Random Encounters

## Overview:

Random encounters are the opposite of scripted encounters - they are game-generated encounters that are randomly chosen and frequently fine-tuned by the game to be different from the last to keep the game world alive, dynamic, and interesting. They can be extremely varied to the point where even the exact same random encounter from one time can play out vastly differently the next time.

Random encounters can either be beneficial or detrimental to the player: some can provide the player character with rare items or useful resources, and others can provide the player character with an inconvenient meeting with some tough bandits or a powerful infected. But a large number of them are simply elements of the game narrative that provide the player with bits of lore concerning the world and small stories of its inhabitants.

Random encounters can happen in several areas of the map, and loading the cell and entering the area usually creates a new one, given that the cell hasn't just been left and re-entered moments ago. Timing also changes the type of random encounter - nighttime can have different random encounters than won't happen during daytime, and vice versa.

## Full list of random encounters:

#### Hordes:

* Horde of walkers - a spawned horde of walkers remains stationary at a random encounter area. Usually, this is in the middle of the road, which can cause quite the inconvenience for any vehicles.
* Traveling horde of walkers - a spawned horde of walkers is encountered at a random encounter area. They may actually be encountered at a distance from the area, as they are on the move in a random direction.
* Horde of runners - a spawned horde of runners remains stationary at a random encounter area. They are highly-sensitive to noise and may eventually dissolve and individually despawn given enough time has passed.
* Traveling horde of runners - a spawned horde of runners is encountered at a random encounter area. They are on the move in a random direction and they move with more speed than walkers. If they are stimulated, they will begin sprinting.

#### Survivors:

* Survivor attacked by walker(s) - a randomly-generated survivor is under attack by a walker or two, sometimes three. Their skills are randomly generated, and they may be able to save themselves. They will call out to the player character for help. They may reward for helping, but standing by idly will lead them to berate the player character for not helping.

#### Hostile survivors:

This group of random encounters involves a lone hostile survivor or a small group of them attacking the player character.

* Hostile survivor (melee) -

#### Bandits:

This group of random encounters involves major bandit factions or thuggish survivors looking to rob or kill the player character.

* Bandit holdup - a small group of bandits from a random faction/gang holds up the player character for some money and valuables.
* Bandit attack! (low reputation) - A hostile relationship with any bandit gang can lead to this random event. A small group of bandits from their respective gang are in the area and are surprised to see the player character. They immediately attack upon recognizing the player character.
* Bandit ambush! (low reputation) - A hostile relationship with any bandit gang can lead to this random event. A small group of bandits from their respective gang hide from the player character and are lying in wait, somehow knowing the player character is traveling through the area. They immediately attack when the player character gets close.
* Tough bandit vs. infected - A lone bandit from one of the major gangs fights some infected. They are out there alone because they are one of the tougher individuals of their group, and this is reflected in their stats - be careful. They will immediately attack if the player character has a hostile reputation with their gang. If not, they will just attempt to rob the player character.
* Bandit party vs. infected - A few bandits fight some infected. They sit idly by in the area once they dispatch the enemy. If any of their group is killed, some may comment coldly on the death but otherwise dismiss it.