Another zombies rework#637
Conversation
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I'll rewrite it and reopen it. |
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This should be considered a draft, I suppose. |
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Three things I though of when reading this If the goal of Cburn is to prevent the spread of the virus through evacuations, does that mean that they want to nuke the station ? On special infected, if special infected are introduced, what is going to be a regular infected ? The current zombies are already reasonably strong, so would they already be considered special infected ? Something like an "infection" zombie. Also it seems that this document's changes doesnt consider that zombies also come from nuclear operatives, unless that means that nuclear operatives are no longer going to cause zombie apocalypses, which I guess makes sense if the crew themselves have the goal of nuking themselves on zombie rounds |
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I like the mutation idea, although i would suggest having unique zombie viruses. Having one type of zombies is quite predictable and if they get detected early it's hard for them to actually win (unless they had some special strategy) So first thing i would like to see the patients-zero having some special abilities and be a leader of the zombies that they could fallow and such, maybe even having special appearance and special icons for fellow zombies So for the special mutations:
Overall this is a buff to zombies, but they could as well have some debuf that coresponds to the mutations like power zombies could be slower, multiplication being more vulnerable to fire, and stealth... honestly it would be fine. This system would be then open for adding more mutations and stuff and would encourage people that actually chose zombies as an antag Also zombies that aren't crew could still be normal and zombie kit for nukies would have just normal zombie virus |
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Pacing is the hardest problem here. You need hard pacing controls, relying on players to make your game mode work is signing up for frustration. You've got to fit initial outbreak, spread, collapse of function, and evacuation inside an hour, maybe an hour thirty. Each of those stages depends on the prior stage, with lots of room to go off the rails. Define how the round should progress over time. Every 5 minutes you measure actual infection %, compare to target %, then cheat. If infection is too slow, buff infection chance and incubation time. Too fast, nerf them. If players turtle and stall the round, you can force new infections, bring a zed back to life, or buff zombies resistance or structural damage. There are dozens of levers you can pull to control the pacing. The point is you're not simulating a virus, you're orchestrating a horror experience. Explicitly cheating a little behind the scenes is the only way you're gonna hit your story beats reliably. |
This makes sense and I'll add something similar to the doc. I'm just not sure of a few of these suggestions, but the general idea is good (forcing random infections would just be frustrating, for instance). |
Is this good? |
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Had a glance through, and I really like it overall! The idea of consolidating things toward a more deliberate “Final Stand” phase sounds fantastic, especially compared to rounds that just slowly diffuse into isolated survivors. A few areas I’d love to see expanded on a bit more in the document:
Overall though, I think the direction is really promising, and I’d definitely be interested in seeing the document fleshed out further. |
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@ScholarNZL For the pinpointer, I was thinking of something like 42459. The idea was that when almost everyone is infected, the pinpointer can swoop in to put the round to an end quickly. The pod idea was very good. Currently, in zombie rounds, the optimal strategy as a survivor is to rush EVA and throw yourself in space before coming back to a pod just in time for evacuation, and that's not a good thing, since it encourages not engaging with the station. I'm not really sure if I should really go in detail about specific mutation types (with design docs being supposed to not be feature descriptions). I wrote some "guidelines" as to what mutations should be instead. Finally, I agree with the complaint of the initial infecteds chugging dylovene and just sabotaging the station for the whole shift being a terrible strategy. IIs should turn eventually and should only sabotage the station at the beginning of the shift. Their skill at sabotaging shouldn't be the only thing that determines if zombies fail or succeed, though. Crew member efficiency in handling the outbreak should also matter. |
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Took a second look, and good callout on the design doc not being a feature wishlist, it's been a short while since I've reviewed the design doc design doc, if that makes sense! Yeah all of my points were very well addressed here, thanks a ton for being open to the feedback! |
Yeah, looks great. I just wanted some kinda concept of active feedback driving the round. Stalled zombie rounds or rounds where either zeds or sec get wiped inside ten minutes aren't much fun. Thanks for taking the feedback. |
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| At the beginning of a Zombies round, the infection will be spread to a few random patients zeroes. It should then slowly spread, disrupting station activities, until the remaining survivors must go into hiding, build barricades and arm themselves: the station shouldn’t be able to easily ignore the zombie virus. | ||
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| The infection spreads through exchange of bodily fluids; of course, this means that infected individuals will pass on the infection through bites (as it should be and is in most zombie media). Due to how combat works in SS14, having a bite infect a player 100% of the time would feel rather bad: despite zombies infecting on bites, the crew should still be somewhat able (either trough protection or luck) to fend of zombies using melee weapons. |
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You should explain why having a bite infect a player 100% of the time is bad, rather than saying "how combat works"
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| Once infected, players will be granted a relatively short grace period before displaying symptoms (we should maybe wait for some sort of virology before introducing visible symptoms) and eventually turning. It should be possible for crew members to tell infected-but-not-zombified-yet individuals from sane crew members. The infection should zombify fast enough as for it to be an actual danger during a round. | ||
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| Upon turning, players lose basic abilities such as talking and operating machinery. They pretty much get reduced to biting machines who must now roam the halls of the station to infect more individuals. |
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you should just specify that they lose their hands, but also zombies with hands should have innate prying
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| ### In other game modes | ||
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| As for the nuclear operative’s romerol bundle, it simply needs to work like a real zombie game mode - it plays fairly well in the zombie apocalypse theme, since a frequent trope of this genra is biological warfare / semi-intentional medical disasters and nukies are pretty much doing exactly that. |
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can you elaborate on what you mean by a real zombie game mode? Do you mean that romerol should include all the stuff mentioned in the doc like mutations
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| None, I hope :) |
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Worries about CBURN should be mentioned here, whats stopping CBURN from just kill all the survivors in fear that they're infected.
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| Crew members should look for armor & clothes such as riot armor, biologic suits, winter coats, etc: with enough protection, you should be virtually immune to basic bite infections. You should be able to defend yourself from one zombie with a baseball bat and proper clothing without always getting infected. | ||
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| There should be some ways for crew members to know if another is infected or not; be it trough description symptoms (such as the character looking feverish) or random coughing, having someone on your team suddenly display those symptoms should give pressure the crew and make it so the zombie virus isn’t just a sudden transformation into a mean green biting machine with little to no symptoms beyond damage. |
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you should mention this earlier in the early game section, when talking about II symptoms and first infected
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| Once a certain percentage of station staff is infected, an evacuation shuttle should be automatically called and the round should devolve into a mad rush to secure evac, as both the crew and the infected horde need to make it to central command. This is where the round should climax, as every soul, living or not, on the station tries to make it on the shuttle. | ||
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| To ensure no one hides behind and to reinforce the "last stand" vibe, the escape pods could be disabled or made harder to access. |
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an overall issue with this document is that it seems like every round will play the exact same way, Zombies infect tons of people, last stand at evac with CBURN, with other gamemodes there's room for alternatives, Nukies going stealth, Syndicate doing Gimmicks, Revs stealthily converting command
Co-authored-by: Rami <ramialanbagy@gmail.com>
Co-authored-by: Rami <ramialanbagy@gmail.com>
Co-authored-by: Rami <ramialanbagy@gmail.com>
Co-authored-by: Rami <ramialanbagy@gmail.com>
Based on a discussion on the Space Station 14's #design-discussion channel.