Well since this is in a sense a 'new' mod, I think it's time to bring up some old ideas.
More or less. I do plan on building off of the original mod and improving that first. Alot of work has already been done and its got many ideas that I personally enjoy, especially the flavor.
First off, there is the basic zombie. Zombies infect who they bite, but I don't think units that survive a zombie attack should have a chance of becoming zombies since I'm sure the survivors have learned by the start of the game to kill anyone bitten by a zombie.
Thats not a guarantee, but I do agree. However, in some examples of the genre, its possible to survive being bitten if proper medication is given. Other times, genetics allow you to overcome the virus, as seen in 28 Days Later or the Biohazard/RE series.
So, I'm not sure how it can be done, or if it can be done, but while a individual zombie unit may not have a large attack strength, there needs to be a way to boost it's lethality. I mean in normal Civ, a unit takes damage and then slowly 'regenerates' - well some of that 'regeneration' comes from previously wounded healing up and returning to duty. Yet in the zombie apocalypse, unless you are wounded by stepping in a gopher hole in the battle a wound is as a kill. So maybe the healing rate of units needs to be slowed way, way down. Anyway, I could go on about this, but I think we all can hash this out.
There are a few options as far as the lethality is concerned. On medium graphics, units display as multiple individuals. This means that the ones that are not shown after combat could be considered dead, whether bitten or not. The unit itself doesnt have to die, and as the unit regenerates health, the new individuals can be assumed as re-inforcements or conscripts.
Another way is to take alook at the Diseased promotion from FfH that limits healing rates and increase the malus. That way, you start taking damage over time and eventually die. It could also leave you weakened, therefore reducing combat effectiveness. It would be a harsh penalty for players if they just built a new unit only to have it die five tiles away.
Secondly, specialty zombies: are we going to have them? I'm sure we can steal things like the hunter, tank, smoker, boomer and witch from Left 4 Dead. I'm sure there are other games that have specialty zombies as well.
Yes, we are. The Tank, Runners and Hunters, Crawlers, Spitters, and other zombie types will mutate as time goes on.
Thirdly, at some point mankind gets the upper hand and the zombies become less of a threat and so each civ will start to look at other Civs as their primary enemy. I would think that for game play, instead of 'general' civilizations based on nationality, we should perhaps have civs sort of like Fury Road in that their 'nationality' is based on their leader.
Well, there is a Retro-viral Solution tech. Colin may have planned to create a "Tech" victory in that the first person to complete this tech would have the been given either an incredibly powerful boost or won the game. I would like to elaborate further on this, instead making it some sort of Team Project, or FfH ritual, or some sort of wonder that would be game shaking to whoever completed it.
However, I'm not too keen on the civs being as similar to Fury Road's system. I like the civs that are in place- they have potential. I would like to add more, and make generalizations to some (Particular the Zanzibars). But there are many civs that I wish to keep because they already work and are actually fun to play.
In this I mean every group of survivors will probably center around a initial leader that sets the tone for their faction. Whether s/he Survivalist, Despot, Democrat (not the party; one wedded to democracy), Idealist, Green or what have you, each civ should have some sort of goal.
To start with, I think right off the bat, the initial factions should mimic those of Sid Meier's Alpha Centauri. I think it gives a good mix. Plus, I would suggest that each faction has a G/N/E leader like the Orbis Mod has.
And finally a note about alignments. I think they need to be seen in the sense of the game and not a value judgement on any real world beliefs. To me, especially in the sense of affecting the Safety Counter (if used) a 'evil' act or faction is one which a person today would consider such, regardless of it's actual 'worth' in context of the game. I mean being a despot who has his people take slaves would be consider evil by today's standard. Yet in game terms, it may be his civ that wins over a high-minded civ that ends up not producing enough troops and becomes zombie chow.
Anyway, the point is while the above despot might survive against the zombie, in relation to other human factions, there will be problems. Autocratic Generalissimos tend not to do to well with neutral merchants and high-minded humanitarians. I don't know, maybe we need to change G/N/E to something less emotive and more to something socio-political. Right now I can't think of anything. Something else to discuss.
More leaders is ALWAYS a good thing. Please feel free to suggest ideas about these. I'm not familiar with SMAC, but I'll look into it. I'm not sure about the G/N/E that Orbis has, because certain factions could have a significantly darket tinge to them. If we decide to use the Security Counter, we could replace the alginments as such with the Lawful-Chaotic scale or even some type of Authoritarian scale, with similar bents to raise or lower the counter. However, I do want to avoid overusing FfH mechanics and I think that we need to be judicious in deciding how to implement a feature. The ideas of the scale limiting buildings wouldnt work when it comes to the civs: Less millitant civs would be shafted if the counter gets too high, and more militant civs wont have the abilities they need to work effectively if its too low.
I'd rather tie a counter feature with the zombies themselves, as a sort of Endangerment level. The higher it rises, the more zombies there are. Civs that benefit from endangering others, like the Conquest-Slavers, raise the counter while the City-states lower it.
Personally I don't like how most Civ games just end up a bitter slugfest toward endgame which is why I like FfH in that you have more special victories. Especially in a game like this with the zombies literally eating up most of the time till midgame, it would be hard to win a lot of the classical victory conditions like conquest. So I think each civ should also have a civ specific victory a la the Rhyse of Mankind mod.
I agree, but I really dont want to shoe-horn specific ways of playing. I do want the zombies to be a definitve threat, a legitimate danger to the world. I suppose that there could be various techniques with dealing with the zombies, such as the New Atlanteans Retroviral solution, or the Homeland Security's goal to cleanse the plague.
Once more I implore everyone for ideas, whether they be for Civs, units, features, anything.