This could be solved by implementing player/creature levels and xp, but probably wouldn’t be easy to implement. I imagine a system similar to The Elder Scrolls III: Morrowind. Player increases individual skills and you keep track of how many skill levels player has obtained. After so many skill levels, increase player level and give them a few stat points to play with. So basically each individual skills would have it’s own xp table. There would also be a player level table. This table would determine how many skill levels are required for a player level.
This obviously doesn’t take into account that zombies/critters would have to change to keep the challenge.
You hit the zombie hulk!
Zombie hulk instantly disintegrates, leaving you covered in a fine red mist.
EDIT:: I want something in-game that will do this. Even if it’s damn near impossible to find and one-time use. Reward from the temple maybe?
EDIT:: So it just dawned on me that my initial ( half-asleep ) implementation difficulty may be drastically under estimated. I know hardly any of the codebase though, so can someone with a bit more experience shed some light? How much of the codebase do you think something like this could span? What existing systems could benefit from player levels?
EDIT:: Another thought that just hit my TODO list: I used to play ( still do every now and then ) Anarchy Online. The game was set in a more distant future, but the stuff I’m talking about could be made today. ( And is… )
Booster Shots. Temporary stat increase. Make it unrepairable and make it’s bonus based on how damaged it is. ( Which in-itself could be another improvement Hmm… )
Item benefit based on how damaged item is. Medkit less effective when damaged. Or even odd effects when damaged. Damaged plastic bottle? Leave a water trail and slowly drain the bottle.