User:G-Man

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A mysterious stranger that you have never seen before. He holds a briefcase in his left hand and for some reason that you can't quite put your finger on he reminds you of someone who works for the government, and you decide to dub him the G-Man. You can't see any weapons on his persona but no one is completely sure of what is all inside the briefcase.

The G-Man is the leader of the somewhat serious, role playing group Red Cresent Research Facility as well as the Borehamwood Research Facility.

The G-Man.

Zombies are Players Too

Grave.png Improve Urban Dead
Katthew's Zombie Improvements should be incorporated into Urban Dead.

Current Status

G-Man is currently busy and has been since the 17th of Nov., don't expect any miracles in the projects I'm currently involved with as the main contributor (mainly the MSM) as im only on at random times for short periods.--G-Man 02:22, 26 November 2008 (UTC)


Night

Timestamp: --G-Man 04:02, 29 November 2008 (UTC)
Type: Gameplay Change
Scope: Everyone
Description: Probably a terrible idea but inspired loosely on the suggestion below. For half a day (Or perhaps flipped every 2 days) the outer ring of your map display wouldn't give the building names, or zombie/survivor/dead players (Fog is an easy comparative to the effect), however a flare would light an 3x3 - 4x4 area around the space it is fired from for a period of time (2-3 hours min.). Zombies would be able to "smell" out other zombies/survivors/dead bodies and would be given the numbers, but not the building names.

Note: A simular susgestion almost three years old has been found to exist here. Although this was unintenional, credit should be given to the author for coming up with the basic idea first.--G-Man 20:59, 1 December 2008 (UTC)

Discussion (Night)

Obviously just a basic idea that needs alot of work, but my main question now is, is it viable? Does it even sound if it would be fun? and answers to some of the larger questions such as the time period it would work over. Perhaps it could only be random days, where day and night are counted between two different days but the majority of nights have a moon out that provides enough light to see by. Once these questions are answered we can look at the smaller details such as the area the flare could cover, and a viable zombie equivalent (the smell thing just doesn't seem fair to me).

Perhaps it should be scrapped due to the high availability of Maps in Malton, or worked out for any new maps in the future (yes I realise it could be years before we see another).--G-Man 04:02, 29 November 2008 (UTC)

I don't think this would be fun at all. I know some people enjoyed it for the few days, but a few days is different to long term. Could be very cool in a new (and smallish) map, but not for Malton, it'd really damage the the fun/playability of UD.--xoxo 04:05, 29 November 2008 (UTC)

Yes, see now that's what I was a bit worried about. As well its why I proposed it being random days in my comment above compared to all the time, so it would only happen maybe 2-4 times a month, or something along those lines and would always end in 24hrs. Would that help with the whole long term thing or is it just an "Oh damn not this again" moment.--G-Man 04:09, 29 November 2008 (UTC)
Night that comes 4 times a month?? I'd just not play my characters on those days.--xoxo 04:16, 29 November 2008 (UTC)
Not necessarily night coming on 4 days a month, but night that doesn't have a moon to light the way. As well if you don't play your character then its just wasted AP considering you'd have it back by the next day..., However point made, its useless to pursue.--G-Man 04:20, 29 November 2008 (UTC)
Semi-annual Eclipses and Full Moons giving different effects would be kinda cool. See, moar corollary flavor.--Karekmaps?! 12:04, 30 November 2008 (UTC)

There is a very similar suggestion here, but doesn't include the fog ability, and some other details. Both suggestions seem very similar. Linkthewindow  Talk  22:36, 29 November 2008 (UTC)

Ahh, I don't suggest things often and (against what i should do), don't have a whole lot of time to search for dupes. (Case in point this is the first time online since I suggested this), however things have changed and although the visuals match, the flare and zombies having a skill for use in the night is a bit different and further in depth, and would change the whole outcome of the senerio and how it works without requiring seperate sugestions to deal with something that should be in the one. I hate to say this but some of the older PR susgestions should be periodically reviewed from time to time with recent changes kept in mind (perfect example given below with the dark building update) to see if it would still have the desired effect, or if it needs a change and then proper action (I.E. a suggested change by someone once it has been posted there is a problem) should be taken to ensure it reflects the current game, not the game 3 years ago. Im sure I've seen someone suggest an alt. page for revotes before though so...--G-Man 20:55, 1 December 2008 (UTC)

There are a few issues, dupe thing aside because it would be a completely different mechanic now. The biggest one is that there's not enough detail about what night might do, for example do all buildings get Dark building status at night? Do normally dark buildings get a sort of darker comparison to the rest, like say flares can't be seen inside of them? How long of a period would be balanced and fun(12 hour nights probably wouldn't be, maybe hour or half hour cycles instead?)

This does sound like it would make the game much more interesting, if only for all of the stuff that would be able to come in relation to it like reactivation of the Power Stations, Street Lights, even, potentially, an actually useful Scent Skill(or changing one that already is) for hunting in the dark. Please, continue.--Karekmaps?! 12:03, 30 November 2008 (UTC)

All that I was hoping to get into after figuring out what the best timeline, overall effect (I.E. the fog effect) and the actual playability of the idea. The flare and zombie thing is meant as an example of what can be done hence the reason I mentioned it was a basic idea. Lets start there, and work our way forward. The only thing I have against 1hr and 1/2 cycles is that you can literally just dodge the night system with no downside to your AP and any effects such as flares, etc. would last the entire time. 12 Hours runs into the problem with different timezones where if I always play in the morning or night, again I could get to skip out on the effect with no downside while other players would always get screwed with night. 24hrs is probably the least you push it where everyone deals with it equally.--G-Man 20:55, 1 December 2008 (UTC)

Adds new depth and dimensions to the game? Check. Makes flare guns consistently useful and viable? Check. Fully developed? Not so much. You should require that zombies have scent skills in order to detect prey through the darkness. Lit buildings and the contents of their exteriors should also show up to survivors and zombies at night if they're within the 1 area radius. I also like the idea of all unlit buildings experiencing the Dark status. --The God Emperor 19:02, 4 December 2008 (UTC)

scent skills in order to detect prey through the darkness Sounds like an alright idea and fits in how I wanted that to work. Lit buildings and the contents of their exteriors showing the survivors and zombies at night if they're within the 1 area radius, may not be a good idea as there's no evidence of lights actually outside the buildings, just light slipping through. Perhaps a general description of survivors/zombies to any player, in that direction would bring the desired effect. This also brings in the thought of Spotlights as a seperate findable item...
however, as i've already mentioned several times before that this is it's early stages (First comment)..., and in the comment above what I want to address first (timeframe). I appreicate your imput but its not quite time to explore those options, as we have to know what they'll be fitting into and what effect such a change would have on the game based on how long they would be effective.--G-Man 21:14, 4 December 2008 (UTC)
Actually, while awaiting the opinion on a 24hr timeframe im going to propose the basics for powerplants and half-moons. First of all, I think survivors should have less of a chance to hit in full night. A Semi/Half moon will negate the effects as would the activation of a powerplant which would activate street lights (as suggested above. Reasonable flavour could be that survivors managed to set up a dedicaded line to the street lights, as there repairs are not stable enough to power the buildings, Stephen Kings "The Stand" is what provided the idea for this, although its a bit different senerio with the P.P. having problems due to too many electronics to power up at once). The powerplant would have to be "repaired" in order to activate and would degrade in status over a time period. This would be handled through a seperate button, and would have to be approx. 75% (give or take) in all sections to work. New skill to allow this is possible. Button not aviable if ransacked, and it is inactive if one section is in ruin.--G-Man 21:29, 4 December 2008 (UTC)