Variety in zombie behavior

Arez

Well-known member
It seems like zombie HP is kind of specific to what the person was before they turned - as in the Biker is a tougher zombie to kill. So we got that type of variability going, and it's very good. 

Now, a lot of people complain about the in-game zombie's intelligence, as in they all know too well which blocks are the weakest, etc. How about we take a page from the George Romero book and assign attributes to zombies based on what they were when they were alive? 

So, for instance, we can have the construction worker and maybe the janitor be the ones that would have the intelligence to go for the weaker points of a structure.

Let's say zombies break into your home base - Big Mamma would be the one to go after your food.

People hate when you're fighting a zombie and they drop down on all fours. That attribute can now be assigned to the Party Girl. Hahaha HIYOOOOO!

All jokes aside, I think having more variety in the zombie's behavior would be a subtle but very effective change on how the game feels. 

 
@Arez

It will work more than you know. I have been Qol modding it for myself for years. I copy and paste

the entire entityclasses.xml multiple times within the file. Then I rename each of the entities by one

or call it poptop, hoppy, blockbuster, and OmFnG. After that I change attributes to fit their title.

They all look alike and since I cant see the name I have no clue which reaction to expect. Adding

them to the generic and specialty groups in spawns.xml means a lot of quick do over moments.

As a side note, my favorite is one that seems to not be so popular, the alpha 17 no where to hide

Zeds.

It will probable be accepted more by the non streaming players initially. I only think that because

Watching multiple streamers, their presentation is more of a precarious position to be in. They are

graded as they play, except Neebs they character play so they could use it to their advantage.

 
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