Mmm. many fun hours spent with L4D..
It would be wonderful to see more variety in compound defense. Perhaps..
Zed special abilities:
* armored. Slow, but diminishes every incoming attack damage by x points, taking at least 1 pt though => hard to kill with rapid-fire weapons.
* cowardly. Uses cover when far from prey, making it difficult to kill with long-range weapons.
* charmer. uses standard AI itself, but has a range in which other zeds head for the charmer instead of the survivors. When it dies, the zeds resume normal tactics - coming all from the same direction, all at the same time.
* armed. Still just smart enough to use a gun. Attacks with a ranged weapon.
* filthy. Taints everything it touches with zed drool. All that needs be cleansed.
* explosive. Goes boom when dying. Too bad for survivors, other zeds, and buildings in range.
* dumb. Doesn't care about obstacles. Picks on target survivor, and heads for it along the shortest path. Too bad for those who get in the way.
* stomach gas. When killed, releases a cloud of gas that makes ranged attacks less accurate for a short while in a small area.
* burrower. Digs its way under spiked fences.
* short-sighted. Doesn't see barbed wire and usually impales itself on it. As a result, other zeds can walk over its corpse over the barbed wire.
* climber. Can climb over unoccupied barricades.
* short-sighted. Attacks anything. Another zed. A survivor. A defense. An outhouse. Keeps at it until the target is destroyed.
For all that to make sense, compound falling to zeds should be a bad thing.. really bad. Aside of injuries and resource loss, perhaps the compound could remain occupied by the infected until the infected there are destroyed by someone?
Could a group of survivors become nomadic? If so, they would lack access to the resouces of the compound, and have a limited carrying capacity, but could continue to a new mission from where they happen to be instead of striking out of their home each time?
Edited by wonderfish, 22 June 2013 - 01:29 PM.