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Utilities buildings and possible reactivation.


Crispe

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Alright, so I've had this idea in my head for a actual zombie apocalypse, and for any sort of game involving one, for a long time. However, project Zomboid seems like the first game where the implementation of such a concept is really viable, or useful even.

 

The power goes out after a while, and so does the water, you're in the stone ages, and you're not quite happy about it. What if you wanted to figure this out on your own? To find the switch that needs throwing and put such a plan into action as to power the dark zombie-infested streets again? Or maybe just not having to use rain collectors would be nice too.

 

Most cities have their power stations and water sanitation buildings, and if you've been near one, you'll know that they can often stick out like a sore thumb, and sometimes also cause plenty of noise for the neighbors. However, now the neighbors are zombies, and despite maybe just a few loyal workers valiant efforts, they decided to find the noise. Overwhelming whatever staff was there, or chasing them off, and eventually, they found the source of the noise. Maybe a open water tank stirring to try and sanitize water, and somehow, they clogged it up, likely by just falling into it, contaminating the water, if not clogging and stopping it's flow entirely. This could also open up the possibility of a bit of a warning as to when water was going to go for new players, first it starts becoming murky, then black or brown, then shutting down.

 

The power station would definitely make more noise though, and be the first to go, zombies breaking in, and finding some very noisy turbines. Not having more mental capacity than a moth drawn to a flame, they fling, or walk, themselves into the turbines, powered by coal, or maybe a running river (yay green technology.) This wouldn't really give the whole warning thing the water one would give, but it'd give some actual reason as to why the power went out.

 

So how do we fix it?

 

This was actually a really hard list for me to nail down for this game without it becoming horribly unimplementable(not that it's a easy task now), but I've narrowed it down to a few things that could be done, and might not be impossible to do either.

 

Water Utilities:

  • Sanitation or pumping facility invasion event (Or having already happened with the shutoff proceeding as normal behind the scenes)
  • Possible roaming workers? Can't expect the player to really know how to operate everything unless it's simple enough, workers could stay behind and defend if player left fortifications for them, though the necessity of food may be a extra thing for the player to consider.
  • Unclogging the pipes. The zombies clogged it with themselves, and as such, you're probably going to need a net, or maybe a shovel of some kind to get them out. However, zombies can't drown, so if you find one not too mangled, you run the risk of it biting you as you work when careless.
  • Re-invasions later. They're not going to give up that easily, the player may have to come back if they want their precious water on tap, further adding a set of tasks to players who want to go above and beyond the call for survival.
  • Possible generators and gas on site for when the power went out to continue powering the plant. This would be a good explanation for why the water stayed on if it was based around a system that needed powering, and possibly a location for the player to raid for such supplies. However, if the player showed up after the water turned off, they might have missed the window to find such gas, and be left with empty, heavy, generators.
  • Lots and lots of zombies. This is not a activity for the weak of heart, this would be the perfect place to truly have a sea of zombies for the player to try and wade through. This would be a luxury event for players to embark on, and would likely require coordination between a few players, or very clever strategies.

Power Utilities:

  • Power Outage event: The power going out, usually the end of perishable foods, and also whatever staff was employed at the power plant still. This plant would be much louder, and as such, much more a target for the zombies, seeking food.
  • As with the water plant, the player should not be expected to know how to fix and run everything in the plant. Possibly they find a worker that is necessary to run the plant as the machinery is a little bit more complex than before, maybe with special needs that threaten to turn the power off if not supplied booze or cigarettes, leaving the player in the dark as to if the worker was dead, or if they were just unhappy.
  • The turbines must spin. Zombies likely would have crawled, or just maybe pounded on turbines until the sound stopped, or they weren't able to. They could have clogged the spinning up, leaving the player to shovel and poke out the corpses, which may still stand a chance of catching them off guard.
  • Different types of power: It may be a coal plant, or possibly a solar plant, however, most plants do need water for steam, and subsequently, the ability to spin the turbines. A reservoir on site or maybe water from the other utility plant may be necessary for actual power. This could both implement the possibility of unclogging the intake pipes at the power plant, and dealing with the water plant, meaning the player had to put some problem solving skills into action.
  • Power lines. Pretty self explanatory, but a power line could go down, leaving the player without power, making it a (relatively) simple fix that the player could accomplish with cutting down a few trees and maybe a ladder.
  • Even MORE zombies.: Some power plants are quite loud near them, and are quite the beacon at night, usually having quite a array of lights on the various things needed to run the plant. Again, this is a luxury event, cleverness and resources would be the top priority for completing it, and the more companions you have, the easier the event would likely be.

 

This is a long list, but I think it'd be a interesting thing for players who think they have it all to try and attempt, though this would probably be something that's not even a year down the line for development, the resources involved for creating this would be immense, but I think it would be something quite unique to have in the game.

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I dont think its a good idea to reactivate the power and water, it takes away the survival feel of the game, also, you dont NEED it to survive, you can become self-suficient, the water and electricity serve only to help a player set himself up before it shuts down, and by that time. he would be self-suficient.

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I think the odds of finding people still alive who are capable to run a power plant, let alone the complexity of the power grid in general makes it seem quite unfeasible to ever get going again once it breaks down.  Just think how hard it is to find a sledgehammer or the like, now imagine finding a turbine, moving it to the plant, and installing it to replace one that broke.  Put simply, it would be easier to be self sustaining with farming and the like than to try to restart the process of producing power.  However, I won't pretend to know the detailed workings of the power grid, so I could be wrong.

 

At very least, a herculean task requiring more luck than skill, and more skill than an average player would ever possess.

 

I will say this, event ideas like this (protect the power plant!) would be pretty cool quest wise, and provide the game with more than just the survival of self.

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Your ideas are great and very detailed. But as the person above me has pointed out, the task of single-handedly repairing, reactivating, and maintaining a power plant and water pumping station... would just be too difficult for any one survivor to do on his or her own. 

 

The idea makes for an intense challenge, but it would be unrealistic and would seem harder than using alternative light sources and using rain collection barrels.

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A viable way to do this would be to introduce ability for construction workers to scavenge mini power generators from vehicle parts or parts of buildings power units. These mini generators would be jury rigged to run on gasoline and power single buildings at a time. They would require maintenance and fuel runs.

 

Specific process would require some new and rare items as well as existing tools:

screwdriver

hammer

nails/screws x 50

generator base unit kit

radiator kit

wiring kit

metal pipe x 5

power relay

battery

gasoline

 

 

The generator would be possible to drop on the ground once items are assembled, similar to a camp fire, but generator can only be dropped next to a building wall, either outside (silly) or inside (smart).

 

Once dropped, the generator can be right clicks to Turn On or Turn Off.

 

Once Turned On, Generator will run, supplying the building it touches with power. Just that one building. Gets the fridge running, and the lights.

 

Generator can be smashed by zombies, so it must be protected. Also, generator makes noise, so it attracts nearby zombies.

 

Generator must be maintained and repaired, if it drops below 40% durability, it may catch on fire and cause terrible ruin and shame and death for all good things.

 

This would work. Make generator parts scarce, so only 2-3 can be built on one map, and make them costly treasures. Maintaining them should be a team effort. But this will indeed spice up the game and make city buildings viable last stand points, not just farms and secluded homes. You could potentially build a fortress right in downtown.

The science (approximately):
 

http://www.enginepowersource.com/images/bus_generator_options.jpg

 

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Depending on how-hard the renewable energy craze has thwacked into Kentucky, finding a wind turbine or bank of solar cells wouldn't be too hard. The latter would probably last for a while, but the former would crap out after a long period of time without maintenance.

 

In both cases, isolating the generator from the grid would have to be a thing. After all, a single turbine can't power squat. You'd have to gain access to the power distribution and reroute the power. Or simply find the nearest electrical substation near the generator and, well, dick with it. Smash some things, splice in your own stuff.

 

That's about the only way I can see you ever getting the power back on in Zomboid, and even then, you're taking huge risks, and require trained people to actually DO something with the infrastructure that's left behind. Not to mention the time and resources that would be required to get the crap working again.

 

A better thing to do would be scavenging the water treatment plant/electrical substation/power plant for supplies. Chemicals, high quality wiring, tools, that sort of thing. If there's a coal fired power plant in the area, it'd be like winning the lottery. Thousands, if not millions of tonnes of black gold just laying around and waiting to be used in a survivors campfire.

 

Oh, and, yes. I'm pretty sure portable generators will be a thing in the future. Running one of them on moonshine would be pretty sweet. Just getting a still going, let a lone the generator, would be an achievement in and of itself.

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