Titan Zombies

McHawill

New member
There could be a titan/giant/mutant zombie that is 1.2-2 times taller and with much more mass.  This zombie could replace some of the higher-level hoard nights' (say around night 42, maybe?) mobs.
For instance, instead of having say 300 zombies spawn on the night 42 blood moon altogether, you could have 200 spawn (as well as the trickling-in ones after the initial hoard) and have two titan zombies each with the health of say 50 of the zombies they are replacing (average of the normal, soldiers, police, etc.) and maybe half of the strength, or whatever ratio you think would be challenging but not insanely base-destroying.  This would scale as the game progresses, meaning more titans throughout the night, and they would be stronger.
This would help lag on the bigger hoard nights, which I seem to recall was a big issue my friends and I experienced the last time we all played (this only occurred in the later blood moon nights).
Anyway, love the game and hope you make more zombies to kill and some cool Marauder-AI for additional slaughter in the future (don't scrap that from your roadmap, pleaseee <3)!

 
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They worked on a behemoth zombie in the past, but scrapped it because it caused too many issues with pathfinding/fitting through doors, so seems unlikely.

 
I had an idea similar to this for the endgame. Zombies that don't show up until you reach a certain level, and then they spawn very sparingly in the world and they come on horde night.

The reasons this is good is because there is a very clear jump in difficulty for skilled players and late-game characters to look forward to.

You don't need to make a zombie disobey the basic zombie rules to make them fun. Through stat adjustments and possibly adding several simple abilities, they could be made very scary and fun to fight.

As you near the level that these zombies appear you start feeling the same feelings of your first day 7 horde approach, and that's exciting!

It would be easy to add a way for players to alter when these zombies are added by giving them the option to choose the level they enter.

Several possible ideas is to give these zombies the regeneration of a Rad, spit of a cop, jump of a spider, and when they start to die they explode. However, instead of just nuking the area around them, perhaps they explode in goop that irradiates all zombies around them, and irradiates all zombies that run through their area for a minute after death. That would make survivors think twice about the patching they choose for zombies!

If you're feeling frisky, you could add different types such as brutes that are slow but one-shot every block type, or hive-mind zombies that improve zombie patching or link their senses (if you're spotted within their range, EVERY zombie in their range knows you're there! Kill it before you're overrun!)

This choice is better than changes to AI patching and patching strategies that negate the zombies abilities because you're rewarding player ingenuity and meeting them where they're at, instead of bringing them back down to where they "should" be at. The players will see it as a challenge, and some psychopath will surely try setting the endgame level to 1 and we can all enjoy the video of their day 7 horde including "The Beast" that cannot be killed and fells whole buildings to kill them. Instead of being unbalanced, we can view it as fun and challenging.

 
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