Developing Suggestions: Difference between revisions

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{{Developing Suggestions Intro}}
<noinclude>{{Developing Suggestions Intro}}</noinclude>
==Suggestions==
 
===Internal Barricades for Malls===
 
===Ignore based on Radio Broadcast===
{|
{|
|'''Timestamp:''' [[User:Mindlessidiots|Mindlessidiots]] 22:16, 25 February 2011 (UTC)
|'''Timestamp:''' [[User:Khwud|Khwud]] ([[User talk:Khwud|talk]]) 17:27, 8 July 2024 (UTC)
|-
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|'''Type:''' Barricades
|'''Type:''' UI enhancement
|-
|-
|'''Scope:''' Malls
|'''Scope:''' Interface
|-
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|'''Description:''' I have played Urban Dead for a long time, mostly as a survivor but I have now started to play as a zombie. In the week I have played as a zombie, I have participated in the sacking of three malls. It is my opinion that it is simply too easy for zombies to break into a mall and then take it over, with the survivors inside having little chance to rally to take the mall back. My idea is to allow survivors a better chance to hold the mall by constructing internal barricades which would block zombies from immediately entering the other parts of the mall. These internal barricades would only be able to go VSB for two reasons, one is if it went any higher survivors would not be able to move around, and two that it would be unfair for zombies to bring down what it likely EHB cades on the outside and then have to do it again on the inside to get to other areas. I think this idea would give a fair way for survivors to hold the mall longer and make for longer sieges, which judging from what I hear the old timers complain about, is something that is wanted a lot.
|'''Description:''' Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.
|}
|}
====Discussion (Internal Barricades for Malls)====
====Discussion (Ignore based on Radio Broadcast)====
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===Shrink the map===
====Discussion (Internal Barricades for Malls)====
 
===Semi-Dark Buildings===
{|
{|
|'''Timestamp:''' {{User:Zombie Lord/sig2}} <tt>03:37 20 February 2011(UTC)</tt>
|'''Timestamp:''' --[[User:Uroguy|Uroguy]]<sup>[[Zookeepers|TMZ]]</sup> 16:28, 14 February 2023 (UTC)
|-
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|'''Type:''' Improvement
|'''Type:''' Map change
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|'''Scope:''' Buildings
|'''Scope:''' Everyone
|-
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|'''Description:''' This would be a new classification for certain buildings. A Semi-Dark Building would count as [[Dark]] '''''if''''' it is Barricaded to Heavily Barricaded or higher '''''and''''' it has no power, due to light sources such as windows being blocked off by the Barricades. The following would count as Semi-Dark: Power Stations, Forts, Auto Repair Shops, Libraries, Museums, Police Departments, Schools, Warehouses, Railway Stations, Public Houses.
|'''Description:''' There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.
 
Some buildings, such as Churches, Malls (skylights), Tall Buildings, etc, are exempt due to having large high windows that can be left unblocked.
|}
|}
====Discussion (Semi-Dark Buildings)====
====Discussion (Shrink the map)====
 
Makes sense but over complicates things and looks like the main effect would be to NERF Pkers. --[[User:Honestmistake|Honestmistake]] 12:06, 20 February 2011 (UTC)
:Pkers would also have more places to hide. Sleeping in a Semi-Dark building for protection, for any Survivor, would be a lot less certain though.{{User:Zombie Lord/sig2}} <tt>21:23 20 February 2011(UTC)</tt>
::It would probably work both ways. ----[[User:Anachomutualist|Anarchomutualist]] <sub>[[User:Anachomutualist/Journal|says:]]</sub> <sup>The state is war, ⓐnarchy is order.</sup> 22:05, 20 February 2011 (UTC)
 
Simplify it to say that any single-block building becomes dark if unlit and EHB. Multi-blocks stayas normal for the flavour reason you gave, which means PKers still have malls, stadia, mansions, power stations, and cathedrals to PK in freely. {{User:Misanthropy/Sig}} 18:39, 20 February 2011 (UTC)
:Yeah, sounds better.{{User:Zombie Lord/sig2}} <tt>21:27 20 February 2011(UTC)</tt>
 
I'm not a fan of anythign that makes EHBitching any more annoying.--{{User:Yonnua Koponen/signature‎}} 18:58, 20 February 2011 (UTC)
:but surely this reinforces the EHBing stuff is wrong? --{{User:Rosslessness/Sig}} 18:59, 20 February 2011 (UTC)
::That's what I was thinking...{{User:Zombie Lord/sig2}} <tt>21:23 20 February 2011(UTC)</tt>
:::But it's mainly newbs who don't understand the problems with it that do it, so this won't stop them.--{{User:Yonnua Koponen/signature‎}} 21:25, 20 February 2011 (UTC)
::::I could even see EHBitching happening to save from both zombies and PKers. And I'm not a fan of anything that makes things even safer for survivors in green suburbs than it already is. --{{User:Spiderzed/Sandbox/Sig}} 21:29, 20 February 2011 (UTC)
:::::I see what you mean by making things more safe for survivors, and I am against that fully. I still vote zombies with the scent blood skill get full attack rates in any building dark or not. Granted that's a whole new suggestion that was called "overpowered" in the discussion but it'd make me more open to the idea of semi-dark buildings. Also, just a thought, when a building becomes semi-dark from EHB cades only the search rate is degraded(-25%?). The idea is that large things like furniture to rebuild cades and the human form are still easily distinguished.{{User:Mazu/sig}} 02:00, 21 February 2011 (UTC) 
::::::I hate everything about this idea. We do not need more dark buildings, nor do we need semi-dark buildings. '''IF''' this was - as I had hoped against hope that it was from the title - a suggestion about making Clubs/Banks/Cinemas semi-dark if the Genny is damaged (not dented), or running low on fuel, then maybe. Keep the other buildings as they are, regardless of whether it's Survivors or PKers getting the buff. --{{User:DT/Signature}} 03:05, 21 February 2011 (UTC)
::::::No wait, I lied. Make this apply to every building inside a Fort. Anyone who lives in a Fort deserves whatever crap search-rates they get. Hell, make the Armory ''Double-Dark''. But keep darkness away from everything else. --{{User:DT/Signature}} 03:12, 21 February 2011 (UTC)
 
I can see this making life difficult for people maintaining VSB buildings. PKers will go to the VSB buildings for an easier kill, rather than waste ammo in an EHB building. - [[User:Whitehouse]] 03:53, 21 February 2011 (UTC)
----
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===Stamina===
===Action Points===
{|
{|
|'''Timestamp:''' [[User:Peter Mason|Peter Mason]] 20:39, 19 February 2011 (UTC)
|'''Timestamp:''' [[User:Wolldog1]] 10:07, 26 July 26, 2022
|-
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|'''Type:''' New Skill
|'''Type:''' Action Points Increase Regeneration Rate
|-
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|'''Scope:''' Survivors (Maybe zombies)
|'''Scope:''' Everyone
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|'''Description:''' Instead of having a maximum of 50 AP, you can have 60. For zombies you could have a different name but the same idea by being able to move father distances. This skill would cost 175+ XP ( we can decide on a cost later, but it should definitely be greater than usual) and should fall under a miscellaneous or general category. I don't have a name for this skill. Right now, we can leave it at Stamina. If you have suggestions please leave them below.  
|'''Description:''' Due to the passage of time with mobile games and other real time action games without restriction,  I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game.  I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.
|}
|}
====Discussion (Stamina)====
====Discussion (Action Points)====
[[Suggestions_Dos_and_Do_Nots#AP.2C_Inventory.2C_Skills.2C_and_Barricades|AP increasing skills are usually shot down pretty quickly]]. The game's done okay with 50 for the past 4 years or so, I don't see any need to change it now. -- {{User:Krazy_Monkey/sig}} 22:06, 19 February 2011 (UTC)
 
You want extra AP?  Scout Safehouse already gives you 5 free actions a day in your designated safehouse, until you die or until the safehouse is ruined. --{{User:Axe Hack/Sig}} 03:39, 20 February 2011 (UTC)
 
Only if Zombies automatically get 75 AP to represent the extra 8 hours of activity they would have due to not having to sleep.{{User:Zombie Lord/sig2}} <tt>03:41 20 February 2011(UTC)</tt> 
----
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===Heal Over Time (modifided)===
===Drone===
{|
{|
|'''Timestamp:''' <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] [[The Rules|teh rulz]]</sup> 09:22 18 February 2011 (BST)</span></small>
|'''Timestamp:''' [[User:Rosslessness|<span style="color: MidnightBlue ">R</span><span style="color: Navy">o</span><span style="color: DarkBlue">s</span><span style="color: MediumBlue">s</span><span style="color: RoyalBlue"></span>]][[User_Talk:Rosslessness|<span style="color: RoyalBlue">l</span><span style="color: CornflowerBlue">e</span><span style="color: SkyBlue">s</span><span style="color: LightskyBlue">s</span>]][[User_Talk:Rosslessness/Quiz|<span style="color: LightBlue">n</span><span style="color: PowderBlue">e</span>]][[Monroeville Many|<span style="color: PaleTurquoise">s</span>]][[The Great Suburb Group Massacre|<span style="color: PaleTurquoise">s</span>]]<sup>[[Location Page Building Toolkit|<span style="color: DarkRed">Want a Location Image?]] </span> </sup> 19:10, 23 July 2022 (UTC)
|-
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|'''Type:''' Healing change
|'''Type:''' Survivor Item
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|'''Scope:''' Application of [[FAK]]s to survivors
|'''Scope:''' Survivors
|-
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|'''Description:''' At the moment, First Aid Kits (FAKs) are a powerful tool for survivors in real time combat situations. If there is a survivor online with a full load of FAKs, there is no way that a single zombie can kill any survivor in that location (unless the online survivor is inattentive). All they need to do is continue to apply FAKs to the target survivor (even themselves) when they get anywhere near death. A zombie has no chance to keep up with the healing.
|'''Description:''' Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.
 
This suggestion would change the application of FAKs to limit the healing that can be done instantly. Instead of all healing being done at the instant that the FAK is applied, 1/5th of the potential healing would be dealt at the time, and the rest spread over the 4 following AP ticks.
 
*1 HP per tick when healed by unskilled survivors.
*2 HP per tick when healed by a survivor with the first aid skill.
*3 HP per tick when healed by a survivor with surgery, if they are in a powered hospital.
 
All XP will be credited to the healer at the time the FAK is applied, regardless of whether all HP are gained before the patient dies. This means that each FAK will have the potential to deal exactly the same amount of healing, and will gain the same XP as before, it's just that the healing takes time to take effect.
 
It is more realistic, and gives zombies a chance against healers in real-time situations.
|}
|}
====Discussion (Heal Over Time (modifided))====
====Discussion (Drone)====
Previous [[DS]] discussions can be found [[User talk:Boxy/Suggestions/Heal Over Time|here]]. I'm just putting this up here to see if I've made any glaring errors, before putting it up for voting <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 09:25 18 February 2011 (BST)</span></small>
Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --{{User:A Helpful Little Gnome/Sig}} 02:19, 24 July 2022 (UTC)
 
How would the HP be displayed of a healing survivor? --{{User:Rosslessness/Sig}} 11:49, 18 February 2011 (UTC)
:Ah yes. For survivors with diagnosis, it would show the actual HP, as well as "potential healing", but FAKs added to survivors who were already at max. potential healing would be uneffectual, and not consume the FAK. I think healing an already fully healed survivor consumes and AP, but not an FAK, at the moment... we should probably keep that as is... <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 13:59 18 February 2011 (BST)</span></small>
:Yeah, it does. As someone who recently made a newbie for kicks, I found it quite annoying to lose AP all the time by trying to heal someone who didn't need it. {{User:Shadok/sig}} 23:52, 18 February 2011 (UTC)
 
How much screen clutter is this going to create (without any scripts, obviously).--{{User:Yonnua Koponen/signature‎}} 19:01, 20 February 2011 (UTC)
----
 
 
 
===Heal Over Time===
Moved back to [[User:Boxy/Suggestions/Heal Over Time|userspace]] for reworking <small>-- <span style="text-shadow: #bbb 0.2em 0.2em 0.4em">[[User:Boxy|<span style="color: Red">boxy</span>]] <sup>[[User talk:Boxy|<span style="color: Red">talk</span>]] • [[The Rules|teh rulz]]</sup> 12:51 17 February 2011 (BST)</span></small>
----
----


 
===Backpack===
 
===Bull Rush===
{|
{|
|'''Timestamp:''' Feb. 10, 2011
|'''Timestamp:''' [[User:Wild Crazy|Wild Crazy]] ([[User talk:Wild Crazy|talk]]) 20:55, 20 September 2021 (UTC)
|-
|-
|'''Type:''' New Zombie Hunter Skill
|'''Type:''' New item
|-
|-
|'''Scope:''' Survivors
|'''Scope:''' Survivors
|-
|-
|'''Description:''' So, I was thinking. There is only one zombie hunter skill. So much potential to add to that. One thing I was thinking about is the survivor being able to charge and "push" a zombie out of the building. The zombie has to be less than 13 hp and the door has to be left wide open. Its sort of like Feeding drag, except the survivor is pushing the zombie out of the building. Whether the survivor has to go out in the street with the zombie or not is open to discussion.
|'''Description:''' This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).
 
 
Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?
 
A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


This might be useful if there is a large break and you desperately need to get zombies out of the building to decrease their numbers.
|}
====Discussion (Bull Rush)====
Put a limit on a minimum number of zombies present before it can be used and I'm for it. If it can be used on lone ferals it's really overpowered, but as a tool versus hordes it should be alright. Just make it exactly the same as feeding drag (<13HP, door open), only versus zombies. Probably keep the survivor inside, but maybe bring them outside too? Like a rugby tackle. Maybe minimum five zombies present before it can be used? {{User:Misanthropy/Sig}} 18:20, 8 February 2011 (UTC)


:Maybe the limit should be for zeds inside AND outside. Not trying to make it OP, just to make it a decent counter to the beachhead tactic {{unsigned|Laffayette|18:34, 8 February 2011}}
Q: If it wastes AP, what is the point?


How does one tell how much HP a zed has left without first attacking them? --{{User:Axe Hack/Sig}} 18:29, 8 February 2011 (UTC)
A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


I'd support this if it was somewhat limited (as Mis said). Perhaps a 50% chance of success, but obviously accounting for the same conditions for feeding drag. Flavour-wise, it could be explained by the strength of a zombie as opposed to a regular survivor.--{{User:Yonnua Koponen/signature‎}} 21:05, 8 February 2011 (UTC)
:I like Yonnua's add-on. But maybe make it possible on any number of zombies just less effective on lower numbers. Explanation could be that with fewer zombies it's easier for them to dodge your rush? Anyways balance is balance logical or not. Possibly do it as 1-5 zombies have a 30% chance 6-10 zombies have a 40% and 11 or more zombies have a 51% chance. Also just a thought if you fail on pushing a zombie out you take some health damage. Which could also depend on zombie numbers, not sure on the numbers that'd be fair but if you succeed the zombie also has to stand back up outside.{{User:Mazu/sig}} 00:35, 9 February 2011 (UTC)     
::Variable percentage might work (like cadeblocking, but in reverse), but health damage and forcing the zombie to stand up are a bit sketchy, imo.--{{User:Yonnua Koponen/signature‎}} 08:30, 9 February 2011 (UTC)
:::Well charging into a crowd of zombies wouldn't end well in a real world zombie apocalypse  but there wouldn't be a limitless source of generators either.. In any case.  I'd say adding a tad bit of risk to doing it is fair. The standing up is just a thought, possibly have it so only 5AP without ankle grab is spent and 1 AP with ankle grab? As it's not quite as damaging for a zombie as getting shot to death.{{User:Mazu/sig}} 04:29, 10 February 2011 (UTC)
:::Cool. It looks like this is getting support. I'm all for the percent being low with fewer zombies and increasing with zombie hordes. So, now what happens?
----


==Suggestions up for voting==
Please give your thoughts.
The following are suggestions that were developed here but have since gone to voting. The discussions that were taking place here have been moved to the pages linked below.


<!--
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''No suggestions from here are currently up for voting.''
====Discussion (Backpack)====
EDIT BELOW THIS LINE -->
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===Defile Graffiti Change===
Moved to [[Suggestion:20110217_Defile_Graffiti_Change]] {{User:Zombie Lord/sig2}} <tt>11:47 17 February 2011(UTC)</tt>

Latest revision as of 17:27, 8 July 2024

NOTICE
The Suggestions system has been closed indefinitely and Developing Suggestions is no longer functions as a part of the suggestions process.

However, you are welcome to use this page for general discussion on suggestions.

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Developing Suggestions

This section is for general discussion of suggestions for the game Urban Dead.

It also includes the capacity to pitch suggestions for conversation and feedback.

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Adding a New Discussion

To add a general discussion topic, please add a Tier 3 Header (===Example===) below, with your idea or proposal.


Adding a New Suggestion

  • Paste the copied text above the other suggestions, right under the heading.
  • Substitute the text in RED CAPITALS with the details of your suggestion.
  • The process is illustrated in this image.
{{subst:DevelopingSuggestion
|time=~~~~
|name=SUGGESTION NAME
|type=TYPE HERE
|scope=SCOPE HERE
|description=DESCRIPTION HERE
}}
  • Name - Give the suggestion a short but descriptive name.
  • Type is the nature of the suggestion, such as a new class, skill change, balance change.
  • Scope is who or what the suggestion affects. Typically survivors or zombies (or both), but occasionally Malton, the game interface or something else.
  • Description should be a full explanation of your suggestion. Include information like flavor text, search odds, hit percentages, etc, as appropriate. Unless you are as yet unsure of the exact details behind the suggestion, try not to leave out anything important. Check your spelling and grammar.

Cycling Suggestions

  • Suggestions with no new discussion in the past month may be cycled without notice.


Please add new discussions and suggestions to the top of the list



Ignore based on Radio Broadcast

Timestamp: Khwud (talk) 17:27, 8 July 2024 (UTC)
Type: UI enhancement
Scope: Interface
Description: Allow 'ignore' from radio broadcasts; users are hiding behind their anonymity to allow them to broadcast things that would broadly trigger them to be ignored, if their user ID was visible. Adding their name, or an auto-generated call-sign (it is for a radio, after all) or something so that they could be blocked based on their broadcasts would help user experience. In addition, and broadcasts that get more than a threshold number could get tagged for review, and the user potentially having their (in-game) ham-license revoked.

Discussion (Ignore based on Radio Broadcast)


Shrink the map

Timestamp: --UroguyTMZ 16:28, 14 February 2023 (UTC)
Type: Map change
Scope: Everyone
Description: There are just over 3000 active characters in the game currently likely counting a significant percentage of alts and zergs. Shrinking the map by eliminating the outer first two rings of suburbs would increase the amount of interactions between the remaining characters. This shrink could be increased or decreased depending on future changes to the playerbase.

Discussion (Shrink the map)


Action Points

Timestamp: User:Wolldog1 10:07, 26 July 26, 2022
Type: Action Points Increase Regeneration Rate
Scope: Everyone
Description: Due to the passage of time with mobile games and other real time action games without restriction, I think that we should address the action points system of the game. This game can only realistically be played for 5 minutes a day. So it's not really a seller for new blood. If we want to see this game survive it needs to evolve into something more exciting than 5 minutes. My suggestion is double the regeneration rate to improve activity. I love this game. I want to play it more. And the die hard fans I'm sure feel the same. More will go on in a day, sure. But that's for both sides. We're ready for it. Let's get this game moving again. We need this.

Discussion (Action Points)


Drone

Timestamp: RosslessnessWant a Location Image? 19:10, 23 July 2022 (UTC)
Type: Survivor Item
Scope: Survivors
Description: Portable drone, found in mall tech stores, which are pointless as we all know. Encumbrance is 10%. When activated for 15ap they provide an image of a 10x10 grid centred on the survivor, showing the current outside status of all blocks including zombies, survivors and dead bodies. Like DNA scanners, Drones are multi use.

Discussion (Drone)

Would there be a message displayed to the players to the effect of "there's a drone buzzing overhead", similar to a flare? --  AHLGTG THE END IS NIGH! 02:19, 24 July 2022 (UTC)


Backpack

Timestamp: Wild Crazy (talk) 20:55, 20 September 2021 (UTC)
Type: New item
Scope: Survivors
Description: This will be a new item found in schools with a 2% find rate and sports stores with a 4% find rate. The low numbers are because, like a flak jacket, once you find it you have it forever. It increases you encumbrance by 30%. However, you can't use an item that is in your backpack until you remove it from the backpack. It costs one AP to add an item to your backpack and one AP to remove an item. An item affects your regular encumbrance until added to the backpack. Items such as GPS, radios, cell phones, and flak jacket do not work when in your backpack. Items in your backpack will not be shown in your inventory, but the backpack itself will be shown in your inventory. There will be a drop box next to the word backpack that shows all the items inside. When you click on an item in that drop box, it removes it from your backpack (1 AP).


Q: Wouldn't this buff survivors, since they can carry more bullets and kill more zombies?

A: Since it costs an AP to add and remove an item, it wastes a lot of AP to put bullet clips in your backpack if you are planning on using them right away.


Q: If it wastes AP, what is the point?

A: It will be useful if you want to carry around an extra stash of items, such as FAKs and Revivification Syringes, or if you are going far away from any resource buildings and need some extra supplies.


Please give your thoughts.

Discussion (Backpack)