I’ve been thinking a lot lately about risks and rewards and enemy behaviour, and I’ll touch on that more in my game design thread, but I wanted to touch on specific zombie related bits while it’s still fresh in my mind.
So I got to thinking: Right now, what do we want the threat to be from a single zombie? A small group? A horde? A small group with a couple specials?
This is what I’d like to see:
Single Zombies
Single zombies should be a threat if you are caught unawares or unprepared.
Right now, they are just EASY. They are never a threat. So what could we change to make even single zombie encounters more interesting?
More durable:
For both plot and gameplay reasons, I could see buffing up the durability of basic zombies a bit. Giving them resistance to piercing and minor resistance to all other damage types. Make them a bit less of a paper dragon.
Surprises - At least some zombies can go dormant. They can have behaviour that seeks corners and crannies or dark areas away from direct sunlight. At night, when dormant and unmoving, they can be hard to identify and make out. Things like trashcans, lamp posts, mailboxes, statues, pipes, and ladders leaning against buildings could get the players guard up for nothing… until one of them, in the darkness of the night, turns out to really be a zombie. Zombies should also get “shocked” - falling to the ground as if a corpse, only to recover from the shock after a few moments. Players should always be cautious around zombies… even if they look dead.
But it’s not enough for a zombie to surprise a player to be a threat - right now, they take one measly swing which will probably miss and the player is good to go. So, instead, I propose making their basic attack a “grab”. What is it that kills people (at least those killed by zombies) in zombie movies? Getting GRABBED. Being unable to escape. If a player is grabbed, they need to make a strength or dexterity check to free themselves. Or they can decide to fight back. But it’s suddenly a serious, persistent threat to deal with a zombie that jumps you - it’s not a matter of one easily evaded attack (or a hard to evade damaging attack that makes them way more of a threat than we would want), it’s a matter of getting committed to a conflict you might not be prepared for.
Finally, zombies should suffer from injuries but regenerate lost health over time. Even turning them into corpses shouldn’t be enough to stop them for good. A bullet through the brain won’t kill THESE zombies (Destroying the brain will, at least temporarily, but simply damaging it? No!) as the hole is plugged with ichor and the creature struggles to continue hunting the player while maintaining homeostasis. They should be hindered by their injuries, so the player has to decide to finish them off once and for all and butcher or burn the corpse, but risk falling into the creatures clutches and committing themselves, or use the weakened state to escape, knowing the zombie will eventually recover.
Finally, we should change window movement from “move and THEN wait” to “wait and THEN move”. This means zombies in windows won’t make nearly as easy targets. They will slow the zombies down still, significantly, but they no longer grant the player immunity for more than enough time to kill any and all zombies one at a time. And attempting to flee through a window themselves, they might get grabbed and have the action interrupted as they are pulled back out into the street, screaming…
Note: None of these things will make a normal single zombie deadly. They should prefer to grab, and the player should be able to struggle to oppose future attacks (I’d love flavour saying how you’re holding the zombies face from your neck with an outstretched arm, or you are kicking the thing off yourself)and a few solid hits with a decent weapon should make short work of the creature.
They could also seek to cluster together occassionally, upgrading themselves to a group threat.
Small Groups
This is where things get a bit more interesting. Small groups, with some basic grab mechanics, become quite a bit more deadly. Approaching the situation intelligently becomes a priority. A small group of zombies, maybe with a low level special, because an actual combat threat not because of the amount of damage they deal, but because of how fast the situation can turn south if you let yourself get grabbed by a couple.
Small groups could also help the lore - falling into a basement through weakened floorboards into the middle of a now-deceased family of six that was trapped in the basement and has risen as the undead has always been a vision I’ve had for the game. And it would make sense if some zombies had some basic, primitive desire to cluster together.
More later…