• Change zombie bonus block damage from group-based to time-based. The longer you let the zombie beat on a block, the more damage they do per hit (10, then 20, then 30, etc).
[Effect] - Emphasis is more on preventing them from sitting in one place for long periods, than on preventing them from attacking at all (abusing AI). This changes the requirement on bases from “preventing” attacks (through abuse), to “responding” to attacks (like it should be).
• Coupled with the previous, maybe code ~25% of zombies to ignore “pathing” and take direct paths. This would mean not ALL zombies will funnel nicely into your trap, and they might actually act like zombies (ideally, it would randomly select zombies to behave this way). Combined with the previous change it will change defence tactics in many situations, and be harder to rely (entirely) on pathing abuse.
[Effect] - Walls would be usable again, but require protecting them actively. Zombies would have different AI’s, and react to a build differently (less bunching up on one weak block), which would make them feel less like cookie-cutter coding running around.
• Make explosives (Molotov, Pipebomb, Rockets, Grenades) stagger enemies long enough to reset their block damage bonus. These can be used tactically to lower the damage of groups of enemies attacking walls.
[Effect] - Explosives would have a distinct value in controlling large groups, that are attacking walls, that would otherwise be difficult to manage with ranged weapons.
• New zombie types: Burster, Stretcher, Firefighter, Stalker, SWAT, Berserker, Pimp, Child/Teen
1) Burster - I’d repurpose the fat vacationer zombie to do area damage when too much body damage is done to him (go for head shots to prevent blast; body shots would count as crits and can trigger boomtime. (Does NOT run like the cop). Zombies hit by the blast take a little damage, but receive a damage buff.
2) Stretcher - Zombies would lean against walls with arms stretched upwards (trying to reach you) causing other zombies to use them as ladders, and they can stack on top of other Stretchers (Possibly make a few existing zombie models do this or make it random selection).
3) Firefighter - Rare zombie that’s basically immune to fire damage, slightly damage resistant, and has a volatile canister on their back. Boosted chance of Fire Axe drop. (Particularly funny when they’re moving too slow, get hit by an angry zombie behind them, and are propelled forward by a ruptured tank)
4) Stalker - Semi-Rare quiet zombie that has boosted alert range. (Watch your back. Other zombies should be made less sneaky)
5) SWAT Zombie - Bullet sponges, they take drastically reduced damage from projectiles but not as drastic reduction from blunt damage. (Melee for easier kill, or use traps)
6) Berserker (Behemoth?) - Every hit received significantly increases their speed and damage for 5 seconds (stacking), so using fewer shots is better. Ignores barb wire slow, and breaks spikes on contact. {Spray and prey NOT recommended}
7) Pimp - Pimp zombies are bling’d out and somewhat rare. Their bling makes them resistant to projectile body damage, but they are much more likely to drop a loot bag if you kill them. They’re hard to headshot, as they dance around more than most.
8) Child & Teen - Varied height zombies that are weaker, but much quieter. Possibly give kids a grab that greatly slows the player, but they’re too short to bite the players neck/face (thus why the kids just grab). {Other zombies should have movement sounds increased slightly, so kids/teens and Stalkers are the only “sneaky” zombies}
[Effect] - Mostly just trying to make zombies more varied and realistic. I like when I need to act slightly differently towards different zombies (Burster, Firefighter, SWAT), but I HATE when they’re just made to be annoying, unrealistic, anti-character creations (EG. sprinting, self-detonating, suicide bomber zombies) for no logical reason besides being crippling to players.
• I’d slightly increase loot drops from zombies, and make different loot categories for the zombies. I would keep loot drops fairly rare, and make certain enemies have different loot tables (SWAT/Cop/Biker, as an example, would have increased chances for weapons/ammo. Regular zombies would drop cash, food, water, clothes). As for the drop chance, I think 2% is too low and would make it 1 in 20 kills (5%). Possibly 10% for special mobs, like ferals.
[Effect] - This keeps scavenging as the best way to get items, but if you go out of your way to find strong zombies then you have a reasonable chance of finding specific loot.
• Curveball... I’d like to see a pet system added. Stags, hogs, wolves, cats, chickens, rabbits... make them trappable and semi-domesticate-able. Animals would have 1 equip slot, and players would have to decide (in the case of the stag) if they want to ride it (saddle), carry loot for them (saddlebags), or take less damage (armour). Smaller animals would lose the saddle option, then lose the saddlebags, and eventually armour. By putting a simple limit of one following at a time, it prevents absurd animal armies... then again...
[Effect] - This adds a new side quest for players-so-interested, to track down pets and tame them. I intended this to primarily be used for farming, but having one follower companion would be cool. Large and medium sized pets like wolves, hogs, and stags, could have an “equip” slot to equip a saddlebag/armour/saddle (extra storage, better defences, or Stag riding?). Running around with a faithful companion makes the adventure a lot more fun, just look at I Am Legend.
Thoughts?
[Effect] - Emphasis is more on preventing them from sitting in one place for long periods, than on preventing them from attacking at all (abusing AI). This changes the requirement on bases from “preventing” attacks (through abuse), to “responding” to attacks (like it should be).
• Coupled with the previous, maybe code ~25% of zombies to ignore “pathing” and take direct paths. This would mean not ALL zombies will funnel nicely into your trap, and they might actually act like zombies (ideally, it would randomly select zombies to behave this way). Combined with the previous change it will change defence tactics in many situations, and be harder to rely (entirely) on pathing abuse.
[Effect] - Walls would be usable again, but require protecting them actively. Zombies would have different AI’s, and react to a build differently (less bunching up on one weak block), which would make them feel less like cookie-cutter coding running around.
• Make explosives (Molotov, Pipebomb, Rockets, Grenades) stagger enemies long enough to reset their block damage bonus. These can be used tactically to lower the damage of groups of enemies attacking walls.
[Effect] - Explosives would have a distinct value in controlling large groups, that are attacking walls, that would otherwise be difficult to manage with ranged weapons.
• New zombie types: Burster, Stretcher, Firefighter, Stalker, SWAT, Berserker, Pimp, Child/Teen
1) Burster - I’d repurpose the fat vacationer zombie to do area damage when too much body damage is done to him (go for head shots to prevent blast; body shots would count as crits and can trigger boomtime. (Does NOT run like the cop). Zombies hit by the blast take a little damage, but receive a damage buff.
2) Stretcher - Zombies would lean against walls with arms stretched upwards (trying to reach you) causing other zombies to use them as ladders, and they can stack on top of other Stretchers (Possibly make a few existing zombie models do this or make it random selection).
3) Firefighter - Rare zombie that’s basically immune to fire damage, slightly damage resistant, and has a volatile canister on their back. Boosted chance of Fire Axe drop. (Particularly funny when they’re moving too slow, get hit by an angry zombie behind them, and are propelled forward by a ruptured tank)
4) Stalker - Semi-Rare quiet zombie that has boosted alert range. (Watch your back. Other zombies should be made less sneaky)
5) SWAT Zombie - Bullet sponges, they take drastically reduced damage from projectiles but not as drastic reduction from blunt damage. (Melee for easier kill, or use traps)
6) Berserker (Behemoth?) - Every hit received significantly increases their speed and damage for 5 seconds (stacking), so using fewer shots is better. Ignores barb wire slow, and breaks spikes on contact. {Spray and prey NOT recommended}
7) Pimp - Pimp zombies are bling’d out and somewhat rare. Their bling makes them resistant to projectile body damage, but they are much more likely to drop a loot bag if you kill them. They’re hard to headshot, as they dance around more than most.
8) Child & Teen - Varied height zombies that are weaker, but much quieter. Possibly give kids a grab that greatly slows the player, but they’re too short to bite the players neck/face (thus why the kids just grab). {Other zombies should have movement sounds increased slightly, so kids/teens and Stalkers are the only “sneaky” zombies}
[Effect] - Mostly just trying to make zombies more varied and realistic. I like when I need to act slightly differently towards different zombies (Burster, Firefighter, SWAT), but I HATE when they’re just made to be annoying, unrealistic, anti-character creations (EG. sprinting, self-detonating, suicide bomber zombies) for no logical reason besides being crippling to players.
• I’d slightly increase loot drops from zombies, and make different loot categories for the zombies. I would keep loot drops fairly rare, and make certain enemies have different loot tables (SWAT/Cop/Biker, as an example, would have increased chances for weapons/ammo. Regular zombies would drop cash, food, water, clothes). As for the drop chance, I think 2% is too low and would make it 1 in 20 kills (5%). Possibly 10% for special mobs, like ferals.
[Effect] - This keeps scavenging as the best way to get items, but if you go out of your way to find strong zombies then you have a reasonable chance of finding specific loot.
• Curveball... I’d like to see a pet system added. Stags, hogs, wolves, cats, chickens, rabbits... make them trappable and semi-domesticate-able. Animals would have 1 equip slot, and players would have to decide (in the case of the stag) if they want to ride it (saddle), carry loot for them (saddlebags), or take less damage (armour). Smaller animals would lose the saddle option, then lose the saddlebags, and eventually armour. By putting a simple limit of one following at a time, it prevents absurd animal armies... then again...
[Effect] - This adds a new side quest for players-so-interested, to track down pets and tame them. I intended this to primarily be used for farming, but having one follower companion would be cool. Large and medium sized pets like wolves, hogs, and stags, could have an “equip” slot to equip a saddlebag/armour/saddle (extra storage, better defences, or Stag riding?). Running around with a faithful companion makes the adventure a lot more fun, just look at I Am Legend.
Thoughts?
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