Currently, deadzones represent a part of the map that has deadly levels of radiation, which can be solved with just a gas mask and a filter. Because 4.0 is aiming a bit more towards realism than 3.0 is currently, I hope we get the deadzone system changed up a bit.
My primary idea is that deadzones should be split into 3 different categories:
๐) ๐๐ฒ๐ฉ๐ ๐ ๐๐ก๐๐ฆ๐ข๐๐๐ฅ ๐๐๐๐๐ณ๐จ๐ง๐๐ฌ:
These deadzones require only a gas mask to be traversed safely, because the chemicals in them donโt affect skin, just
the eyes, mouth and nose. They are the least dangerous and easiest to equip for.
๐) ๐๐ฒ๐ฉ๐ ๐ ๐๐ก๐๐ฆ๐ข๐๐๐ฅ ๐๐๐๐๐ณ๐จ๐ง๐๐ฌ:
These deadzones require your whole skin to be covered (e.g. no T-shirts, shorts, sandalsโฆ) and a gas mask to be
traversed safely, because the chemicals in them affect skin too. Mid-level deadzones.
๐) ๐๐๐๐ข๐จ๐๐๐ญ๐ข๐ฏ๐ ๐๐๐๐๐ณ๐จ๐ง๐๐ฌ:
These deadzones require the usage of a full special protective suit, plus the gas mask to be traversed safely, which means that they are the hardest to equip for, but should probably also contain the best loot.
๐๐ข๐ฌ๐ญ๐ข๐ง๐ ๐ฎ๐ข๐ฌ๐ก๐ข๐ง๐ ๐๐๐ญ๐ฐ๐๐๐ง ๐๐ข๐๐๐๐ซ๐๐ง๐ญ ๐ญ๐ฒ๐ฉ๐๐ฌ ๐จ๐ ๐๐๐๐๐ณ๐จ๐ง๐๐ฌ
This may come up as a problem because all 3 types require different levels of protection.
The way to solve this would be different types of deadzones looking differently in the environment.
Type A Chemical deadzones should have grass and trees of a reddish-green colour, which are not completely dead, but show signs of being affected by chemicals.
Type B Chemical deadzones should have grass and trees similar to current deadzones, brown grass and leafless trees.
Radioactive deadzones shouldnโt affect the appearance of the flora in them, but the indicator of their presence should be a big amount of radioactivity signs around it.
TL;DR Deadzones should be split up into 3 distinct types, all of which look differently in the environment, and require different levels of protection for safe access.