Some people do not like the current solution of digging zombies because it turns SP/MP maps into Swiss Cheese. And digging Zombies can also be misused to grief players. So as a alternative to digging zombie making the underground unsafe, here is my take / solution for the problem:
- Poison fog.
The game needs to render below the ground layer a permanent poison fog effect. If you cross below 1 block layer, you take damage ( similar like radiation ).
In order to not get damaged by this poison fog, you can use the following equipment:
Player tools:
* Gas mask. This only reduces the damage by 50%, as the poison can still seep in. Easier to find ( see zombie loot )
* Scuba tank + Diving mask. Reduces the damage by 100% but eats up air from your scuba tank. Needs refilling ( See tools )
* Extension that allows for longer air usage: Re-breather. Increases air duration from your tank by X%.
Building mechanisms:
* Workbench allows for construction of the Gas mask/Scuba Tan/Diving Mask/re-breather?
Extension to Electricity to allow permanent mining / working underground:
* Air generator ( can only be placed above ground / in a non-toxic air spot )
* The Air generator can be connected like electricity with wires/pipes.
* At the end of the wires/pipes, you can place a air ventilator.
The air ventilator creates a 360 degree area for X amount of blocks around it, where the the toxic fog effect is nullified ( inc visual ). If the air generator is without power, it disables all the air ventilator, turning the area toxic again. Effect can maybe be be simulated by modders with a 100% damage resistance to toxic air buff when you are in "clean air".
This reuses a lot of the electricity code base so it makes it very easy to implement by the developers.
Zombies:
Your air generator, just as your power generator is a prime target for zombies to target. So the game AI needs to not only focus on you as the player but also your equipment. This makes base defenses much more important!!! I always hatted how you can cheese the blood moon hordes with a alternative base ( maybe replace bloodmoon hordes with more random hordes that not only focus on the player but also sources of noise like the generator but that is a different topic ).
Digging Zombie there digging effect needs to be disabled in toxic areas. The digging code can be left active, so zombies can still break floors/blocks etc in houses/building. But it is disabled for toxic area block so they do not dig under ground.
Lore:
Lore wise this can be added to the game as: A unknown accident trigger the release of this toxic gasses under the ground. This reanimated the corpses of the recently departed and they started to attack the living. This can also become part of your of a quest to find the source of this gas and disabling it.
Options:
* If you disable this toxic gas source, it will reduce the strength of the gas, allowing you to dig deeper.
* The Toxic gas will also make treasure hunting actually dangerous, unlike the pure and easy free loot it is now.
* Wasteland can be made also with toxic gas but in exchange the wasteland needs a way better amount of loot! Risk vs reward...
* Potential reuse of this system for Water code / underwater building?
What do the fellow 7D2D community player think? Is this something you like to see in the game? Do you want this in the base game or as a mod ( as we know the developers are not exactly open to player suggestions, i think we need to look at mods ). Possible solutions for modders is to use the radiation effect as the gas effect. It will be nicer if their was also a visual change but that will be too difficult for modders.
So here is my "constructive" suggestion of the week.
- Poison fog.
The game needs to render below the ground layer a permanent poison fog effect. If you cross below 1 block layer, you take damage ( similar like radiation ).
In order to not get damaged by this poison fog, you can use the following equipment:
Player tools:
* Gas mask. This only reduces the damage by 50%, as the poison can still seep in. Easier to find ( see zombie loot )
* Scuba tank + Diving mask. Reduces the damage by 100% but eats up air from your scuba tank. Needs refilling ( See tools )
* Extension that allows for longer air usage: Re-breather. Increases air duration from your tank by X%.
Building mechanisms:
* Workbench allows for construction of the Gas mask/Scuba Tan/Diving Mask/re-breather?
Extension to Electricity to allow permanent mining / working underground:
* Air generator ( can only be placed above ground / in a non-toxic air spot )
* The Air generator can be connected like electricity with wires/pipes.
* At the end of the wires/pipes, you can place a air ventilator.
The air ventilator creates a 360 degree area for X amount of blocks around it, where the the toxic fog effect is nullified ( inc visual ). If the air generator is without power, it disables all the air ventilator, turning the area toxic again. Effect can maybe be be simulated by modders with a 100% damage resistance to toxic air buff when you are in "clean air".
This reuses a lot of the electricity code base so it makes it very easy to implement by the developers.
Zombies:
Your air generator, just as your power generator is a prime target for zombies to target. So the game AI needs to not only focus on you as the player but also your equipment. This makes base defenses much more important!!! I always hatted how you can cheese the blood moon hordes with a alternative base ( maybe replace bloodmoon hordes with more random hordes that not only focus on the player but also sources of noise like the generator but that is a different topic ).
Digging Zombie there digging effect needs to be disabled in toxic areas. The digging code can be left active, so zombies can still break floors/blocks etc in houses/building. But it is disabled for toxic area block so they do not dig under ground.
Lore:
Lore wise this can be added to the game as: A unknown accident trigger the release of this toxic gasses under the ground. This reanimated the corpses of the recently departed and they started to attack the living. This can also become part of your of a quest to find the source of this gas and disabling it.
Options:
* If you disable this toxic gas source, it will reduce the strength of the gas, allowing you to dig deeper.
* The Toxic gas will also make treasure hunting actually dangerous, unlike the pure and easy free loot it is now.
* Wasteland can be made also with toxic gas but in exchange the wasteland needs a way better amount of loot! Risk vs reward...
* Potential reuse of this system for Water code / underwater building?
What do the fellow 7D2D community player think? Is this something you like to see in the game? Do you want this in the base game or as a mod ( as we know the developers are not exactly open to player suggestions, i think we need to look at mods ). Possible solutions for modders is to use the radiation effect as the gas effect. It will be nicer if their was also a visual change but that will be too difficult for modders.
So here is my "constructive" suggestion of the week.