Hello there. I hope you’re having a wonderful day, whoever you are. For this post, I’ll be making a list dedicated to the different npc types and how each one would differ from one another and how they would affect gameplay. Each npc is different in terms of how they move, how they fight, how they see, how they hear, and how they interact with the world and I would like to demonstrate how that would be the case. With that being said, let’s go!
The walker zombie is the basic common zombie the player would encounter. However, not all walker zombies would perform or function in the same way. There would be some walkers that are heavy and move slow or light and move fast, which all depends on the clothes and equipment the zombie has and what stuff the zombie has in the equipment or clothes.
For example, you’re in a suburban area of a decent sized city and there’s zombies wandering the area. To the left is a zombie, wearing a long-sleeve shirt and a pair of jeans, with boots and a belt around the waist of the jeans, with a hoodie that has bullets in it, a civilian vest with some canned food in it, and a heavy backpack with extra food, water, and supplies in it. Because the walker has that much equipment on him and stuff inside the equipment, the walker would move slow and when chasing the player, won’t be able to run nearly as fast. To the right, we have a zombie wearing shorts, a t-shirt, and a baseball cap. Because the walker to the left doesn’t have much, he’s able to move faster and when chasing the player, would be able to catch up.
The Listener is inspired by the Clickers from The Last of Us. They are blind due to the organic fungus organisms growing in the eyes. As a result, the listener relies on echolocation in order to move place to place in the area it’s in. The sounds the player makes would also attract the listener as well.
For example, when shooting a round from an Eaglefire, the Listener would turn to the direction it heard the gunshot and will head in that direction and walk around the surrounding area to feel where the player could be at. If the player is constantly running, the listener would just start chasing the player in the same path the noise was last heard. This adds different variety in stealth as well, as the player can throw an empty can to lure the listener to that direction, similar to how zombies follow the last place they heard a flare in Unturned 3.0.
Much like ekhoalfa’s post on different npc types, the spitter wouldn’t really be much different, with the only possible change being the pathfinding, where it would distance itself and vomit acid from the mouth at the player.
The Imploder would basically be the boomer from Left 4 Dead. It would suit as the replacement for the flamer zombie from Unturned 3.0. When in sight of the player, it would become a ticking time bomb and upon getting close to the player, would implode. That’s…pretty much it really.
Nothing too special, with the only thing different being the name and the fact it replaces the flamer to appeal to the realistic tone Nelson wants for Unturned II.
The Heavy would just be the Unturned 3.0 Mega Zombie. It would be stronger and have more health, but would also be slow in speed due to its giant size. It would be able to throw things at the player, similar to what it did in Unturned 3.0, but instead of throwing giant rocks at the player it grabs out of the ground, it would simply use the environment to its advantage and throw anything it finds at the player and would do so at a distance, if the player is far enough from it.
For example, when at medium-to-long range at the player, it would grab the object, place, or thing nearest to him and would chuck it at the player (e.g. Cars, trees, dumpsters, etc.). When at close range with the player, it would use its powerful strength to kill the player, which will cause bleeding or bone breaking status-effects.
The Coalition would be the peacekeepers of Unturned II, the “good” guys. They would be a paramilitary group, tasked for providing shelter for refugees and keeping peace to the land during the outbreak. These guys devote their time to rid the region from zombies and bandits, as well as other threats. If you have a bad reputation with these guys, they won’t hesitate to kill you. If you have a positive reputation with these guys, they won’t feel threatened by you.
Their equipment would consist of military-based clothing with military guns, such as Maplestrikes, Eaglefires, Avengers, Heartbreakers, or other forms of military equipment and gadgets. Upon killing one of these guys rewards you with possible military ammunition, MREs, etc.
Their tactics would be military focused, with getting behind cover, using suppressing fire against targets, flanking the enemy, and throwing explosives to lure the player out of hiding.
The common human antagonist group you’ll find. They are a collection of thieves and killers, who won’t waste any second to kill you on sight. You can, however, get a positive reputation with these guys if you kill human factions they are against, such as The Coalition. As a result, they won’t feel threatened by your presence.
Their equipment consists of average civilian clothing, with either a balaclava, balaclava, or form of facewear as a mask, as well as some kind of hat, with some wearing gloves. Their weapons would consist of Zubeknakovs, Matamorezs, Calling Cards, and other bandit weapons, with the items they drop upon killing one being ranger based ammunition, with average food supplies and drinks, with Canned Beans and Water being possible item drops if lucky.
Their tactics are roughly the same as The Coalition’s tactics, they lay suppressing fire, flank their targets, and getting behind cover, with the only thing they don’t really do being throwing explosives at the player.
A human group, who’s neither good or bad. The Hunters are a human faction who are just survivors trying to survive the region, while dealing with serious threats along the way. The Hunters don’t really use guns and prefer to use different kinds of weapons to attack threats. They mostly use bow and arrows, with others using melee weapons.
Their equipment consists of long-sleeve shirts and pants, with boots and an overcoat of some sort, whether it be a hoodie or a trenchcoat, with gloves and an arrow quiver to holster arrows. Their weapons consist of being bows and crossbows for long range, with baseball bats and golf clubs and machetes, or other blunt or sharp melee weapons of some sort for close range. Their loot after killing one is the same as Bandits, with arrows and melee weapons being the key difference.
Their tactics are different compared to The Coalition and The Bandits. Their tactics are stealth based and use the environment to their advantage, which will differ in tactics, depending on the environment itself. If The Hunter is using bows or crossbows in the forest, they’ll take cover behind a tree. If in an Urban area, they’ll hide in a house of some sort and take cover behind a window or hide behind a house and use the walls as cover.
The big dogs, people who aren’t playing around. Based on the State Security Service from S.T.A.L.K.E.R. and HECU from Half-Life 1, they serve the purpose of containing the region by eliminating any possible threats and maintaining security along the borders of the region, making sure nothing gets in or out. They have a strong alliance with The Coalition, as they’ve worked together to maintain control of the virus. Therefore, having a good reputation with The Coalition or The Military would result in you not getting killed by them.
They have a strong diversity in terms of weaponry. They use military-based weapons and ammunition, with military based vehicles, such as tanks and helicopters. They’re equipment is all military focused…that’s it. They’re outposts are located in military bases, where a lot of the military equipment is located. They’ve tight security in the outposts, so raiding the military bases to get strong loot will not be an easy challenge. Their loot, upon killing one, is the same as The Coalition.
Their tactics, in terms of ground combat, is the same as The Coalition, with vehicle combat tactics being that they use tank shells at the player if they’re far enough or bullets if close enough. If hiding in a building, the tanker won’t be afraid to use a tank shell at the building. They’ll do anything to destroy your cover. The pilot would use the helicopter to gun you down, whether in a building or on the ground. If in the middle of the night, they will use a searchlight to locate their targets. If you get in their line of sight, they will not hesitate to shoot.
And that wraps it all up. This is my first post on this sub, so any form of constructive feedback is more than welcome. Let me know what you think of this down below. Thanks for reading.