[quote=“Kevin Granade, post:34, topic:4605”]For grabbing, I was thinking just having them inflict a “grabbed” condition on the player that inflicted a few status ailments, like lowered dodge, attack, possibly a hit to speed, and possibly a large penalty to movement cost (to reflect the difficulty of shaking them off). The condition would stack, and if you got surrounded, well you’d be in a bit of trouble.
Interesting idea about using the game mode to shift the option defaults, have to think about that. There’s already a mechanic for this in the game, when the game decides to “spawn 10 zombies”, a regular zombie counts for 1, and shockers count for e.g. 5. So if you have a lot of specials, it will suppress the total number spawned, so classic mode will tend to have more zzombies spawned since they’re more vanilla.
When you say a “boost when near”, so you mean something like the zombie lunging at you, e.g. a move immediately followed by an attack? That would certainly interfere with the excessive kiting we seem to be suffering from, a little unpredictability might be a good thing.[/quote]
Grabbing: Yeah, that sounds like the best idea. Not to palm it off onto you, but I think you/someone else more familiar with the code base might be better at implementing that than me!
Defaults: I was mainly thinking that as classic mode is by definition (even with buffs probably) easier, it might make sense for it to have a default lowered item spawn and on my play tests, it certainly plays a lot ‘better’ (in terms of difficulty) with a reduced item spawn.
‘boost when near’ = Pretty much, either a special (but not guaranteed) attack like a lunge, or just a general ‘bloodlust boost’ where they get a bit of extra speed when in close proximity. This would allow players to decide whether to engage or not more easily, but once they did engage it wasn’t as easy to escape. Unsure on this mechanic though.