Closed NetSysFire closed 1 year ago
OK I'll play - we're just talking right, you're not looking for ideas to start coding now? Liquid ones would be great, that we could have them spread (and yes nailboard exists)
One I'd love to see, again just discussing not hashing out details to implement...
THE ZOMBIE PIT
My thoughts of a Zombie Pit s a modification that affects all pits that would be used as traps, it's a double-edged razor sharp sword. In one respect it's the ultimate defense, in another it's the worst thing you can do to yourself, an anti-pit as much as a pit, letting zeds fill up pits.
Especially designed for those trying to take advantage of the "lemmings behaviour" of a zed horde... said player runs behind his supposedly impenetrable network of clever pits, pit traps, spiky bushes on the top of the pit so climbing out is even harder, etc. and dances around and lights firecrackers and otherwise makes them notice him.
And the zeds move like they always do, but as they fall in the pits and get trapped, and their fellow zeds trample those underneath while crossing said pits, boom! zed-on-zed violence. But that viscera has no where to go, so the pit starts getting a slurry of zed parts...
We'd need a threshold value, say checking every 10 til it's xx% full, then a given pit trap is transformed to zombie pit; it's now filled and flush to surrounding terrain, the whatevers (spikes, glass, etc) are now ineffective but living zeds get stuck... trying to cross it you'd get hit with a modifier like thick mud I guess, plus a chance to be grabbed or bitten x3. Or maybe it's mud for them, but it's 'sinkhole' for you and NPCs! Suicide. So now you can't cross without risk of death. whoops. (_this isn't arbitrary, it's already implemented that pits do corpsevolume checks every 10 victims to lessen fall damage as it "fills up".)
Any zed crossing it though, has a chance to cross easily unscathed, get grabbed and stuck, to be rolled for freedom every xx turns, to be legged and despawn/respawn as a crawling zed, and to fall in and become part of the zombie pit. Also, as long as there's some player awareness factor like scent or sound, there is a chance a zed will free itself and emerge from the pit; probably fine to randomly respawn any of them but maybe a hierarchy is appropriate, tough, soldier, swat, cop more likely to break out than others, etc.
However if you leave a "filled" (again have to pick a threshold) zombie pit too many turns, something bad happens - a certain thing forms from the mass of other zombies which easily climbs out to ruin your day, depending on your current evolution - could be catastrophic too, someone who dug a line of deep pits and lured a horde. so that a bunch of pits will hit the mutation transformation timer on the same turn, give or take? One jabberwock might be risky to melee, ready for 10 of them at once? RUN.
We'd have to have a gross mechanism for clearing them out too, turning it back to the whatever_pit before the festering megaspawn happens; fuel and flame are always fun. bashing zombie paste with shovels that generate a field_type fd_blood radius 8 like a blood grenade went off could be funny too.
We actually already have a mob that is suitable for the megaspawn - the dissoluted devourer, especially since the flavor behind it is that it absorbs Z's. It might be necessary to flesh it out a bit further though and make it a sort of "dynamic mob" (?) where the description can give a bit of an indication just to how huge this thing is, and give it additional abilities based on how many Z's it consists of.
Another idea, credits to witch
on IRC for fleshing out the idea a bit:
There are lots of junk items in the game which can be made into something useful but they are not as useful as others, for example:
And more, you should get the idea. Fill the pit with all this random junk you encounter while looting houses for slightly better than normal pits. And as an added bonus, these junk pits can appear in dumps and similar structures to make them a bit more realistic.
Since all this junk may be sharp enough to deal wounds, this pit is a bit more dangerous than the normal one without any filling. I would imagine that this may be an upgraded glass pit since it behaves in similar ways.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.
Closing as stale, since stalebot can't do this by itself.
There are currently only a few types of pit traps: spiked pits, normal (deep) pits and glass pits.
It would be great if there could be more things one could put into a pit to make it more dangerous. Pits with pointy sticks/wooden spears or glass break too easily.
Examples of that would be:
This could also be utilized by the trapping skill and train it.
The first few ideas should be fairly easy to implement since these are just new traps and one new crafting recipe, but everything else needs way more work and/or are just suggestions. It would be great if sharp stone and rebar pits could be added.
I have surely forgotten some cool things you can put in pits and I would love to hear your thoughts.