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King of kong

Zombie behaviour

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Zombie Behavioural activites - Attitudes - Speeds - Detection Range
This is justa list of ideas that could affect zombie behaviour to make each zombie unpredictable.

Attitudes - Each zombie should ahve a different "Attitude" the attitude affects their response to nearby zombies and players. Say for example, a young thug who was growing up in a poor neighborhood pre-outbreak will be violent towards certain infected based on their own "Attitudes" and weaknesses, strengths.


Physical Differences - See the zombie in the tracksuit and running shoes? He's just another Zee, right? Wrong. Chances are he was an athlete before he was infected, he will sprint or leap better than the rest. 

See that nerd-looking skinny zombie with the glasses, pointy teeth, and "Space Invaders" T-shirt? He's not like the rest. His glasses are cracked and stained with blood, his eyes are deteriorating. He won't spot you as well as the others.

Oh, look, a CDF Military zombie/Police Zombie. His armour isn't his only perk. His pre-outbreak training makes him harder to fight in melee. Me may use hi training to "deflect" some of your blows depending on weapon used.

Oh, look at that fat-butt zambie hanging around the burger joint. He'll run slower but use his belly to suffocate you when he gets you in a corner.


You've arrived at the (Coming Soon) Pruson in search of sanctuary. But the yards are filled with infected guards nd prisoners. Those prisoners look shifty...Better hope one's not hiding a bloody stained shiv...Each prisoner would be predictably violent, fast. Possibly the freshly infected ones may be holding shivs and other tools that they will use to kill you. The guard infected might carry the odd bloody baton. They would be similar to cops/military but slightly different.

Zombie activities - Resting, drinking from ponds, vomiting, fighting over food, savagely killing any nearby infected who get in their way (Affected by attitudes)

Thoughts?

FORGIVE THE WHITE TEXT IT'S COPY&PASTE FROM MY STEAM FORUM THREAD
Edited by King of kong
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Could be fun.

 

""use his belly""

yeah, no.

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All great idea's,would be nice to see a variation of them

Can't forgot about Hordes slowing moving through the cities and countryside, having stray Zeds falling inline to grow the Horde...every bigger!

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Seen similar suggestions before, but I like it.

 

If nothing else the military zombies should be tougher and faster.

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Ahem. Why are zeds suddenly smart enough to use weapons to kill us?

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Ahem. Why are zeds suddenly smart enough to use weapons to kill us?

They're still alive and human. Using weapons is a very basic skill that most if not all races of human before us discovered. Even apes use tools and weapons. Albeit primitive. The infected are reduced to their basic instincts but they're still people, just a bit mad.

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Zombie behaviour

First off, I'd like to say that I feel zombies should sound different depending on sex. I'd like the femals to actually sound like female zombies. (having said that, I can tell in first person that the heavy breathing after running is a male, even when I play a female.)

Some zombies should crawl or just lie down quietly in wait. To add suspense, a few zombies could spawn in a lifeless state on the ground. This would also add a measure of confusion when looting (since you might think someone has been here recently). When passing by the ones that are alive and lying in wait, they grab your ankle, stopping you in your tracks and then going for the bite, giving you roughly a second to react =o)

 

More zombies with jobs

Rare "zombies with jobs" spawns. Cops, gas men, construction workers and more. "Zombies with jobs" add a flare of tragedy to the scenario.

EDIT: Oh, how could I forget the super-rare CLOWN ZOMBIE

 

Zombie-Land-Clown-scary-clowns-23693670-

 

Turning into zombie

I heard there is a minute chance of being infected. If the infection is not treated, your character could "turn" after a certain amount of time. After a half a minute or so of unconciousness, you respawn, losing your backpack and gun and melee, then play the remainder of your life as a zombie. Zombie players should have mad stealth skills and thermal vision as well as visual sound effects (ripple effect where gun-shots come from for example). This would actually make it fun to go around Berezino picking on fresh-spawn and sneaking up on geared up survivalists. Obviously, the player zombie should be able to take a couple more hits than the regular one.

Edited by ColonelBurton

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Zombies should not be elevated in any way other than in their numbers really. They are unthinking, have no social structure, and are connected only by their common desire to kill and consume the living animal or human. They should have no remembrance of their past life. Zombies should fight over a kill when a lot of them are trying to feed on one kill. 

 

Should they be tougher to kill? Perhaps so.  However If you break a zombies leg or cripple its body with shots to the torso and legs it should go down but still crawl after you but not die..Their final death should be via a barrage of punches, one or two blows to the head with a hammer, knife/bayonet, machete, pipe wrench, ax, bat OR rifles with strong butt stocks such as a Mosin, SKS, Shotgun, Double rifle, M-14, AK-47 etc,  OR or a thrust from a rifle mounted bayonet OR one shot to the brain. 

 

Only a percentage (20%?) of Zombies should be sprinters the rest should move more slowly as in a medium speed shuffle.

 

For the most part Zombies should obey the Romero rule for the undead, "Zombies are weaker, slower, and less coordinated than the living but they are fearless, relentless, have strength in numbers and are highly resistant to torso damage.  Zombies should be able to climb stairs but not ladders. Zombies should not be able to open doors unless by attacking it and breaking it. Players should have the ability to climb trees with the aid of pole climbing spikes, rope, and a sit harness. If you have a harness you should be able to rest and log out in safety. As for ropes  their soundness and safety should be based on their condition and a rope should only take up two vertical slots in the inventory or be worn outside the pack except for the child's pack.       

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I'm not so sure about that.  I'm sure after becoming a walking corpse, they wouldnt retain humanity and memories.  But I agree on the certain nerfs and buffs.

 

Fat Zombie: Slower

 

Skinny Zombie: Bad eyesight

 

Millitary Zombie: Armor buffs.

 

 

I think they should be a little rare, like finding a TTsKO pants in a long barn.

 

 

 

Remember the HL2 zombie?  The parasite controlled the victim, the victim might still be concious but with uncontrollable movements.  Perhaps the "virus" in the game could have some adaptations.

Edited by Canned Bread
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