Maybe add something that makes it so that we dont call evac 2 seconds after the zeds are unveiled? I.E) a certain number of zombies being alive or “only after 50 minutes can evac be called”, iunno.
50 minutess
acutally as a zombie. I PREFER evac being called. cause it means that we have 10 minutes to find stragglers and setup a hold at evac to capture the people on their way out.
I do not want zed rounds where the last 10 crew screw off into maints an we cant call end round because zombies are not ghost and the survivors cant make it to bridge.
Zombie rounds need some end game other than calling evac. Either get the zombies under control or the nuke is detonanted remotely. Stops either team causing a stalemate by holding out and forces the round to conclude. No one wants an hour long zombies round. People either want a battle or a regular shift
on MRP ive seen lots of captains refuse to call evac with zombies on board so we dont infect CC I do like this apporch makes things more intresting at least.
I have never found the evac timing to be a negative side to zombie rounds. If you need more time as an initial infected, i think you need to change your strategy. If we make it take longer to evaccuate, it will create an issue of the first zombies to die to sit and wait for a long time.
I mean, the fact that no one EVER wants to recall with zeds is a very clear tell of what is the community’s preference. And that is because zeds is just a hide and seek that either ends with plenty of perma people or with a complete snowball and stalling in a couple of minutes.
It is simply not fun past the initial fight and chaos, people do not want to stay because it is not fun to do so.
I mean, what are you gonna do? Talk with another survivor while you hide? You’re gonna get found instantly since voices can be heard trough walls.
It’d be interesting if at a certain threshold of zombified players + duration without evac called (starting when threshold was hit), a CBURN team was automatically organized or something - basically enforcing a timer on the zombie team rather than dragging things out. Plus, anyone who died early and doesn’t have a ghostrole would have something to do/look forward to.
that would be really cool to be honest. id recomend 10 minutes after 25% is zombied. or when 50% is zombied no timer.
I think it shouldd start the 10 minute call at 50%. and then hope CBURN arrives before 60%. because I forget. but isn’t 60% consiered the “win” for zombies. or is it 80% or smth.
Genuinely yeah, I love zeds and wish it happened more but it 100% needs more defined goals than “kill like. Everyone, lol.”
Hell, the CBURN being an automatic thing is a good example, it brings up stages to it, rather than just “oh fuck, zeds discovered. Evac.”
A problem I see with zeds is that you are converted and irrevertedly round removed against your will. You could be telling an interesting story or work on a project that round, but if zombies break out that will certainly be over.
An idea I had before was to allow ambuzol to unzombify players again. That way the crew could kill the zombies and then slowly revive them one by one, allowing the round to continue.
Without that even if a zombie outbreak is fought down quickly it often makes no sense to recall the shuttle because a significant part of the crew is missing.
true. the 1 time I havent seen zeds result in a evac was on Delta-V where all the zombies got burnt to a crisp by the mystagog (research director)'s ifrit. like a grand total of 4 people died.
Or just make the infection harder to cause?
The issue is not just being removed, the issue is that you are round removed within a couple of minutes of simply being touched. By a creature that has a built-in jaws of life.
And being able to uninfect people does not do much of anything when the cure is impossible to make.
If not even sec can stop the infection, how could chem possibly be expected to make a cure?
Even if you kill all zeds, the chances of people remaining infected or one getting up and resuming the spread is just too common. And that is assuming anyone with chemical access is still alive, or that the equipment is still usable, or that someone is just going to go out of their role and make a zombie cure despite being a janitor or an engineer.
I have seen ambuzol be made and used ONCE since zeds where introduced. A few other times it was made but could not be used because again, a chemist can’t really do much alone even if they sneak into chem to make the cure. And since holding against zombies is unreasonably hard it isn’t like the crew can hole up in there until the cure is done. Since by then there will be too many zeds to even use it.
I see ambuzol (usually even +) made like every other zed round.
but most of the time comms are down and you cant exactly announce “we have the cure at med come get it”
Yes, it is made every now and then IF the zeds don’t start at medbay.
But actually getting to use it is hopeless.
- Comms or not, you first have to get rid of all the zeds. And zeds have a way bigger winrate than crew so that is already unlikley).
- Then you have to get the cure to the infected before they die, also unlikely to happen even if the infected know there is a cure, as the halls are still probably dangerous or the infected is already probably slowed down due to injuries (if not crit already).
- Survivors also need to have been infected relatively close to the clearing of zombies or they will die before getting to book it for medbay.
- Even if all of the above go right. Chances are the crowding in med will cause some infected to slip in between the cracks or just rise in the middle of med from one of the infected that could not get treated in time.
But lets assume all stars align. Evac is still about to arrive, so chem efforts where meaningless in prolonging the round.
The design of zeds is just awful at every step of the way.
Evac is what zombies would want surely?
A dense, consentrated group of people is fantastic.
As someone who plays II you dont need extra time. Once zombies are unveiled you should have at least 5 zombies and have infected 6+ people /: