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hatfieldcw

Zombie population locally tracked, can be depleted to secure area.

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Every zombie-spawning locale, either on a per-spawn basis or in terms of larger zones, should have a finite rate at which zombies can spawn. At first, zombies will spawn quickly, as they do now, and they'll be drawn from a population pool that's slowly refilling over time. When the pool is depleted, zombies will not spawn until the pool is incremented. In this way, it could be possible to lock down a gas station or a place where you're repairing your vehicles, so you can do your work without having to sneak from the gas tank to the vehicle and back again.

Take for example Bor. It's got a dozen buildings, only three of which spawn loot (one being a lousy doghouse), and a few deer stands up the hill. Pre-apocalyptically, the population of the entire village was probably less than twenty-five people. Yet if I stand in the middle of town with my AKM I can produce a corpsepile that makes no sense in that area.

So say Bor has a zombie capacity of 20, and can generate one zombie every two minutes. You and your buddies roll into town and exterminate all of them. Now you can take a breath, eat some beans and refill your bottles at the well, because the town is straight-up out of zombies. Every two minutes one will ramble past, but the horde is gone. Not hard to do, and not terribly worthwhile. If you go away for 40 minutes and come back, Bor's zombie population will be maxed out again

Chernogorsk, on the other hand, would not be affected by this. The population can be understood to be massive, and no amount of gunslinging can get rid of all the zombies. Same goes for Electrozavodsk and Berezino. They'd be generating hundreds of zombies per minute, more than anyone could hope to kill in the same amount of time, and so the zombie population is effectively bottomless.

In the medium area, between where zombies can be easily controlled and where they're unstoppable, are towns like Vybor, Zelenogorsk, Novy Sobor and Krasnostav. This is the more interesting situation, because it becomes possible to secure an area for a time.

Perhaps most critically, it allows players to have an impact on the zombies, and makes the infection an enemy, rather than just a setting.

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I'm sure it will be implemented soon enough. Or already been thought of by the Dev Team but not a priority right now.

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While this sounds perfectly logical and balanced with pre-infection population levels, it could be flawed in a game setting. I regularly run around with 4-5 other players. The zombie population should scale with this group size, as it presently does, but this would go against the logic of population balance. I like the idea of being able to "secure" an area for the most part, but it should not be a faceroll. Unless the group uses suppressed weapons, the process of securing would logically attract more zombies. Either way I don't see that great of a flaw with the present system, and anyone who claims that zombies are not a threat must simply have better luck than I do with random fracture hits and unconsciousness.

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