Introduction
I’m back today with another minor addition to the Immersive Details series of posts - a series of smaller suggestions that should collectively work to improve the immersion aspect of gameplay in Unturned II.
This time I’ll be talking about addition of a new mechanic: tainted clothing. This is a feature borrowed from Cataclysm: DDA, particularly because it immerses its players very well, but also because I feel like UII could benefit a lot from this particular feature.
What is tainted clothing?
Imagine you’re extremely strapped for gear, and it’s the middle of winter. You kill a typical Turned walker that happens to be wearing a parka that you want to take for yourself to stay warm. The jacket has gone through a lot - it’s worn down almost to tatters, has a bullet hole in it now, and worst of all, it’s absolutely caked in zombie filth. You shudder; unclear if due to the numbing cold of the Canadian winter, or from the thought of where that jacket has been. Hesitantly, you grab it from the lifeless corpse and proceed to wear it. Desperate times call for desperate measures.
In C:DDA, you have the option to take the clothes worn by zombies that you’ve killed. However, the clothing is tainted and often in poor condition (and will be clearly denoted as tainted, to avoid any player confusion). The main application of this in gameplay is that you’ll be taking a risk by wearing dirty clothing, which may affect your immune health. In addition, if you take a wound in the relevant body part while wearing tainted clothing that ends up breaking your skin, your open wound is almost guaranteed to become infected, making tainted clothing a constant liability. Tainted clothing may also provide ergonomic debuffs, such as impeding your movement slightly compared to their untainted counterparts.
Tainted clothing can be cleaned, but it requires a careful cleaning process that will either be resource or time intensive. Assuming hygiene is a mechanic in UII, you’ll need a lot of cleaning product to fully rid tainted clothing of its filth, and chances are the clothing was in poor condition to begin with, so you end up with a clean but heavily damaged item. (Who knows, maybe this will give a genuine use to our beloved washing machines?)
This provides an interesting alternative to finding clothing normally - adding a new mechanic entirely with an element of calculated risk. At the same time, it makes the Turned a resource in a new way, as well as creating additional threat if you get attacked by one while wearing tainted clothing.
EDIT: Thanks to some comments we’ve come up with a few extra ideas I didn’t think of at first!
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There may be a distinction between dirty clothing and tainted clothing, with clothing becoming dirty by normal use (taking damage, crawling around a lot, swimming in dirty water)
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Clean clothing can become tainted if it takes too much damage from the Turned, especially particularly nasty types that rely on biological damage (if we use U3 as an example, acid spitters)
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Clothing can become dirty or tainted over time just by the player being within a deadzone or excursion zone, adding more difficulty to these hazards.
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Wearing tainted gloves/shirts/jackets can affect the process of preparing uncooked foods such as raw meats and fruits/vegetables, potentially causing food poisoning. In addition, storing unpackaged food items inside of tainted clothing.
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Wearing tainted clothing depending on whether it is tainted by zombie filth, blood, or chemicals, either reduces or increases your detection radius to Turned (and other entities) by smell
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Tainted clothing has configurable chances to infect you or infect your food. Generally in vanilla, an inner layer should be more likely to infect you, while an outer layer is more likely to contaminate food during preparation.
Polling
What do you think of a tainted clothing mechanic being implemented into UII?
- I support it
- I do not support it
- I partially support it - and would change or clarify something first (please comment)
- [null option]
0 voters
Possible Comment Prompt:
Is the filth and wound infection risk enough to justify tainted clothing accessibility, or should it have additional drawbacks? If so, what should these drawbacks be? I’d like to hear your ideas on this.
Do you think tainted clothing should be cleanable?
- Yes
- No
- Yes, but… (clarify with comment)
- [null option]
0 voters
Do you think it should be possible to convert tainted clothing into raw materials?
- Yes
- No
- Yes, but you get tainted/non-sterile materials as a result
- [null option]
0 voters
See also
Immersive Details series
#1 - Identification
#2 - Senses, Distraction, Disorientation, and You!
#3 - Tainted Clothing
Mega-Suggestions: The best of GHJ
Skill System Overhaul
Survival Overhaul
Human Powered Transport