Injury & Combat System

I believe I and a few others on the forum may have mentioned this already, but a lot of players expected InZoi to be a huge mix of aspects from games like the Sims and GTA. One of the ways to achieve this and bring more depth and realism to Inzoi would be adding a proper injury system and a more developed combat mechanic (both of which would be optional/toggleable.)

Injury System

I think it would add a lot to the game if Zois could suffer different levels of injuries from accidents, fights, falls, car crashes, or workplace mishaps. Injuries could range from bruises, sprains, burns, broken bones, and concussions to more serious wounds.

Each injury type would impact gameplay (e.g., limping slows walking, broken arm limits what your zoi can carry/do, head injuries may affect mood or memory temporarily, or causes headaches.)

This would also go well with suggestions incolving more medical related stuff, as this would include the need for treatment options: first-aid, doctors, hospitals, or even ignoring an injury (with consequences like infections or permanent scars). Scars could become a long-term cosmetic and story element — a reminder of your Zoi’s past choices (which could of course be removed in CAZ.)

This system could also be inspired by Project Zomboid’s as injury system, with a bit less weight on the gameplay (so that the injury system functions similarly except more so a background thing) and a bit more depth. This feature could be toggleable in settings, similar to dynamic weight and muscle, there would also be dynamic injuries / illness.

Combat System

Inzoi could add a basic hand-to-hand combat system (blocking, dodging, grappling) that feels realistic. This could also include weapons (inspired by GTA and Project Zomboid) you can use in combat when you equip them from your backpack. Getting into fights should have consequences:

    • Legal trouble (arrest, fines, jail time).

    • Reputation impact (family or friends may disapprove, fans may turn on you if you’re famous).

    • Physical risk (injuries, long recovery times).

Random altercations could occur in the world — angry strangers, bar fights, jealous rivals — adding to the realism and unpredictability of daily life.

This combat system could be enabled with a button, and would be more or less only playable as those who use the WASD playing style. This would also affect the user interface, especially when displaying remaining ammunition and such. Functions such as moving the mouse and clicking to interact could still exist, or the cursor could be locked to a certain point. Otherwise, InZoi could add an aiming function to aim firearms or weapons.

This system would be more optional but open the playstyle for those coming from other gaming genres, but still enjoy realistic simulation. For those not enabling the combat system but still interested in combat, the simple interaction interface could also open up interactions in conflict (or a violence area) and have some interactions for fighting, violence, etc, with new ones appearing based on your relationship/history with the person as well as what your zoi has in their inventory.

Other Details

Zois should also be able to protect themselves if attacked, instead of just being passive.

Medical records, hospital bills, or recovery times could tie into broader gameplay systems like insurance, jobs, or family stress.

Long-term injuries or trauma could influence how Zois behave in the future (e.g., avoiding risky situations, becoming more cautious, or even having anxiety tied to past events).

All in all this feature could make gameplay more interesting and realistic. Imagine a gameplay scenario where you attack a family member and they go into a coma, and they wake up and the whole family finds out!!

4 Likes

Please no to combat ,

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May I ask why? I did state that the system would be optional and since InZoi seems to value allowing players to shape how they play the game, I’m sure they would be happy to add a setting to disable violence entirely. Personally I think violence makes the game more realistic and for me realism is a priority when it pertains to life simulation.

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I would love this.

I wouldn’t mind if most of the combat was still click and execute style like other interactions though, not sure how they would integrate being able to manually have them do it, but i wouldn’t be opposed to it if they did do that.

I think a LOT of people would like this, and while a LOT of people wouldn’t, those people could disable the combat.

Adding injuries and the medical system and all that sounds cool and I would be surprised if anyone wouldn’t want that? But if any don’t and it was able to be toggled, that would solve that.

2 Likes

It could be toggled on or off though, so you wouldn’t have to have any combat in the game.

I definitely wouldn’t want it to turn into a combat or action game.
But I’m guessing that’s not what the OP means.
Just having it as an option and to have it happen with the frequency of real-life (or one of the sliders under “manage city”), that it’s possible to get assaulted on the streets if it’s toggled/slid to be chances for violence. For zois in the criminal career it would make sense for them to have and potentially use some weapons. I’d also like to see actual martial arts included and the ability to spar whenever and wherever. This wouldn’t mean it’s the focus of the game, just that it’s THERE like it is irl, and for those who don’t want it, they can slide the slider all the way to completely violence-free in “manage city” or via a toggle turning violence off.

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So I think that the click and executive could have a violence area or options within the “conflict” area, which would function like any other interaction. It would probably be a bit simple, but would still work. For interactions involving weapons, options using them will not appear unless you have them in your inventory.

Would also be nice to see other zois react to the way you act. Maybe an NPC Zoi attacked two of my Zois friends, and then I wanted to attack them back. One friend may be appreciative that I helped them, while the other may be angry because they aren’t happy with violence.

2 Likes

Exactly. It wouldn’t become forced upon players or even a main focal point, but for those that enjoy that in their gameplay, at least they have options.

InZoi has such a wide player base that every player wants a slightly different gameplay so options are important. I personally love a chaotic gameplay so this would be perfect for me — and as I mentioned before many have probably seen the connection of InZoi to being a mix of sims and gta, which is what many people expected.

Adding this would also greatly separate it from other life sims, since there’s never been a full-fledged life sim like this one that actually has system like this.

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I didn’t expect it to be like a mix of sims and gta, but also didn’t expect it to be nearly as realistic and cool as it is. Everything else you said though I second

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