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Xianyu

Audible ranges of sound detection and zombie reactions

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So, this is a suggeston for the standalone, in regards to 'audible ranges' of gunshots.

We all know that firing a large calibre weapon like an AS50 is no joke. When you're next to zombies.

But when you're sitting on a hill somewhere shooting new spawns, watching your teammate's back, or taking down bandits, it's not even a problem. The zombies will hear the rifle and won't even care.

What I'm suggesting is a change to the audible ranges of weapons to make them more realistic. So, for something like, say, an M16, the audible range would be eight hundred metres, while the AGGRO range would be 100-150 metres.

What this means, is that within 100 metres, zombies will AGGRO to the sound of the gunshots. Beyond 100 metres, out to 800 metres, the 'audible range' of the weapon, they will wander towards the gunshot in an untidy way. Not laser-accurate like when they aggro, but a sort of meander.

So after firing your sniper rifle from your overlook position, you won't be thinking 'I can stay here forever! :D' you'll be thinking 'I had better move, the zombies will be coming soon'. As is realistic.

This could also apply to explosives. Put down a small explosive charge or fire a M203 grenade into one part of the city with the specific intent of drawing the hordes towards it.

With the addition of constant, not-despawning zombies, a system like this would work wonders. People would think before firing, and use it as a last resort, rather than their first choice. Not to mention Z's would be harder.

Right now, the respawning mechanic is the only thing that makes them ridiculous in towns. With an enfield and two or three mags, you could clear a town out of non-respawning zombies. While fun, the noise should attract zombies from further away.

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This could also apply to explosives. Put down a small explosive charge or fire a M203 grenade into one part of the city with the specific intent of drawing the hordes towards it.

With the addition of constant, not-despawning zombies, a system like this would work wonders. People would think before firing, and use it as a last resort, rather than their first choice. Not to mention Z's would be harder.

It'll also make cleaning up towns easy-mode.

Just throw a couple grenades and then double-time to the side, so when all the zombies gather around the spot where the sound came from, the town itself is left empty.

It'd be nice if there was a chance of a zombie being deaf, having hard of hearing, or just generally not giving two fucks about an explosion like badasses.

Edit; I mean, most cities are full of tall buildings. Loud sounds are going to echo like butts, so there'd be no way of a zombie locating all sounds, especially outside of the town. (Modern towns don't tend to have noticeable "echo" because of all the people and generally continuous noise. But if you walk around a town at 3AM in the morning when there are barely anybody there, yelling or making loud noises actually does echo. Open spaces also work as echo cancellation areas.)

Edited by Dancing.Russian.Man
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It'll also make cleaning up towns easy-mode.

Just throw a couple grenades and then double-time to the side, so when all the zombies gather around the spot where the sound came from, the town itself is left empty.

It'd be nice if there was a chance of a zombie being deaf, having hard of hearing, or just generally not giving two fucks about an explosion like badasses.

Edit; I mean, most cities are full of tall buildings. Loud sounds are going to echo like butts, so there'd be no way of a zombie locating all sounds, especially outside of the town. (Modern towns don't tend to have noticeable "echo" because of all the people and generally continuous noise. But if you walk around a town at 3AM in the morning when there are barely anybody there, yelling or making loud noises actually does echo. Open spaces also work as echo cancellation areas.)

I forgot to mention a 'chance of detection'. As in, the further out a zombie is, the less likely it is to meander towards the sound.

Plus, you could definitely use explosions to clear a town of zombies.

And attract every bandit in the area >:3

It adds dynamic to the action. If you try clear out all the zombies with an explosion, you have to make absolutely CERTAIN there's no one nearby, because an explosion is broadcasting your position to anyone in a few kilometres.

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I like it, beans for everyone!

But Zombies should Not "Lock on" to you, if they can't See you, Even if you are within The 150 Meter Radius.

800 Meters +- They should slowly Walk towards your Position to Check Out The Noise (like you Said)

150 Meters +- They should Run towards The Sound (and Not Lock on)

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I like the idea. Although, 800 meters sounds too drastic in my opinion. If that's for the M16, then imagine the M107. In general, the idea is really great.

800 Meters +- They should slowly Walk towards your Position to Check Out The Noise (like you Said)

150 Meters +- They should Run towards The Sound (and Not Lock on)

At the moment they hear the gunshot, the specific individuals that hear the sound will turn their head and begin to look around, slowly make their way to you out of curiosity. The more constant gunshots; the quicker and more wandering they will do.

If they are close enough to determine where the sound was first exposed, they would jog/run to a radius of said gunshot with anger, excitement, and insane curiosity. When they're in your sight, you'll get a feeling that will give you the outcome of horror and "Oh shit".

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I like the idea. Although, 800 meters sounds too drastic in my opinion. If that's for the M16, then imagine the M107. In general, the idea is really great.

[...]

I don't know how loud a M16 is, but of you blow up firecrackers while Standing ontop of a hill you can hear it at least 800 Meters.

BTW. Sound should travel further is you are Standing High (without obstacles)

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