[quote=“kilozombie, post:89, topic:4434”]Things that will instantly make the game less Unreal World and more Cataclysm:
- Evolving zombies, as covered by many people before me
- Wandering groups of zombies, NPCs, insects, etc as well as spreaded territories
3. The very real problem of finite resources, like overhunting and randomly too-murky-to-even-consider-drinking-after-purification rivers.[/quote]
I had a screenshot I accidentally deleted, that had me laughing. I stepped out of the evac shelter on like day 3 (after a book-reading binge from a luckily-placed library) … EVERY direction on my “radar” was something like --> North-West: cMopDsocdMB
The “its only been a couple days so theres hardly any looting happening” argument needs to address the wildlife too, lol. “Its only been a couple days, there wouldn’t be 50 animals in a populated area suddenly NOT scared of humans and wild packs of rabid wolves running amok in the city”.
So … for #3 … what about a simple system where wildlife has a hidden “density” integer for an area (say, a 3x3 overview-map-square block to simulate a larger “ecosystem” and a large hunting area). As the player (or NPCs, or zombies) kill the animals, it subtracts from that number … the lower the number, the less things spawn. The number can creep back up over time if fuzzy things aren’t being murdered regularly.
Forested areas would get higher density numbers. Cities would get LOW numbers (though stray dogs and cats should show up in cities still), which should stop the wolf-packs and bear groups roaming the supermarket thing we have now somewhat.
In theory, I’m imagining -> Player raids first town, heads to a cabin they see in nearby forest (high density) next to a highway (very low density) a couple map screens away.
This cabin area has a wildlife-density of, say, 10 … because its lightly wooded and the highway being in range of the calculation takes a BIG chunk out of the density number (this isn’t a deep in the mountains survivalist camp, its probably some rich family’s “summer cabin”). There are no triffids or anything crazy there either to screw up the wildlife calculations in this random example.
- Player sets up camp and some traps. A few little woodland critters die (opossums, squirrels, etc).
- Density drops from 10 to 8. Animals spawn mostly as usual.
- Player gets attacked by pack of wolves who wandered in from nearby (maybe one of the to-be-implemented “packs/mobs” that roam the map? Awesome.) Player kills a moose for wandering too close, too.
- Density drops to 4. FAR less things spawn.
- Player hunts for the next few days … they have a food dehydrator up and running and want to stockpile. They kill off anything they see.
- Density drops to 0. Nothing else spawns for a while, as animals are all wiped out, and slowly the density needs to build back up.
… AND THEN …
- Player finds a couple more things loose in the wild, maybe a Moose wandered in. They kill it, not realizing what they’ve done (Cue dramatic music).
- Density drops to -2. Negative? … yeah … zombie animal spawn just kicked into high gear. So much dead animal life that some of it is bound to come back, and its only living target is that bastard in the cabin making all that noise.
Now, the player is forced to go a little further to hunt, which is what hunters actually do. They don’t just stand on their porch and club an infinite supply of food to death every morning as they can now, which is terribly unrealistic.
Boom … survivalists get to venture out into further areas for food. Strategically they can purposefully NOT hunt in their immediate base-area too, if they want to preserve the wildlife there for say, winter, or to make sure they don’t trigger extra Zombears. … or … maybe … since the (wishful thinking alert) to-be-implemented roaming zombie (and NPC - in the far future) hordes are attracted to living animal deliciousness, the smart player regularly thins out their animals around them so as to not end up assaulted by a roaming-horde sensing all that wildlife but doesn’t kill so much as to kick ZoMooses into high spawn territory.