts will also have a very significant amount of supplies gathered up with actually civilian guards.
***Loner- Tends to stay alone and considers others a threat to survival will either hold up in a well supplied fort for as long as possible or does moderate traveling. Loners are fairly uncommon and will often be more skilled than other NPCS and only recruit able with with lvl2 leadership skill.
Also some bugs, stacked combat knives given to allies become baseball bats and maybe I'm missing something but Z-trackers only show zombies relative to your FOV. Huh, you know, I think I may send this list to Rougejack himself.