π Base Building
Turning ruins into something that resembles home.
1. Choosing a Location
When picking a base spot, consider:
- Access β near good loot routes but not in the middle of them.
- Defensibility β choke points, fences, limited entry paths.
- Escape routes β you need backup exits.
- Vehicle space β future-proof for garages and parking.
- Farming potential β open ground or nearby plots.
2. Base Types
ποΈ Safe House
- Minimal modifications to an existing building.
- Focus on:
- Door/ window reinforcement.
- Basic storage.
- Sleeping area.
- Good for early game or nomadic play.
π° Fortified Base
- Multiple layers of defense.
- Dedicated crafting, storage, farming and vehicle zones.
- Used for long-term survival worlds or co-op groups.
π§ Outposts / Forward Camps
- Small, lightly stocked shelters near distant POIs.
- Allow multi-day operations far from the main base.
3. Materials & Upgrade Paths
Describe here:
- Early materials: wood, scrap metal, basic tools.
- Mid-game: reinforced walls, better doors, metal structures.
- Late-game: heavy fortifications, traps, advanced stations.
You can later add tables like:
| Tier | Material | Use | Notes |
|---|---|---|---|
| 1 | Wood | Basic walls, doors | Fast, weak |
| 2 | Metal | Reinforced structures | Slower, stronger |
| 3 | Concrete/Advanced | High-end defense | Very resource intensive |
4. Core Base Modules
π¦ Storage
- Keep high-value and crafting resources sorted (metal, chemicals, ammo, etc.).
- Use labeled containers if possible (or clear naming conventions in co-op).
π§ Crafting Zone
- Cluster workbench, chemistry, cooking, ammo benches for efficiency.
- Keep this area indoors or sheltered to reduce attack risk.
πΎ Farming / Food Production
- Farms close to your base to reduce travel time.
- Consider fencing or other protection from zeeks (if they interact with crops).
π Vehicle Area
- Garage or parking area.
- Space to maneuver, repair, and store spare parts/fuel.
5. Defensive Design
Basic defensive concepts:
- Funnels: force enemies through narrow entries.
- Kill zones: overlapping fields of fire.
- Fallback layers: inner doors/walls to retreat behind.
- Noise management: know which activities draw attention.
Add specifics as the building system is tested more (what zeeks can/canβt break, etc.).
See also π§ Loot & Crafting β’ πΊοΈ Map & Environments