A Revolutionary and legendary new gamemode: The Unraveling

Since we know things once thought impossible will be possible in the highly anticipated 4.0 update.

Now this is no normal idea, and if incorporated has the possibility changing the zombie genre gaming industry.

A while ago I had a idea, but not a normal, but a revolutionary one, for a testing and highly complex mode in mind for the player experience, One that will push the players to the limit, and truly immerse them into the world of unturned.

Now mind, this is a long read, being vary in depth and having a lot of potential.

I posted it on Steam first

Then Reddit.

And now here

Now this is a mass of work that took me many hours of writing and correcting.

Original post (Reddit, most recent and edited): https://www.reddit.com/r/unturned/comments/67ld7d/a_idea_for_a_revolutinary_new_gamemode_long_read/
Original post (steam):
A idea.... FOR A REVOLUTINARY NEW GAMEMODE! (Long read, please be decent) :: Unturned Suggestions

Please click on a link above.

Or just read the Copy paste.


Now keep fully in mind I know this would be hell to code and do, but I believe that if implemented… It would be revolutionary in terms of zombie survival games…

There was always one thing that bothered me when it came to zombie games… the beginning… its always cut out, used as introduction, and typically the player is tossed in while the plague is in full effect… as in society has already fallen. never almost any real gameplay of the true start.

The concept is that you are in the beginning of it all, but as in like the arena mode. it repeats after each “round” or ending.
preferably would come with it’s own small dedicated map. but if a adaptation is made of the already existing maps that would be awesome (Washington had the same exact same thing happen).
Now keep in mind a lot would be subject to change and adjustments as needed. Just note that there are conditions to things, you must bind the players a little.

[u]Now here is the run-down…
Its another normal day, and it happens…
But since it was requested a short version… here it is… (skip if want in-depth details)

  • Quick rundown
    you spawn, you are placed into a role, you RP as that role. (with incentive and exp to be gained if do, however cannot leave the area unless conditions occur, cannot do certain things until conditions filled, will make sense later, like forced RP)

(for civilians): act and RP as another normal day, you will do your position so you can level yourself and gain basic necessities (like milk, Band-Aids, tools). until it is shattered later by failure of the next mentioned factions as the other smaller population is trying to control the outbreak. then they will have to survive the ongoing consequences.

(for the lab): oh look subject 0 gets out. really as scrop-7 you play by shooting that abomination, slowing it by barricading, developing a last second vaccine (can be looted later if successful, obtained by maker), and finally alerting the military. you WILL fail, but how bad?

Note: when killed by zombie you become one, also can get “infected” (not turned). zombie players are much more stronger than currently found zombies.

(for military): if called by scrop-7, you go there and try to contain it, after a certain amount of loss/damage (or if needed to be pushed along, after a amount of time) they will retreat with a portion fallen. will notify some people in city if this happens, or best they can and the police will know the events after a smaller timer.

If not called by scrop-7 they will react to the city itself being under attacked, this is not good, essentially everyone is surprised and really bad for humans. they get called in and try to stop slaughter and after certain amount of loss on there/city end they disband to free units (can do whatever they want, also by this point when they fail everyone may do what they please including being the HUMMAN problem.

kind of like real society, people may band/whatever they please. Note: PVE version (no humans killing each other)
There are three (technically four) endings. if want to know more check the bottom of discussion itself.
END OF SHORT VERSION

  • Into phase/start:

The player spawns with a black screen that slowly fades into reality with a text overlay or sound that may mention what has been happening to make player on edge, rumors, or anything, or just say another ordinary day (except for scrop-7 staff, explained later)

  • For the majority of the player population would be doing this:

Each player is assigned a class to do, and there is a grace period. you have jobs to do. you get a prompt or just figure it out. Go about as if a normal day and do the tasks, for every task completed you receive EXP, to use on skills, so incentive to do them. you may also perhaps purchase items… of low power… (with exp). if you suck and don’t do it and dally… you have a much less chance in living. as such a lazy slum like you cant run like that work-aholic, and be to poor to afford simple items.
Now the players can go to shops and buy or whatever. preferably only things they can really buy is: bandage, colt, civ ammo, meds, foods, exa. things that people may normally buy before a outbreak.


Now while everyone else is doing that the backstory unfolds, the early action packed sequence, this will determine how long the “into phase/start phase is”

It happens in the lab… It breaks out! the zombies (or what the heck patient/subject 0 is called) gets lose! (just like in Washington!)
NOTE: scientists start with default EXP and given equipment.

the scientists there must try to stop and contain it! But they don’t know the monster they created…

In effect they are there to slow the zombie and damage it pre-emptively. they must complete tasks like alerting the military! they must engage in combat (well… they wont have a choice too!), and probably lose them selves in the end. regardless they would be in a impressive facility, and the zombie must infect everyone it can… (Not assuming genders here!!!)

And bust down any hindrances in the way. you can expect players to try to barricade the zombie in and do the last bit of research they can! if they don’t get to the retreat condition (complete failure/worst case, or best case with SOS and slowed down the zombies) they are confined to the space (like a border), as scrop-7 strives to keep things under wrap. mean if you got five mad scientists armed to the teeth I don’t expect them to lack backbone especially when not outnumbered!.

The first zombie will be abnormally (OMG ITS REAL) to explain how such well equipped scientists could not deal with there subject. generally powerful enough to take on 5 scientists with HP to spare. Please just go with me on that?

Two conditions!!!: if more or at 2/3 is turned you can retreat, if you warn military (Task you can do) and not reached 2/3 turned by the time they arrive you can just escape when they show up (military).

  • Results:

    • Best result!: If they do well you can find the vaccine there (so wont get infected, note that the scientist that created it with the task receives two by default upon completion, and people can come back later to get a few samples!)

And more importantly the military will fight them there… not in a surprise attack in the streets as it could have! which would be pretty bad! while that stuff is happening the people would get notably more difficult to deal with (as they have more EXP and resources gathered since they had more time). will come with warnings and ominous signs (like when military is dispatched you can see the helicopters in the sky!)

    • Failure…: if they do bad and you know… fall quickly… the preparation phase will be cut short as the nervous population gets a surprise attack with no intel! they will face much less resistance! as the zombies are allowed to just flood into the city! and there probably wont be a vaccine there waiting about!

  • While the military is waiting to be called…

Now there is the military, the people there will be doing what they want, and can complete tasks while everything is “normal”. Note: all spawn with default EXP and can chose there preferred weapons/gear before being quickly called. also always have radios on them.

If called by Scrop-7: the vehicles become unlocked (for reasons so that there not pre-emptively flipped and exploded). and get guidance/directions how to get there (perhaps effect on map/visible trail. now it should not take long to be there, but by that point the facility should be falling as the scientists get chased around by there former mates and gunfire everywhere as they mostly try to take out the opponents, however most people infected should experience almost no deaths, main goal is that there is numinous zombies about. the military also serve to slow it down. now at this stage the normal zombies can start to expect a few casualties, but the military should be trying to 1st shoot and kill them, every zombie kill is great EXP, but most people wont get a kill, but exp is granted as they hit zombies.

they can fall back when they have sustained enough damage and property loss, or utter failure to keep the zombies from escaping. if more than 50% casualties they can run, if enough zombies escape the area, And after a certain amount of time holding them back they can just run away (generally a big timer though, encouraged greatly for result 1), and if they somehow take out all zombies a number can rise up again so the city wont just get attacked by a lone anomaly (to push mode forwards).

  • Bad turnout W/military: When they hold off the worst they can, some ominous recordings/warnings can be found for randomly selected “civilian” players (or just get notified), they can do what they want with that info, but the general populace will not know. also these randomly selected people will spawn with radios. those that discover won’t be bound to stay in the city and may run to the hills, interact and “warn” players (enabling them to do the same). also may start to chop trees and barricade and buy and obtain special equipment and may craft.

  • Best Turnout W/military: Now if manage to hold off for as long as possible (basically not fall quickly), the police directly get notified, and they can do what they wish, like abandon there jobs as one of the few decently armed forces left to hide somewhere. or get to the news station and warn everyone before the newly infected players hit. barricade, calm and unite, or try to fight the infected. the choice is there’s.

Though note this allows players to buy stuff to directly prepare for a invasion and do related things.

Note: Zombies slain and “ded ded” here by this point will stay dead, except the original, as he has to carry on and keep it going.

  • The “intro phase ends there”

It can end suddenly without warning if everything fails horribly, and result as a complete madhouse as mostly everyone cant put up a fight and perish! as mentioned with a total failure of the government to contain it!

Or with a few players (or fortunate surviving scrop-7 workers or military arrive and tell the news!) taking that info for themselves and hiding pre-emptively as they can get out of the city and not restrained, or interact with others and “tell them” what’s happening. this also alerts the “random” players as told above.

Or best the police broadcasts everything and everyone can immediately prepare for the worst! from fleeing, hiding, rioting, robbing and fighting! but fighting and killing between players only starts when 25% of the population has been infected/turned. as the law still stands and good reasons like that.

By this stage there should have a invading force of perhaps 20% of the server population at best, and worst like 33% though mind these are scropian-7 and military zombies so should be tougher and more dangerous than normal. and only with a few original players that were there from the start left, or none if went horrifically. the invading force should be to much for the police alone, any original survivors, to defeat. as I’m trying to set up really the point where :heart::heart::heart::heart::heart::heart:hits the fan" and people by themselves just fighting and peppering the zombies by themselves will probably be dead (as they only likely have colts and weak weapons). though note when this happens people are only alerted when they “see” (put curser near) zombies.

  • So if scropian-7 never calls the military (should be a vary real chance of happening) so when this happens… and the city gets surprised attacked, the military, get called to action… to the madhouse (the LEAST fun place on earth)… where many ill-equipped players are facing the wrath of the turned and well… joining them… They really just go there are start initially fortifying a area if they want and called to thwart the zombie invasion. They will eventually most likely be dispersed and “released” from duty when these conditions occur: they disperse after a certain amount of players/members perish (half?) or the population disintegrates to a certain percent (as in city is halfway zombiyed from original population). then they may act and do whatever they please.
    even if it means turning bandit…

Now a moderate amount of zombies should have died, but the living/JUST infected should be lower than zombies. as in more zombiyed players than not turned players.

Now by this point nothing “new” can be obtained (as in bought), any ammo you have obtained will be as much as you can get… unless you trade… or decide to be a bandit…

However you cannot damage/hurt a uninfected player until 25% of the original city population has fallen. (so it does not initially goes into a KOS fest and players just kill each other, and by then you may know them lightly)

Note: anomaly/first zombie can be killed now.

Should be nearly impossible to accomplish: Glorious Victory: Manage to kill every zombie before the human population reaches below 50%. this will have scoreboard (explained later), exquisite ending, highlights/footage, newspaper article, and scrop-7 page saying its been exposed and shut down/something.

  • This finishes the initial wave act.

Players can unite and try to join together to hold back the zombies, Or do what they really chose, like being the HUMMAN problem in the situation.


  • ENDINGS

Victory/Good end: Now if they actually push back and kill most of the zombies, it should have some good outro/effect. and considered a win for remaining players. perhaps a image on a newspaper will show and detail the events of that day, and a tab that shows the actions of each player’s ups and downs like time of zombication, number of player/zombie kills, if they achieved certain things, remaining players and how are they doing now ( I call this a scoreboard of sorts) must reach a 3 players per zombie ratio to happen. must occur BEFORE timer expires (should be a fair length, not rushing anything, but there so it eventually ends).

Fallen ending: try to outlast to the time limit: As in they survive the initial wave, not regarded as a victory but they lived as society fell. details of exploits is also shown (scoreboard). you will be shown on a list of the survivors and background events will be playing out (like footage of live match so you can look at the history of what happened, could be REALLY cool to look at)

All is Turned: If they outright fail and all die, as you all know a bad ending. will have a sad outro and show footage of random places in-game of locations with players (like show the gunfight of the military, the actual break-out of the zombie, the players killing each other in streets from overhead view, zombies getting killed and infecting, last moments of players, last for like 20 secs. scoreboard is also shown like other endings. perhaps show the unturned zombie face as the screen black out and it zooms in.

  • IMPORTANT:
    PVE mode version: can be played in PVE, players cannot kill each other, better odds for players to win. for those that don’t like being robbed and killed by players. but as safely assumed you are still fighting the “zombiefyed” players. perhaps allow killing of infected players.

Explanations needed “infected”: Upon being hit by a zombie, a player will be infected. he has a set timer (his immunity bar) before he passes out and rises and one of the turned. could take 1-3 min to fall to it, When close to player you can perhaps tell he is infected, and especially a doctor. can be cured with vaccine. may, or may not be possible to stop the turning if the scientists failed to make the vaccine in the first place.

  • Before each match perhaps people can spawn in the lobby and have a 15 sec countdown or something. but if “dead dead” (as in died as a zombie) go here, or perhaps spectate.

Classes: i propose you can spawn as any of the following (however cannot chose, randomized, because we don’t need every player to be a police officer), however could have config for that (setting). I propose: Police officer, spawns with stereotype’s gear, catches criminals, patrols, practice, eat doughnuts, and as second line for zombies (hopefully 2-4 on a full server), criminal: can rob people, and when will the robbed can report that man and get wanted, can steal items and cars, perhaps spawn with basic pistol and weapon. and many more minor classes (like prisoner (when caught), camper, civilian, shopkeeper, banker, doctor, exa) don’t have time to list all/implications to get exp/do while in intro stage and load out.

  • Player zombies:
    As you should realize in the normal unturned gameplay the zombies are extremely easy to deal with, but I propose that they have vary large health pools (might be fair to say they need a whole military mag+ to deal with), and walk vary fast (like hard’s fast movement, just perhaps SLIGHTLY/bit faster so they can actually get people). I say they perhaps can upgrade to “special” versions (crawler, spiter) after a certain amount of time infected or awarded option upon enough infections/kills.
    I say this so that they are not easy pushovers AND IT MAKES SENCE that they can overrun countries, because if we don’t, we cant make the mode work practically. anyway you want real danger right? also note that they can destroy things just by normal attacks.
    Anomaly/1st zombie: Just think of way to make special and make sense it could steamroll the heavily militarized scientific faculty.

SPAWNS: please have things naturally spawn ONCE per round. like food in store and vipers in the scrop-7 facility naturally, exa.
Death by player: You I hope would stay in the death screen or in spectator until a zombie comes close (3m) of you and “turns” you. so its not game over. Perhaps you could get some revenge from the other side…

New symbols: when Infected, show the unturned zombie face. Vacated, essentially immune and get symbol that has a green needle on a white background. Note: when killed by zombie does not turn into one, there are “ded ded” and won’t zombify.
New action: When you vaccine a normal zombie it will die (base game), player zombie will be heavily damaged (weakness).
BALANCE! several player skills like endurance, may be nerfed so that’s it’s possible for the player zombies to have a fair chance at combat/having a snack break.

Just as a decent note, this will also fill as a “story mode” that people keep asking for, Provide lots of modding/community created game modes possibilities if done, could provide a popularity buff, be original (or mostly) for all future zombie games to take inspiration off of (since I don’t think any other game really has a mode quite like this), fun I hope, exa! please have a open mind!

DISCLAIMER: I realize I did not include everything possible and there are MANY unclear areas, if you have questions please ask, and before you tell me to die in a hole please just say you don’t like it. I spent a long time making/editing this. anyway I want to get your inputs first about this idea. I fully realize this will not be for everyone, and I expect HEAVY hate.
Please, PLEASE if you like it please spread the word!

that’s all for now. I encourage you to comment below. like seriously. don’t mind grammar errors I spent 1:00 - 4:00 typing this and thinking of. (fixed grammar errors I saw on later edit, still more somewhere/can be written better).

(darn this is a long post…)

Phew I’m done…

Here is the link to the original unedited steam post, essentially I did a copy paste fix over hear.

Again, please be decent.
(partly editing, when pointed, may fix errors) Note that questions and additional details is found in the responses below as I fill the blanks the best I can!

  • (click on the Reddit Link to see there responses, as it may answer yours!)
1 Like

tldr

Can someone make shorter version of it?

Basically you get assigned a class and you have to play through the early stages of the apocalypse.

2 Likes

Here’s the thing: It’s a great idea. It’s an amazing way to simulate the early stages of the apocalpyse. However, here’s the problem: it would require a lot of modding and changes to the base game mechanics, which aren’t so easy to pull off. Also, it’d require a larger than normal server capacity, and a lot of mapping. Believe me, I’ve thought about something like this before and it’s a great idea, but it isn’t easy to pull off. I’ve wasted hundreds of hours on a similar project and it failed.

+1 sounds interesting and fun, albeit complex

2 Likes

it would require a lot of modding and changes to the base game mechanics

this is the 4.x section

uh

1 Like

Campaign mode = :heart:

3 Likes

[u]Now here is the run-down…
Its another normal day, and it happens…
But since it was requested a short version… here it is… (skip if want in-depth details)
Quick rundown
you spawn, you are placed into a role, you RP as that role. (with incentive and exp to be gained if do, however cannot leave the area unless conditions occur, cannot do certain things until conditions filled, will make sense later, like forced RP)
(for civilians): act and RP as another normal day, you will do your position so you can level yourself and gain basic necessities (like milk, Band-Aids, tools). until it is shattered later by failure of the next mentioned factions as the other smaller population is trying to control the outbreak. then they will have to survive the ongoing consequences.
(for the lab): oh look subject 0 gets out. really as scrop-7 you play by shooting that abomination, slowing it by barricading, developing a last second vaccine (can be looted later if successful, obtained by maker), and finally alerting the military. you WILL fail, but how bad?
Note: when killed by zombie you become one, also can get “infected” (not turned). zombie players are much more stronger than currently found zombies.
(for military): if called by scrop-7, you go there and try to contain it, after a certain amount of loss/damage (or if needed to be pushed along, after a amount of time) they will retreat with a portion fallen. will notify some people in city if this happens, or best they can and the police will know the events after a smaller timer.
If not called by scrop-7 they will react to the city itself being under attacked, this is not good, essentially everyone is surprised and really bad for humans. they get called in and try to stop slaughter and after certain amount of loss on there/city end they disband to free units (can do whatever they want, also by this point when they fail everyone may do what they please including being the HUMMAN problem.
kind of like real society, people may band/whatever they please. Note: PVE version (no humans killing each other)
There are three (technically four) endings. if want to know more check the bottom of discussion itself.
END OF SHORT VERSION

Found at top area of text

BTW I was listening to this while I was editing this the first time.



Perhaps a remix of the theme song could be used? As in use of trailer and the outro sequence?

I believe my reaction was “meh” and that still stands for me.

This sounds TOO ambitious and very restrictive on what a player can and cannot do. It doesn’t sound fun because of the very strict rules, complexity and what seems like fading anticipation in the rundown. :confused:

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