State of Decay is one of my favorite series of all time. I love both 1 and 2, and would love to see 3 become even more of an RPG! I wanted to throw in my 2 cents to do what I can to help the dev's with what we want to see in the next game. This is also a new list with items that I haven't seen asked for before. (Note: this is coming from someone that plays in Nightmare Zone and finds it a bit easy)
1.) Slow Character Skill progression.
-Increasing your characters skills is a fun and important part of SOD, however the fact that you can take a character and go from level 0 stamina to max in an ingame day or two is a bit unimmerise. Limiting the amount of XP you gain or even amount you can increase a stat (maybe 1 rank per character per in game day) would greatly increase longevity. This would also make Facilities that increase the amount of XP/ rank in a certain stat (such as gym and shooting range) so much more important
2.) Add the ability to assign A.I.'s to do job's/work in facilities.
-An immersive feature I would love to see is the ability to assign your community members to different facilities, instead of having the game auto place then in your base. Being able to actually assign your doctor characters to the infirmary, Engineers to the workshop, and gardens to gardens, etc. (you get the idea) and have them stay there would be great. It always drives me nuts to see me doctor manning the watch tower instead of being in the infirmary. -In addition to this, expand to allow the ability to send out members to either go scouting, scavenging, and hopefully hunting. This would also give characters that have skills such as scavenging, scouting, fishing, etc. to be more useful to a community, and the ability to provide more bonuses than a character that doesn't.
3.) Bring back disease/ illness.
-A feature I loved in SOD 1 was the possiblity that your community members could randomly become sick, and possibly spread the disease in your community if you didn't have enough meds. This would add another level of survival that I felt blood plauge just couldn't reach, as you could just easily cure it/ remove with plague samples, and it couldn't spread to your other community members. This would also make characters such as pathologist very important as they could decrease the severity/transmission of the disease.
4.) Ability to recruit as many survivors from and allied enclave as you want.
- In SOD 1, you always had to recruit all members or a community, and in SOD 2, you could only choose 1. In SOD 3, I'd love to have the ability to choose how many of them to recruit. Even if it's just talking to the other members to see about recruiting them before leaving their base.
5.) SOD 1 Lifeline style seiges.
- The sieges in SOD 2 while a step in the right direction, were very disappointing for me (especially as someone who plays on Nightmare). Seiges seemed more of an annoyance than an actual threat, as more often than not the siege was just a handful of zombies and occasionally a juggernaut. Adding a seige system such as in lifeline where the zombies attack at the end of the day or even just in greater number would be nice. Also, having the ability to set mines, soundmakers, and fireworks outside your base as a facility action like in Lifeline would be great as well. This would not only add the option to make seiges easier for those that want them to be, but also give you another thing to use resources on.
6.) Add a daily schedule management system.
- Adding the ability to manage the schedule of your community members would add a level of depth SOD hasn't had yet. Choosing when to have your characters work, sleep, eat, and scavenge would add a whole other layer of challenge that would increase the longevity of the game. This would also play into many different mechanics of the game such as labor, resource gathering, rest, hunger, moral, etc. Selecting how many hours your members work throughout the day will determine things such as how many resources are gathered from home facilities, how much stamina does everyone have due to lack or increase in hours slept, how much health does everyone have due to amount of times they eat, and is morale lower due to more work hours, or is it higher because you have more leisure time assigned. This would make the game a bit more difficult, as you'd have to find the balance between facilities and mods that boost morale, versus resources.
7.) No cars or limited use of cars. *Controversial*
-This depends on when SOD 3 takes place. In case you didn't know, gasoline only last for about 3 months before going bad. This is why in a true apocalypse, cars wouldn't be around for very long. This is why many games don't have working cars. In SOD 1 it was fine as the game took place at the beginning of the outbreak, however SOD 2 takes play at least a year after SOD 1. I would personally love to see a huge emphasis on traveling on foot instead of driving, as cars in SOD make traveling on foot not a very appealing option, as why run when you can drive? However, I wouldn't mind having cars if you would have to modify them in an auto shop to run off of biofuel, and be forced to craft biofuel from food in order to drive. This would add another reason to have someone with the mechanic skill and Chemistry skill, and make cars an amazing late game reward. (This would be comparable to Fallout 4 giving you power armor early, but forced you to find fusion cores, thus causing you to use it sparingly in the beginning, but more frequently late game).
8.) Add simple craftable armor.
- In SOD 3, it would be amazing to have craftable armor to reduce the amount of damage make your character immune to damage to a certain amount of hits. In a zombie apocalypse, Armor doesn't have to be heavy duty, it can be as simple as taking magazines or newspapers and duct taping them to your arms. If hunting is in the game, you could also use animal skins to produce armor that gives you other bonuses as well such as protection from weather or morale bonuses. In SOD 1 and 2, there were many notes you could find throughout the world that didn't have any use besides giving you some story elements. Imagine being able to take several notes and combine them with duct tape to make arm armor to reduce/ prevent damage from Zeds. Armor can also play into the mobility, encumbrance, and stamina of a character, giving to player the choice between more health or more stamina and stability.
9.) Add domesticated animals and corresponding facilities.
-Adding animals that you can either rescue/tame to your settlement would be an amazing feature to have. Being able to take horses/donkeys that you could ride as transportation or use as a caravan would be great, and a good replacement for cars. Cows/goats would be a great way to gain trade/ food items such as milk and cheese, as well as provide a source of food if you decide to slaughter them. Dogs and cats would also be a good for adding a morale boost to your community, as well as possibly provide early detection for seiges. Of course though, you'd want to add facilities such as stables to keep the horses/donkey's in, Cattle pin/dairy farm for the cows/goats, and maybe like a dog park/animal house for the dogs and cats to do their business (could also require labor to clean up).
-10.) The ability to join up with either Red Talon or The Network (Or corresponding fractions in SOD3).
- In SOD 2 we always here the radio broadcast of Red Talon and The Network, either talking about needing to join up with them or how each faction is doing. It would be great if you could align (or choose not to) align with one of these factions, this giving you access to unique rewards that faction offers, and reduced influence cost with their traders. This could also open up the option to go to war with the opposing faction, either trying to wipe them out or significantly hurt their activities. Thank you for taking the time to read my thoughts, and I hope you take these into consideration. If your a fan, please upvote if you liked my thoughts so they have a better chance of seeing these ideas.