At RTX 2015, DayZ Producer Brian Hicks spoke about base building.
Some things we do know:
"Lets say you put down some basic resources and you start adding into that and you'll start building up things."
-Brian Hicks
The current idea regarding walls is: Improvised Walls (sheet metal, 2x4's), Improvised Towers (pallets, 2x4's, sheet metal).
Reinforced base building will have Hesco Barriers which will be available in two tiers stacked. Looking over and shooting over walls will be a reality. Generators as well as flood lights are mentioned.
A concern that's worth discussing is, if you build a base will it be piece-by-piece or prefabbed?
Hicks mentions a cap on Z space (height) ceiling. Thankfully, he doesn't want impossible builds (Epoch) like a wooden hut that's 6 stories high. This tells me along with crafting (filling) Hesco barriers, building walls with different materials, different tiered level towers, etc...that you build a base piece-by-piece. It'll either by literal pieces or a group of pieces controlled by a pre-determined set or an amount slider. Either way, he's speaking of literal pieces which is important to know.
Regarding the issue of refreshing a base...
Triggers are invisible circles that trigger events (on a delay or not) when someone enters the radius. This was how zombies and loot spawned in the Mod. They still use triggers in Arma 3 and I'm guessing triggers are still a reality for SA. With that said, Hicks said a base isn't a base w/o walls so why not make the design work via: you make an enclosure of walls and once that's achieved a trigger is created. Step inside the trigger and bam, refresh for x amount of days. Only problem is if you don't make a circumference of walls, you can't refresh your base because a trigger isn't assigned. My reply to that is, who is going to build one side of wall and not an enclosure?
Some things we do know:
- You will need a 'construction kit'
- You will need to refresh your camp
- There is an improvised version as well as an reinforced version
"Lets say you put down some basic resources and you start adding into that and you'll start building up things."
-Brian Hicks
The current idea regarding walls is: Improvised Walls (sheet metal, 2x4's), Improvised Towers (pallets, 2x4's, sheet metal).
Reinforced base building will have Hesco Barriers which will be available in two tiers stacked. Looking over and shooting over walls will be a reality. Generators as well as flood lights are mentioned.
A concern that's worth discussing is, if you build a base will it be piece-by-piece or prefabbed?
Hicks mentions a cap on Z space (height) ceiling. Thankfully, he doesn't want impossible builds (Epoch) like a wooden hut that's 6 stories high. This tells me along with crafting (filling) Hesco barriers, building walls with different materials, different tiered level towers, etc...that you build a base piece-by-piece. It'll either by literal pieces or a group of pieces controlled by a pre-determined set or an amount slider. Either way, he's speaking of literal pieces which is important to know.
Regarding the issue of refreshing a base...
Triggers are invisible circles that trigger events (on a delay or not) when someone enters the radius. This was how zombies and loot spawned in the Mod. They still use triggers in Arma 3 and I'm guessing triggers are still a reality for SA. With that said, Hicks said a base isn't a base w/o walls so why not make the design work via: you make an enclosure of walls and once that's achieved a trigger is created. Step inside the trigger and bam, refresh for x amount of days. Only problem is if you don't make a circumference of walls, you can't refresh your base because a trigger isn't assigned. My reply to that is, who is going to build one side of wall and not an enclosure?