[quote=“Kevin Granade, post:43, topic:5388”]The simplest thing I can think of is to expand the current system, for noises over a threshold, check for nearby monster groups on the overmap and give them a chance to be attracted to the noise based on volume - distance.
Most gunfire and explosions would attract groups from a long distance, but they’d move in the direction of a sound for a while, then forget about it and go back to wandering. Protracted firefights or frequent use of explosives would really attract them. Things like engines, generators, and power tools would attract them from a much smaller area, but do so more reliably since you’d tend to use them a lot.
On the other hand, a day-long firefight in a town would attract pretty much every Z in the area, possibly even pulling some from nearby towns.
I’m pretty committed to zombies being static as the default, whether it’s at a large or small scale.
The main thing about population density will be real cities, and specifically apartment complexes. Once we have some high-density housing for zombies to start in, the numbers can be really large.[/quote]
That will definitely help, yeah. I know there’s a strong strain of ‘But I cleared this area, so it should stay cleared’ feeling that runs through some discussions. And I hardly blame people for that. At the same time, however, rendering an area completely safe is ultimately, imo, bad for gameplay. Even if you clear an area around you, 99% of the population was still zombified, and they SHOULD be wandering around and will eventually pass on by.
In fact, I’d like to argue that there ought to be the possibility to set off an explosion to lure every zombie that you can to an area in the hopes they’ll just /wander off that-way/.
I dunno. I’m just rambling here at this point. xD
It’s just that, otherwise, you do wind up with the ‘zombie proof fortt that never gets atacked because you killed all the zombies’, and what fun is that?