Zombie_Health decrement function?
Posted: Wed May 03, 2006 4:44 pm
Hey gang,
I've been focusing my attention on the game play with regards to frequency of win/loss for zombies and humans and I must say that it's quite a task to find a happy medium for the following cvars:
zombie_health
zombie_knockback
zombie_speed
For starters, the type of map plays a HUGE role in which side has the advantage. For example, a map I use called de_industrial_crane has a lot of high ledges and I-beams for humans to perch/sit and shoot at zombies. Fortunately, c0ld has now released map-specific config files which greatly compensates for this.
However, there is one phenomenon that is not compensated for on any map and that's the "zombie-effect" What's zombie-effect? Simply put, the zombie-effect is "Power in Numbers" Now, c0ld did hard-code such that the first zombie that spawns has twice the ammount of zombie_health which helps him at the start, but then as each zombie zombifies a human the zombie masses grow, all with the same health and by the time there are over twice the number of zombies vs. humans, humans rarely have a chance to win.
I would like to submit a "feature request" for a zombiemod cvar(s) that would give the admin the ability to decrement the 3rd, 4th, 5th, 6th...zombie by N-amount
For example:
zombie_health 2000
zombie_decrement 200 //the health decrement value for the 3rd + zombie
Now, first zombie spawns with 4000 by code design, then he zombifies his first human and that zombie (second zombie) gets 2000, then say either him or the original zombie zombifies the next human, so that zombie (third zombie) would get only 1800 (because of the decrement value).
This could help against the "zombie-effect" as I called it above. Now, it would actually work even better if each subsequent zombie after the 3rd zombie lost a little more for each iteration...ummm...like this:
3rd zombie looses 200, 4th looses 200+10 or 210, 5th zombie looses 200+20 or 220, 6th zombie looses 200+30 or 230...
What do you all think about this?
Thanks,
Lex
I've been focusing my attention on the game play with regards to frequency of win/loss for zombies and humans and I must say that it's quite a task to find a happy medium for the following cvars:
zombie_health
zombie_knockback
zombie_speed
For starters, the type of map plays a HUGE role in which side has the advantage. For example, a map I use called de_industrial_crane has a lot of high ledges and I-beams for humans to perch/sit and shoot at zombies. Fortunately, c0ld has now released map-specific config files which greatly compensates for this.
However, there is one phenomenon that is not compensated for on any map and that's the "zombie-effect" What's zombie-effect? Simply put, the zombie-effect is "Power in Numbers" Now, c0ld did hard-code such that the first zombie that spawns has twice the ammount of zombie_health which helps him at the start, but then as each zombie zombifies a human the zombie masses grow, all with the same health and by the time there are over twice the number of zombies vs. humans, humans rarely have a chance to win.
I would like to submit a "feature request" for a zombiemod cvar(s) that would give the admin the ability to decrement the 3rd, 4th, 5th, 6th...zombie by N-amount
For example:
zombie_health 2000
zombie_decrement 200 //the health decrement value for the 3rd + zombie
Now, first zombie spawns with 4000 by code design, then he zombifies his first human and that zombie (second zombie) gets 2000, then say either him or the original zombie zombifies the next human, so that zombie (third zombie) would get only 1800 (because of the decrement value).
This could help against the "zombie-effect" as I called it above. Now, it would actually work even better if each subsequent zombie after the 3rd zombie lost a little more for each iteration...ummm...like this:
3rd zombie looses 200, 4th looses 200+10 or 210, 5th zombie looses 200+20 or 220, 6th zombie looses 200+30 or 230...
What do you all think about this?
Thanks,
Lex