WO's ZOMBIES

ZOMBIE

We believe that zombies should be radically redone. At the moment, the zombies in the game are only a faded background because often they are not dangerous and serve only for farming things. The only situation where zombies can become a real problem is a shootout in the city, there they force players to change their position and try to work silently. We believe that there should be more zombies - this will make the mechanics of stealth more necessary, as well as change the situation with the helplessness of zombies in the face of the player. Also, zombies can be complicated (it can greatly affect the balance), they can add various interactive attacks - grabbing, knocking down, tearing clothes, snatching items from hands, etc. They can also introduce alternative behavior - remake zombies so that they walk around the city, adding a greater effect of the “alternative living” city, but all these elements will be needed if the game goes to the big side of realism. Another interesting concept could be the interactivity of the zombie’s body, so that the player can make them “crawl” after hitting a cold weapon or shot from a heavy weapon in the legs.

We also have several concepts for new zombies.

Forest zombie:

is a modified invisible zombie, it is absolutely invisible until the player approaches him within a radius of 10 meters. It only makes sounds when attacked and only when it approaches a player less than 2 meters away. In the daytime, it hides under the trees and does not attack. Enters the active phase at night, walks around its location (100 meters radius from its spawn point) and preys on players. Can be seen in the footprints on the ground. The main attributes of the appearance will be a deformed jaw with large fangs, red eyes, long claws on the limbs.

Fat Zombie:

/ Hello Left 4 Dead / A large zombie with a puffy stomach, which will explode when shot or hit, causing great damage in a nearby area. When attacking, they will bring the player to the ground (well, or repel, if the mechanics of the fall will not)

Zombie - dog:

we believe that this mutant can be redone in the direction of fear / we think that this one needs to be remade in a creepy way /. Make it slow, add a loud and terrible growl, increase damage, add the effect of breaking the player’s legs and make some random ways to move around the location.

Zombie - morph:

HE must be incredible. (However, we very much doubt that it will be added as we planned it) He will replace mega-zombie since at the moment they are terribly weak, they can be killed by the banal superiority of height. Zombies - morph must have a huge amount of health, move quickly, deal great damage, be able to climb on vertical surfaces. He will live only in cities. In the daytime he hunts, at night falls asleep in the lair. Lair: will be located in a remote place (the roof of a high-rise building, metro, cave, ship on the pier, depot, remote train car, etc.), ,the morph will come there at night. Inside should be traps, such as viscous slime, slippery surfaces, piles of bones that will make a noise that will Wake up the morph. If the morph is not woken up, then players can take him by surprise, he will ram players and some time will be tossed from side to side for just a few seconds. On the contrary, if the players Wake up the morph, it will hide (becoming invisible) somewhere and attack first, starting the fight (certainly) with the use of the ability. The main thing of the Lair is the ability to fight separately with the morph without the intervention of urban zombies, also in the lair of the morph itself will lie a very valuable loot. In total, morphs can be made one or two on the map, but they will change the spawn place after the players defeat them. We would also give him some other abilities, we are thinking about the following options:

1) a good old stone throw (or rather damn concrete slab);

2) pulling the player with tentacles towards him;

3) punching doors with your body.

(you need to choose 1 of the first two options, and we suggest leaving the third one mandatory).

And here is a whole bunch of features that we came up with:

A) You can come up with even more abilities and add as much variety as possible. Each morph will initially spawn with a random set of abilities (no more than two per spawn). Further, there are two options for improving this idea:

  1. he will receive new abilities for killing players, and this will not be limited (can be with all abilities)
  2. he will get an increase in stats for killing players (but start with a smaller number of HP)
    Here are some additional features that we have come up with:
    Thick skin - the morph becomes immune to attacks from cold and light firearms, as well as shotgun pellets.
    Immunity to fire

Vulnerability to fire - fire deals 2x damage, and also causes the morph to run away for a while from the player who set it on fire.

(Morph can’t have 2 opposite features at the same time)

Tail Strike If the player approaches to the Morph’s back, He will knock the player down
Poisonous vapor - the morph will spread poison gas around itself, will cause damage with poison. Protection against this is the distance, as well as a gas mask
Fear of daylight - the light will stun the morph, now he will change its behavior mode and will go hunting at night, not during the day. Will make ambushes in buildings and immediately see the players, if they went to the location with the light. He will attack only from the back or from above (not falling into the beam of light)
Long-range - will attack from afar, shooting needles.
A poisonous puddle - will leave a poisonous trail that you can’t walk on
Blade claws - provides additional attack range and area damage.

The reflecting scale - the morph can’t be seen with a NVD or thermal imager, and also point the light at him, he will blind the players in response.

Jumper - the morph will be able to jump high and make a dash to the players (the jumper’s lair will be multi-level)
Sharp nose - a morph can’t be taken by surprise in his own lair

Rewards:
Morph’s grappling hook - will allow you to use grappling hook as in Dying Light.
Pull to the place where the player did shoot the hook, will have a cooldown of 20 seconds, grabbing the ledge the player will climb on it
Morph scales - a material used to create very strong body armor and helmets
Morph needles - special arrows with increased damage (fall only from a morph with the skill “Long-range”) can also be collected in battle with him.
Sword from the morph Blade claws- a sword with increased damage and attack range, a strong blow will break through the block (fall only from a morph with the skill “Blade claws”).
Reflective cloak - The player will not be detected using a thermal imager or NVD
(fall only from a morph with the skill “The reflecting scale”).

2 Likes

Mhmmm.

Forest zombie :
Is a modified invisible zombie, it is absolutely invisible until the player approaches him within a radius of 10 meters.

I think this type of zombies isnt very good for Unturned II. I just don’t like the monster’s total invisibility theme.

Fat zombie:
A large zombie with a puffy stomach, which will explode when shot or hit, causing great damage in a nearby area. When attacking, they will bring the player to the ground (well, or repel, if the mechanics of the fall will not)

All in all this Fat Zombie is weak. If he’s fat, it’ll be slower if we shoot him and he explodes, you can just walk away a piece and shoot him, that’s all the philosophy.

Zombie dog:
Make it slow, add a loud and terrible growl, increase damage, add the effect of breaking the player’s legs and make some random ways to move around the location.

Slow down? Why? Do not accelerate?

Yeah, The morph sounds like something that should be in Dying light not unturned, This, for me are good ideas and should be used for a modded gamemode, But not for vanilla as it strays way to far from survival, Personally I don’t even like the flanker, spitter and sprinter, So maybe i’m biased, But I still think that it’s waaaay to far from vanilla.

You should try to read some book called The Age of the Dead authorship by Andrey Cruz. The morph was described exactly in it. And he fit well into the world of the zombie apocalypse. But in general, this was expected, only a few people would want to see a morph in the game. Ehh, how would he diversify the gameplay
 (╯ ͠° ͟ʖ ͥ°)╯┻━┻

The main idea is that in the city there should be much more zombies, which are unlikely to allow a retreat to a safe distance. Also, an explosion of fat zombies will attract even more zombies. And we always can fix him.

Ohh okay, here you right. I incorrectly described my thought. Zombie dog needs to enter two modes, the first - it slowly walks around the city second - it saw the player and began to run after him at a speed slightly higher than that of the player

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