[SUGGESTION] zombie script rework

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Ces
Posts: 139
Registered for: 2 years 1 month
Characters: Cedro_Leon

[SUGGESTION] zombie script rework

Post by Ces »

if it aint already been mentioned just make the zombies have variation in everything:
1.
buff / big zombies like the big fat guy should have 10x the amount of hp as the normal zombie, x5 more damage dealt on u and a minimal of $20 dropping from him after a kill (specifically make him have 600hp, immunity to knife backstabs if possible because realistically that zombie is like 7'1)
2.
the more north you go on the hunt for zombies, the richer they are and the more money they drop, downtown, temple, richman should all have wealthy zombies that at least have a bigger money range, whilst the zombies down south, el corona, idlewood and gang areas like east ls and many others have less money drop, farmers / zombies in the county have less money but in a possible future update drop something else rather than money always
3.
adjust all of the zombies' speed, don't make the 80 year old grandma zombies run as fast as any other zombie, and don't make the zombies overly fast, no zombie has the ability of a lot of speed unless mutated or some other variant
4.
add a crawling zombie that's x2 the speed of the normal player's full sprinting, or just another variant of zombie that's much faster than any other
5.
in general, add more zombie skins, whether that being high quality or low quality, if an administrator, awide, parzival peep this suggestion i have a load of zombie skins i could help assist with that are primarily low poly
6.
add horde events in specific areas at specific times, don't have admins going into ooc chat and saying there's 100 zombies at this and that location, ACTUALLY have those zombies be there at those given events and possibly wiping all of the other zombies off the map while that event is going on because of capacity, optional if there's gonna be loot exclusive there or no
7.
alongside the event idea above, add some event where there might be breaches of scarville and zombies breaking in, about 50 - 100 zombies, event lasts until either all the zombies are wiped or up to 2 hours, the zombies spawn all around, the guards aren't there or barely do anything, and there's gonna have to be a mass counter-attack from citizens and JTF to counter it
8.
have zombies spawn properly in areas, the areas that aren't dense and populated should have less zombies like blueberry and other villages, while removing some off there and adding more into LS, from personal experience and sights the county has about half the zombies that LS has and it's unrealistic considering LS realistically has up to 4 million people living there, while the county couldn't reach even over 50,000 realistically, add more zombies around the map because some parts are just completely clear of them
ViolentViolet
Posts: 11
Registered for: 2 years 1 month

Re: [SUGGESTION] zombie script rework

Post by ViolentViolet »

Zombie combat is predictable, and therefore too easy.

Make zombies spawn with random +20% or -20% buffs on health/speed/agressiveness/detection_range.
This way players will have to start double-tapping zombies to make sure they are really dead.

Also, you can no longer run into a group of zombies with confidence anymore.
Getting coky will be riskier.

Plus most of what was written above.
User avatar
Ces
Posts: 139
Registered for: 2 years 1 month
Characters: Cedro_Leon

Re: [SUGGESTION] zombie script rework

Post by Ces »

ViolentViolet wrote: August 21st, 2022, 2:47 pm Zombie combat is predictable, and therefore too easy.

Make zombies spawn with random +20% or -20% buffs on health/speed/agressiveness/detection_range.
This way players will have to start double-tapping zombies to make sure they are really dead.

Also, you can no longer run into a group of zombies with confidence anymore.
Getting coky will be riskier.

Plus most of what was written above.
nothing else to add but my support on this add-on of word
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