I’ve been skimming this over and I think I have a way to directly tie in areas the player has cleared with the dormant zombies and Macro-Immune response suggestions as well as work a lore-friendly framework for escalating late game difficulty that will not displace vanilla zeds.
As it stands there is allot of zombie pulp out there, vehicle collisions, (S)mashed bodies, butchery–it all adds up. But what if those zombies weren’t so much destroyed as deconstructed?
I suggest that zombies USE zombie pulp to progress into tiered versions of their current ‘class’ in a process I’ll outline further.
The player loots a town, pulps the undead and moves on–this triggers a Macro-Immune response from the Meta-Goo Intelligence so that they migrate towards the sight of the trauma, two things now happen.
1: the traveling player encounters roving pods (herds? murders?) of zeds as they continue to travel
2: A certain percentage of off-map zombies convert available zombie pulp into a meat moss cocoon and become dormant. These sleepers would then be peppered throughout areas where players killed allot of zombies, with active zeds sprinkled in for good measure.
A dormant zombie can be activated by either loud noises, damage or extreme player proximity, but the longer they gestate the more likely they are to hatch as something at the extreme end of a sliding scale of ugly. If left to hatch via the passage of time these rebirthed zombies would then act as any other, populating and migrating as the game dictates.
These new Zeds would come in three flavors, amounting mostly to quality modifiers.
Aborted - These are premature reborn, caused by players interrupting the gestation of newly dormant zombies. Marginally more challenging then standard zeds but a great deal more disgusting.
Fledgling - These would reborn hatched from cocoons that have sat for some time, but managed to be agitated into opening early by external sources ((I.E. the player)). Not to be taken lightly even by an experienced player.
Reborn - Cocoons that have gone through the entirety of their life cycle churn out these foul wretches, intended to be a serious challenge for the late game cyber-mutant.
The following is a quick, preliminary progress path for this suggested form of zombie evolution. At the moment its little more than a bunch of names I think sound cool ((and the inclusion of GlyphGryphs suggested skinwalker.)) I can expand it with descriptions and concept art if you guys actually like it.
Zombie > Aborted Reborn > Fledgling Reborn > Reborn
Zombie Cop > Aborted Sentry > Fledgling Sentry > Reborn Sentry
Shrieker Zombie > Yowling Abortion > Yowling Fledgling > Yowling Reborn
Spitter Zombie > Slavering Abortion > Slavering Fledgling > Slavering Reborn
Shocker Zombie > Aborted Thunderer > Fledgling Thunderer > Reborn Thunderer
Smoker Zombie > Aborted Murker > Fledgling Murker > Reborn Murker
Swimmer Zombie > Amphibious Abortion > Amphibious Fledgling > Amphibious Reborn
Zombie Dog > Aborted Prowler > Fledgling Prowler > Reborn Prowler
Zombie Brute > Savage Abortion > Savage Fledgling > Savage Reborn
Zombie Hulk > Aborted Titan > Fledgling Titan > Reborn Titan
Boomer > Aborted Ground Shaker > Fledgling Ground Shaker > Ground Shaker
Skeleton > Aborted Skinwalker > Fledgling Skinwalker > Skinwalker
Zombie Necromancer > Aborted Tyrant > Fledgling Tyrant > Reborn Tyrant
Zombie Scientist > Aborted Adept > Fledgling Adept > Reborn Adept
Zombie Soldier > Aborted Warmonger > Fledgling Warmonger > Reborn Warmonger
Grabber Zombie > Aborted Throttler > Fledgling Throttler > Reborn Throttler
Master Zombie > Aborted Taskmaster > Fledgling Taskmaster > Reborn Taskmaster
Scarred Zombie > Calloused Abortion > Calloused Fledgling > Calloused Reborn
Child Zombie > Aborted Sprog > Fledgling Sprog > Reborn Sprog
ZomBear > ReBear or Reborn Bruin
In Summary
This suggestion:
*Ensures the player encounters a steady stream of regular zeds via migration
*Seeds new specials in based on how much zombie pulp is available and how long the player neglects dormant zombies.
*Draws from the EXISTING zed pool for a world
*Adds late game challenge without the need for gamey “Because Protagonist” mechanisms.
*Allows players to take actions in game as to avoid or interrupt the spawning of reborn.
*EDIT
I’ve decided to throw in a quick mugshot I doodled of a run of the mill reborn zombie.
They’re basically regular zombies that develop a pseudo-exoskeleton by pushing splintered shards of bone through their sinewy exterior. Lacking a proper skeleton they move about with clumsy twitch athleticism as ooze heavy hemolymph surges though their otherwise hollow interiors like a puppeteer. I’d love if there was a way for them to be really fast but ‘skid’ when changing directions just so there’d be that moment where a survivor barely turns into an alley and gets to hear ten or so pursuing reborn slam into the adjacent wall as they chase him.