USSF06
New member
Replies in the Zombie AI thread made me think about how much bandits can bring to this game. If any of you have played the Starvation mod, you have already seen how deadly hostile humans can be, as well as seen special bosses like the monsters who destroy structures with ease.
This made me re-imagine what bandits can bring to 7DTD. Why care about zombie AI? They're mindless monsters. Make numbers and relentless stamina their focus. Feed the AI development to bandits. I know TFP has been working on bandits for awhile, but I love the idea of bandits with specialties:
Saboteur Bandit - Purposefully leads hordes of zombies to your location. Functionally, this bandit would work as a screamer. Once he sees you, a horde of zombies follows shortly behind him.
Demolition Bandit - Zombies shouldn't have the ability to break most structures, but humans are more than capable. This bandit brings weapons of mass destruction (in the form of rockets, augers, chainsaws, etc.) to destroy your establishments.
Boss Bandit - Give him what he asks for (dukes, materials) or choose to fight him and his gang (a mix of regular bandits and special bandits).
Anyone else like the idea of stuff like this? I know bandits are in the works and are probably awhile out, but I'm starting to feel like too much is being invested into zombie AI when they aren't suppose to be that smart to begin with.
Edit: I'm going to add any ideas commented to the list below. If anything, it would be something worth trying to mod in during free time. If you don't like me adding your stuff to the list with my paraphrased version, just let me know.
AtomicUs5000's Ideas:
Trapper Bandit - booby traps your most common paths.
Beast Master Bandit - hunts you with tamed wolves and/or bears.
Scavenger Bandit - steals from you if you don't adequately protect/secure your stuff.
Dimpy's Idea:
Player Bandit - mimics a real player by spam crafting, nerd poling, and bunny hopping.
This made me re-imagine what bandits can bring to 7DTD. Why care about zombie AI? They're mindless monsters. Make numbers and relentless stamina their focus. Feed the AI development to bandits. I know TFP has been working on bandits for awhile, but I love the idea of bandits with specialties:
Saboteur Bandit - Purposefully leads hordes of zombies to your location. Functionally, this bandit would work as a screamer. Once he sees you, a horde of zombies follows shortly behind him.
Demolition Bandit - Zombies shouldn't have the ability to break most structures, but humans are more than capable. This bandit brings weapons of mass destruction (in the form of rockets, augers, chainsaws, etc.) to destroy your establishments.
Boss Bandit - Give him what he asks for (dukes, materials) or choose to fight him and his gang (a mix of regular bandits and special bandits).
Anyone else like the idea of stuff like this? I know bandits are in the works and are probably awhile out, but I'm starting to feel like too much is being invested into zombie AI when they aren't suppose to be that smart to begin with.
Edit: I'm going to add any ideas commented to the list below. If anything, it would be something worth trying to mod in during free time. If you don't like me adding your stuff to the list with my paraphrased version, just let me know.
AtomicUs5000's Ideas:
Trapper Bandit - booby traps your most common paths.
Beast Master Bandit - hunts you with tamed wolves and/or bears.
Scavenger Bandit - steals from you if you don't adequately protect/secure your stuff.
Dimpy's Idea:
Player Bandit - mimics a real player by spam crafting, nerd poling, and bunny hopping.
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