Zomboid Lust Defeat
Table of Contents
I read you complaining about gameplay and sex mods being subpar, especially in the defeat area. So I have this gameloop that may help alleviate that.
1. Process
Once overrun by zombies, the player eventually pass out. They then wake up elsewhere, possibly a basement, wearing rags of the clothes they were previously equipped with. They’ve been thoroughly abused by the zombies, but none are directly present the first time the player gets defeated - in order to introduce the new mechanics, the first time around ought to be easy on the player; it eases frustration. The player’s stuff, backpack and the like, ought to be somewhere within a path to the outside of the house: either in the basement or the layer above.
Upon waking up, the player will realize that they stink like a zombie, and that they are alone in the basement. The odor makes them pass as a zombie, which in turn remove any interest the horned up zombies might have for the player. They’ll remain stinky so long they don’t wash, aren’t exposed to rain, or they do not dry. The stink is just zombie juices, and it provides to the player the ability to move undetected or even engage with zombies (though these may not be as interested as they were before). The stink potency gets lowered if the character wears clean clothes.
A slimed status would be a timer until the player gets detected as living again. The following formula can determine how long it takes for it to tick away: \(S = \frac{ws}{t}\).
Where:
- \(S\)
- is the time remaining of the status.
- \(w\)
- is the wetness of zombie slime, how fresh it is: \(w = \frac{d}{dt}W\). You can make the derivative as complex as you want: take into account how much there is inside or outside the body, and how quickly it dries or drip off. You could also go crazy and use fluid dynamics in relation to how fast the player is moving, but that’s pushing the nerdism a bit too far.
- \(s\)
- is the potency, or density, of the slime. It could be a derivative of the size of the swarm, with an arbitrary maximum defined when the player really stink like a zombie.
- \(t\)
- is the time factor.
The player can increase the \(w\) and \(s\) indices by interacting with zombies again.
2. The widow maker skill
Interacting with a zombie make use of a new sex skill: the widow maker. It’s the ability for the player to end a zombie while in intercourse, provided they have a pointy implement equipped (screw driver, stick).
The player will need to stay in intercourse for certain amount of time before being able to end the zombie, which will drain their stamina. The time is dependent on how skilled they are: a highly skilled widow maker can make quick work of their dead partner, a low skill individual will probably need more than 5 minutes.
Implements have a durability derived from their material: a screwdriver will last a long time, but a stick is a one-time use tool. There is a great amount of materials in Zomboid, though anything will do so long you can drive your tool into an eye socket.
You may have noticed that I have not mentioned that, to use the skill, zombie juice needs to cover the player. And that’s on purpose. The player ought to learn about the skill after their first defeat and wake up. They have received a grace period through zombie slime, and can extend it by engaging in intercourse with a zombie. Once they know about Window Maker, they may then attempt to make use of the skill during normal game play.
Properly stinking players are less enticing to the zombies, thus it should be harder for players to engage with them and regenerate their slimed status. The Window Maker skill level can act as a mediator between the difficulty.
3. Stamina
Using the skill uses stamina, like any sexing does. And a low skilled player may trap themselves trying to get rid of a zombie that way by attracting more of them from the sound. If that were to happen, the player would naturally be lead to yet another defeat, fade to black, wake up in a strange basement. To reiterate the function of the slimed status: it is so the player doesn’t get swarmed right after waking up from the basement.
4. Difficulties
After the first trigger of the mechanics, the horny zombie swarm could stay around the house. This would force the player to move away in order to find a safe shelter in order to recuperate. Another degree of difficulty would be to allow zombies to stay within the house, or the basement.