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BlackDalia

Dayz of the triffids a mod for Standalone maybe

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I put this info in a thread that was started about a Triffid mod for Dayz, but thought I would give its own page to breathe.

I call the idea Dayz of the triffids, I hope you like the ideas as they grow and hope its in the right place! Please let me know if anyone ever wants to make this a reality i have been wanting to do this ever since dayz came out. I have written a complete Mod for triffids but never did anything about it. I will release bits and pieces as time goes on. Enjoy

*Dayz of the triffids*

HERE are my thoughts on how a triffid game could work in dayz, some ideas given here but many more to come when its done

Triffids have a life cycle inwhich after spawning they age and grow. listed below is the danger and cycle of the triffid types.

1. Juvenile = This young triffid spawns and takes 1 hour to reach the next level of growth. Its speed reduction is 50%, its stinger range is 2 metres and can attack once with a stinger after which they are rendered harmless. The venom causes 25% deafness and a 25% reduction in vision quaility. being stung by the juvenile does light damage and has a 10% chance to cause damage-over-time which causes a total of 3000 blood damage but may be treated by a normal bandage before this amount of damage is taken. THe bandage does not need to be treated before hand (see medicine and treated bandages later)

2.Young adult= This triffid is growing in strength, It takes this triffid 2 hours to reach the next growth level, its speed reduction is only 25%, its stinger range is 3 metres and resets after 30 seconds which allows for a second strike which can stack ontop of the first attack but after the second strike they are rendered harmless for a time. The toxin after a strike takes an hour to reset in a triffid (if the triffid is allowed to live or is unharmed) . The venom causes 50% deafness and a 50% reduction in vision quality, being stung by the young adult does medium damage and has 25% chance to leave damage-over-time which can bleed out to a total of 6000 unless treated by a normal bandage. the bandage does not need to be treated before hand (see medicine and treated bandages later). This triffid has a small chance with each sting, 10% to render the player unable to walk.* breaks their leg*

3. Adult= The adult triffid is a danger indeed, it takes this triffid 3 hours to reach the next level of growth, its speed is 100%, its stinger range is 4 metres and resets after just 15 seconds and has the venom glands to deliver upto three consecutive venom strikes which can stack making them very dangerous indeed. The venom causes 75% deafness and 75% reduction in visual quality,being stung by an adult does heavy damage and has a 35% chance to leave damage-over-time which will stop after 9000 blood damage unless its treated by a TREATED bandage (see medicine and treated bandages). Ontop of this this triffid has a 25% to "break a leg" taking the ability to walk away from the player. In this state the player may only crawl which happens to be the same speed as an adult triffid.

4. Fully matured (seed master) = These triffids though rare are extremely dangerous , they move 125% faster, there stinger can reach 5 metres, and can reset after 10 seconds and has enough venom to strike five times which can all stack so the potential is 5 full stings in 50 seconds if your unlucky enough to wear the full brunt.THE venom causes 100% deafness and 90 % blindness making it almost impossible to see. The hit does severe damage and has a 45% chance to leave a Bleed-over-time that will kill if not treated (12000 blood damage). The treatment for a sting of one of these is special (see medicine and treated bandages). Ontop of this the triffid has a 40% chance to "break a leg" taking the ability to be able to walk from the player. In this state the Matured triffid is faster than a crawling player and therefore considered higjly dangerous in all ways.

ALL venom and damage works like this.

1. There is a one off damage given by the triffid apon stinger contact which differs to the age and growth of the triffid. This is light (500) medium (1000) heavy (2000) severe (3000)

2. Ontop of the one off damage each triffid has a chance to inject the venom which leads to a loss of blood over time (Juvenile =3000 slow loss 5 mins over time) (young adult=6000 slow loss 4mins over time) (adult=9000 faster loss 3 mins over time) (mature seed master=fast loss 11,999 1 min over time and if not treated 100% blindness will accour after this time)

3. Ontop of the one off damage and venom(bleeding damage) some triffids have a varying chance to render the player unable to walk (break a leg)

Young adult has a 10% chance to *break a leg*

Adlut has a 25% chance to *break a leg*

Mature seed master has a 40% chance to *break a leg*

HOW the damage system works for triffids.

The toxin in a triffid stinger,when exhusted, takes a full hour to reset in a triffid like ammo if you will. This means if struck by an adult triffid the player would receive a heavy hit which is 2000 blood damage, then also from that hit a 35% chance to be injected with the triffid toxin (bleeding wound) and also from that one hit a 25% chance to be rendered unable to walk (broken leg). The same adult triffid must wait 15 seconds for another strike after the first HIT and will get two more hits after the first that have a chance of delivering the toxin with the same mechanics as above, after the 3 strikes with venom and its chances , the triffid can simple hit with a drained stinger and do the 2000 heavy damage is all with no more chance of toxin.The toxin, if placed on a player, will also effect sight and sound. Using the Adult triffid as the example apon the toxin being injected (35% chance) your sight and sound are reduced by 75% making it a serious outcome for the player. After the toxin has worn out from a triffids stinger the chances to go blind and deaf and break a leg are gone and it simply delivers the damage of 2000 direct blood damage and nothing more! This mechanic works the same for all Triffids with varying degrees of damage and or intoxification and its effects

Medicine and treated bandages

For the Juvenile and young adult Triffids a normal bandage will be require to stop the spread of venom (the blood loss effect)

For the adult triffid a treated bandage will be needed to stop the venom (blood loss effect)

TO Obtain a treated bandage it requires some work from the player beforehand.

For an adult sting which leads to venom in the victim (DAMAGE OVER TIME) a treated bandage is needed and this is how it works

The player may havest a stinger from a dead triffid (must be young adult and above). EACH triffid has a small chance to leave behind a stinger worth havesting (10% from the young adult, 25% from the adult and 35% from the mature).

Once a player otains these they can use a craft like system on it. ONE bottle of boiled water ONE triffid stinger ONE empty can OVER a fire will turn the stinger into a pulp. THAT PULP needs to be mixed with one other craft item, an ANTIBIOTIC or ANOTHER TYPE OF HERB OR PLANT. Once mixed together it becomes a salve or balm. ONCE THE PLAYER has this stinger balm or salve they simple combine with a normal bandage and then you have a TREATED bandage or poultice (https://en.wikipedia.org/wiki/Poultice) which then can be kept forever by the player until used. It will stop the damage-overtime (toxin) of all the triffids up to the mature!

Treating the MATURE triffid sting is very hard but can be done by following the above steps, the only difference is that the TREATED bandage from the steps above must undergo one more process. You must combine three stinger Balms and two bandages which in effect makes a complete head and or body part wrap. BECAUSE the sting from a mature triffid takes just 1 minute to render you totally blind and Deaf you have but a short time to not only kill the triffid but get to a safe place if possible. THE full treated bandage (3 balms two bandages) needs to be placed on a player and left for 1 minute in which they cannot move nor see nor hear. IF by chance a player DID mange to kill the Mature triffid but did not have the means to treat himself, ie did not have a heavy treated bandage, then all he could do is wander around deaf and blind and on 1 blood point until another player cured him with a heavy treated bandage or he died.

**UPDATE 1**

Life cycles of the Triffids work like this. When a server is new or started there is a mixture of triffids , it will be spread like this percentage wise. 70% are Juvenile,15 % are young adult. 10% are adult and 5% are mature seed masters. The growth system will work on a timer like this. A juvenile would take 6 hours to reach Mature seed master status like this. One juvenile takes 1 hours to reach young adult, then 2 hours to reach adult then 3 hour to reach the deadly mature,so thats half the life of a 12 hour server. Which means the threat grows as the days go on. When the server resets it must remember how many and of which age the triffids are so as to spawn with the same ones after reset. Gives the player incentive to hunt down young ones before they grow. The mechanic will be fleshed out in full in futher updates here

MUCH more to come soon, from my Dayz of the triffids. Everytime I add an update here i will keep it on the same thread and just mark it with **udate** and the number it is , to save room and what not!! please PM me if you are serious about making a team that can make this mod HOPEFULLY with the standalone technology!

**Update2** (JUST to make things 100% clear, This mod is not being made at this time, these are simply working ideas and works that are being written with the idea of perhaps getting some interested parties to maybe looking at and making these ideas come to fruitition as a mod in the future!

After reading Orloks post on fencing an idea formed!

(I personally do not know what coding would need to be done to make barbed-wire a phyical barrier to the triffids in the game or on this engine, but in the event it can be done, i wanted to add what it would be like in game if it is indeed possible)

PLayers will have the ability to erect and place wire fencing in the game that will hinder the movement of triffids. Each triffids from juvenile to mature will be able to damage the player erected fence over time that will result in the fence being destoyed once enough accumulated damage has been taken. Fencing kits will be rare but availble and it will be up to players to use them in the best and most affective ways! The amount of damage a wire fence can sustain before its broken and is knocked down by the tiffid and/or triffids will be subject to play testing. Suffice to say a single wire fence would not last long when a large number of triffids are prssed against it. There shall be a cummulative effect in damage for the more triffids there are against one fence and also for the amount that are behind and around the immediate triffids that have actual contact to the fence!

**Update 3**

PLayer story and start:

As Bill the protaginist had done in the book, the player wakes up or starts with full sight and function for what ever reason they missed the "Light show" the night before and therefore retain their sight and sound. Besides triffids there will be NPC's that are blind and wandering around almost like a zombie does now in the walking mode. They will make shouts and noises that reflect their dread of being blind and hopeless. PLayers will be able to aid these Npc's but must remember not all Blind Npcs are friendly and some may even try and attack the player! (with a small percent chance to break a leg of a player and even knock a player uncouncious)!

The rewards for saving and helping blind NPCS survivors is Humanity which will give you teh same bonuses as the current mod/game will give with perhaps some changes to refelct the Dayz of the triffids world!

**Triffid guns**

In the book and the mini series, the Triffid gun was made famous as a purpose built "ROUND METAL DISC" firing weapon that gave triffids a very bad day. I would like to see this gun in the Dayz of the Triffid mod for many reasons but nothing gives the triffids a very bad day like a shotgun with pellet shot. The anti-triffid gun should be able to be crafted after certain parts are found and the ammo for the gun should be able to be found and/or crafted as well.

Edited by Blacsparrow
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This would add some interesting environmental hazards.

Other than the many things that can launch you forward or in the air in the mod :D

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