BenSmart112
Mythical
BenSmart112
BenSmart112
My idea is to increase walker persistance to rival the show and comics and media, to increase the radius they spawn at from the player so they spawn far away, and to make them hear you from farther so that they pose a threat.
Here's my idea about walkers and noises-
What if, instead of actually trying to get the undead to hear us, certain actions mark the place they occur with a tag that local undead go to investigate?
A different loud-noise-producing action could attract undead in different ranges. Here are my ideas-
>Walkers have shorter notice distances. They only really detect players instead of player noises within a five block radius, allowing players to sneak past if they require.
>Walkers are attracted by walking within 40 blocks, but only investigate the most recent walk noise, or if multiple players are about, investigate the closest noise.
>Walkers hear running from 80 blocks away and prioritize running over walking.
>Walkers hear jumping from 10 blocks away and prioritize it over walking and running.
>Walkers hear vehicles from 200 blocks away and investigate it, prioritizing it above all unless there is a player noise within 50 blocks.
>Walkers hear blocks breaking and being hit from 15 blocks away and prioritize it over walking but under running.
>Walkers spawn inside buildings in cities at 1/100th of the normal city spawn rate, and in buildings in towns at 1/200th of the normal town spawn rate.
>Walkers hear players who aren't crouched but aren't moving within 3 blocks.
>Walkers hear vehicles that are idle in 100 blocks.
>Each sound can be heard 10 blocks above the walker and 5 blocks below.
Here's the priority ladder.
Vehicles if player isn't near
Jumping
Running
Walking
Vehicle if player is near
Block breaking
Player if still or sneaking
Changes to walkers:
Spawn in houses rarely
If in the street have a much larger detection range (double the normal)
If in a house have half the normal, with the exception of the sound of blocks breaking.
Only killed by headshots.
Stupider.
In the show, comics, and all the merchandise, the dead don't drop unless you whack'em up the head. Scrambling the brains is the only way to get rid of them.
It's not really The Walking Dead-like until we get the walkers somewhat close to being the walkers we see on TWD. Here's my idea- Hitting them in the leg causes them to be much slower, anywhere else knocks them back a bit, and hitting them up the head does the normal damage, but sharp weapons have a chance to instakill the undead, the sharper the weapon the higher, as well as heavy weapons. This way, we get undead that are actual threats and somewhat closer to what we see in TWD.
Walkers should be able to force down doors and break through glass, as should players should break glass if they hit it or run into it with enough force. My idea is that if five or more walkers push on a pane of glass it'll break, and they should see players through windows. As well, if seven or more walkers are pushing on a door it should fall down and have to be pushed back up manually by the player right clicking. Players with a running start could break through glass, or break it while falling the same way bullets do.
Here's my idea about walkers and noises-
What if, instead of actually trying to get the undead to hear us, certain actions mark the place they occur with a tag that local undead go to investigate?
A different loud-noise-producing action could attract undead in different ranges. Here are my ideas-
>Walkers have shorter notice distances. They only really detect players instead of player noises within a five block radius, allowing players to sneak past if they require.
>Walkers are attracted by walking within 40 blocks, but only investigate the most recent walk noise, or if multiple players are about, investigate the closest noise.
>Walkers hear running from 80 blocks away and prioritize running over walking.
>Walkers hear jumping from 10 blocks away and prioritize it over walking and running.
>Walkers hear vehicles from 200 blocks away and investigate it, prioritizing it above all unless there is a player noise within 50 blocks.
>Walkers hear blocks breaking and being hit from 15 blocks away and prioritize it over walking but under running.
>Walkers spawn inside buildings in cities at 1/100th of the normal city spawn rate, and in buildings in towns at 1/200th of the normal town spawn rate.
>Walkers hear players who aren't crouched but aren't moving within 3 blocks.
>Walkers hear vehicles that are idle in 100 blocks.
>Each sound can be heard 10 blocks above the walker and 5 blocks below.
Here's the priority ladder.
Vehicles if player isn't near
Jumping
Running
Walking
Vehicle if player is near
Block breaking
Player if still or sneaking
Changes to walkers:
Spawn in houses rarely
If in the street have a much larger detection range (double the normal)
If in a house have half the normal, with the exception of the sound of blocks breaking.
Only killed by headshots.
Stupider.
In the show, comics, and all the merchandise, the dead don't drop unless you whack'em up the head. Scrambling the brains is the only way to get rid of them.
It's not really The Walking Dead-like until we get the walkers somewhat close to being the walkers we see on TWD. Here's my idea- Hitting them in the leg causes them to be much slower, anywhere else knocks them back a bit, and hitting them up the head does the normal damage, but sharp weapons have a chance to instakill the undead, the sharper the weapon the higher, as well as heavy weapons. This way, we get undead that are actual threats and somewhat closer to what we see in TWD.
Walkers should be able to force down doors and break through glass, as should players should break glass if they hit it or run into it with enough force. My idea is that if five or more walkers push on a pane of glass it'll break, and they should see players through windows. As well, if seven or more walkers are pushing on a door it should fall down and have to be pushed back up manually by the player right clicking. Players with a running start could break through glass, or break it while falling the same way bullets do.
Last edited: