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Death is the eventual fate of all infected that do not find a cure. |
Implementation
When the player is struck by a zombie attack, they are given a special Zombie Infection Perk. This perk adds a persistent magic effect on the player that stays until the perk is removed. Currently, the perk can be removed using survival mode's standard antibiotics.
The magic effect uses a game timer to advance the infection every 15 in-game minutes which translates to about 45 seconds for the default time scale. The number of times the effect has triggered is tracked as Zombie Infection Ticks. As time goes by the infection gets worse.
Incubation
When the player is hit there is a brief incubation period before any of the affects are applied to the player. This incubation period is currently a single tick (~45 seconds).
Stage 1: Periodic damage/rads
- periodic damage begins (every 30 in-game minutes from Infection disease)
- periodic radiation begins (every 15 in-game minutes, starts at 10 and grows over time)
- sleep is limited to 4 hrs at a time (even in a regular bed)
- Well Rested & Lover's Embrace perks removed if present
- camera/controller shakes and blood splatter appears on screen
Stage 2: Dehydration (12 hrs)
- all effects from previous stage applies
- dehydrate player every 90 in-game minutes (similar to taking a stimpack)
Stage 3: Dark Craving (24 hrs)
- all effects from previous stages apply
- dehydration increases to every 60 in-game minutes
- Dark Craving effect is added (same as survival cannibal perk - normal food no longer satisfies hunger)
Stage 4: No Sleeping (36 hrs)
- all effects from previous stages apply
- periodic radiation damage now grows twice as fast
- dehydration increases to every 30 in-game minutes
- sleep is no longer possible
Death by Rads
The idea with the above stages is to start off slow but eventually become lethal if not cured. Death is eventually guaranteed thanks to how radiation damage works. The player will die regardless of their health if they reach 1,000 rads. Given the fact that the radiation damage slowly increases over time, it will eventually reach 1,000 even if the player stands next to a doctor all game and heals after every infection tick.
The rads given each tick equal the number of ticks that have passed. This means the rate is linear and the rate only increases when it is doubled at stage 4. To give you an idea of the numbers, here are the ranges of rads given at each infection stage:
Stage 1 = 40 - 182 rads/hr
Stage 2 = 186 - 374 rads/hr
Stage 3 = 378 - 566 rads/hr
Stage 4 = 570+ rads/hr
Note that Stage 4 continues to increase the rad rate given until the player dies. This theoretically means it could award 1,000 rads at a single tick instantly killing the player. My original target for death was about 48 hours at which point the rate is around 948 rads/hr.
Banking on Survival Needs
To put extra pressure on the player and re-enforce the unofficial 48 hour window, I decided to attack each of the player's survival needs. This takes advantage of the already built-in penalties and effects that survival mode contains and adds some immersion.
Pressure is applied to water starting at 12 hrs, to food starting at 24 hrs, and to sleep starting at 36 hrs. Assuming the player can survive all the radiation damage, they may be left with some serious stat penalties and more periodic damage if they do not have a large water supply and the cannibal perk.
Severely Dehydrated: -10 INT, -7 PER, -3 LCK + continuously take bleed damage.
Starving: -10 END, -5 CHR, -3 LCK + continuously take bleed damage.
Incapacitated: -75% AP regeneration, -6 STR, -4 AGL, -3 LCK + no run [walk only]
Keep in mind that the continuous bleed damage above is in addition to the periodic damage they are already receiving form the Infection survival disease. Also note that while an infected player can work to avoid dehydration (with lots of water) and starvation (with cannibal perk), incapacitated status is unavoidable.
Future Thoughts
I'd like to explore the idea of armor providing protection against getting infected. The protection level could be based on armor coverage (Heavy variants cover more flesh than Sturdy and Standard) and/or type (leather vs metal etc.). The protection would basically be a % chance of not being infected when hit that could be increased to some max with each armor part being worn. This could get tricky when you consider under-armor and special outfits, which is probably why mods like AWKCR exist.
Another idea which is more ambitious is exploring the concept of handling player death differently. Instead of reloading a previous save, maybe that version of the player is dead forever and the player is instead re-spawned as a new character at a different location. Maybe they spawn at one of their settlements or randomly on the map. They can adjust their name, looks, etc. to basically create a new character. The former dead player will rise as a zombie and must be tracked down and killed if the player wants to get any items back. Maybe this would be a quest with a marker?
Have any thoughts of your own? Feel free to share them in the comments.
Update: 2/4/2018 (as of version 2.5.3)
Dark Craving and Inability to sleep are now applied at Stage 1. Dehydration also now begins at Stage 1 but continues to progress in frequency. The incubation period is now 1 in-game hour (4 ticks). No changes have been made to radiation damage.
The above changes were made due to reports that lethal infection was a minor annoyance in the early stages. Also, it takes time for the in-game survival needs to start impacting the player so I wanted to get those timers started right away.
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