Jump to content

Sharp-Shark

Member
  • Posts

    2
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Sharp-Shark's Achievements

  1. Zombies with their unending polyphagic hunger, and enhanced sense of smell, should be attracted by the smell of rotting flesh (perhaps an explanation to why zombies seem to be attracted to each other), and as such, the corpses of killed zombies should attract them, and maybe they could even feast on them if they feel hungrier than usual, that is, if they can even feel anything at all. The disease caused by the rot and the recently added fake dead serve as incentive to remove the dead from your home, and I think with this change you would be incentivized to either burn them, or bury them, as to avoid attracting more zombies to your locale. An addition that would compliment this quite well would be if zombies could smell the blood of injured survivors, thus making getting injured even more threatening. Imagine trying to stay indoors to recover your wounded leg, but the scent of blood ends up attracting a massive horde that, eventually surrounds and eats you alive. Such a brutal, and quite fitting feature for this game. I'd like to say I envision that if this was added, it would affect zombies from far away. Maybe each corpse in a cell could increase the odds of zombies migrating to it, but the effect should still apply to zombies in your play area, and perhaps even especially so (and with this I mean physically existing zombies should be attract to defunct - and blood if my bonus suggestion was to be added - like they are to sound).
  2. Car damage in the game from crashing is a bit unrealistic. Crashing into a zed at 60km/h should most of the time make the car unusable, but hitting one at 5km/h and then crushing them with your tire should only cause any damage to the tire. I think maybe the damage the car suffers should follow an equation that grows exponentially with speed and linearly with weight. I was playing around on desmos and something like (m(v/20)³)/50 (m is weight and v is velocity, inspired by mv²/2) could work. It takes 4000 zeds to break you car by hitting them at 5km/h, 500 at 10km/h, 63 at 20km/h, 8 at 40km/h and 1 at 80km/h (assuming a zombie weights 80kg, which is between 75kg and 85kg, which are the lower and upper bound of the healthy weight). The formula of course would need to require which part it is, and the angle of impact. Glass should be more fragile than metal, and hitting a zombie with the back of your car at 50km/h (however how you would manage to do that) should deal considerably less damage to your engine than with the front. With all of that said, I think the general idea for how car damage to work as put by me sounds good, but this isn't supposed to be too specific, and if the devs actually change it, they should have course add more elements to the formula (like the aforementioned collision angle and part resistance), and tweak the coefficients. Edit: accidentally typed ² (squared) instead of ³ (cubed).
×
×
  • Create New...