Suggestion:20080225 Urban Dead Adventures

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20080225 Urban Dead Adventures

Jon Pyre 18:04, 25 February 2008 (UTC)

Suggestion type
New game mode

Suggestion scope
Nothing currently in existance

Suggestion description
The creation of Monroeville gave me an idea for a new type of game that could exist alongside Malton and Monroeville.

I suggest making a third game with the following premise:

The military is bombing a large infected area, and urging survivors to evacuate before their bombardment begins. They're clearing roads and rebuilding bridges to allow the evacuation.

The gameplay significance of this is that map is slowly shrinking on one side, and expanding on another. This can be easily accomplished through random map generation. This forces everyone, zombies and survivors, to keep on the move.

If your character is caught behind they're bombed. This kills your character, but not permanently. It just moves them and penalizes them. The flavor text would be something like:

"Dazed and burned, it takes effort for your dead flesh to move again. You managed to drag yourself to the edge of the new quarantine zone before collapsing."

If the square you're in is deleted you just get moved to the new border and fined a high AP amount - since the whole point of the game is to keep on the move I think a high penalty of subtracting 100AP would be fair.

Now what I think is the most promising use of a travel mode version of Urban Dead is that Kevan could alter the new areas the players move into to test out various scenarios. If he doesn't want to do any work he could create a program to just randomly generate new city blocks but he could create custom scenarios when he felt like it. For example:

  • The survivors (and zombies) need to cross a river but there are only a few bridges across. They need to find the escapes routes before the bombs catch up.
  • The game moves through a wooded area with very few buildings, forcing survivors to concentrate in a few widely separated structures.
  • The game comes to a city with many necrotechs but there are almost no hospitals.
  • All the survivors have to take shelter in an immense 10x10 fort complex while the area around them is continually bombed.
  • The game moves through a swamp area where movement in many squares costs 2AP.
  • The survivors have to cross a desert and need to gather equipment to last them for the days of moving through a few towns with no resource buildings.
  • The quarantine zone becomes very small, condensing everyone in a town only two suburbs large.
  • A cold area freezes dead flesh, weakening zombies, but there are almost no buildings or supplies.
  • There are several possible routes but some of them lead to dead ends, requiring plenty of exploration to not get caught down the wrong path.
  • The survivors find an area with buildings that can barely be barricaded but resources abound.
  • The players come to a city with one immense 6x6 mall and no other resource buildings.
  • The survivors have to take shelter on a highway, but there's no barricades, just blockades that once overcome can't be rebuilt.
  • An area with no resource buildings but steady airdrops.

etc.

There's clearly a lot to flesh out here but I think the idea of a constantly changing map that requires continual exploration and adaptation has promise.

  • Note posted after looking at some votes: In retrospect 100AP is pretty high. A cheaper cost would be fine too. Maybe 15AP.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep It wouldn't interfere with the current cities. I just like the idea of a constantly changing map, and kevan being able to try out interesting scenarios once in a while. --Jon Pyre 18:12, 25 February 2008 (UTC)
  2. Keep Coolomatic! Nice name too. The only problem I see is the AP cost of getting bombed. It could just keep getting added up. Either way, it's a great idea! BoboTalkClown 20:36, 25 February 2008 (UTC)
    • Re The AP penalty for being bombed wouldn't stack. And it would be very easy to move away from the bombing.--Jon Pyre 21:54, 25 February 2008 (UTC)
  3. Keepish- Not sure if we need a new server so soon but this is a nice idea for one if Kevan decides we do.--Studoku 20:46, 25 February 2008 (UTC)
    • Re It'll take a while to develop this anyway. --Jon Pyre 21:53, 25 February 2008 (UTC)
  4. weak keep - sounds interesting, although we just got a new map. However, I am voting on the merits, not the timing of the suggestion--CorndogheroT-S-Z 20:50, 25 February 2008 (UTC)
  5. Keep Interesting idea. It would pretty much wipe out tools like DEMON, as everybody would be learning the new maps simultaneously. - Headshot Hal 21:19, 25 February 2008 (UTC)
  6. Keep/Change - The AP penalty for being bombed could do with lowering, but the basic idea is good and original. The new server is irrelevant to this, by the way. --Anotherpongo 21:53, 25 February 2008 (UTC)
  7. Keep - Lower the AP cost and this has a lot of potenial. --FXI 23:19, 25 February 2008 (UTC)
  8. Kepp - Well this is interesting. We don't need a new server just yet. Not for a while now. But if Kevan Almighty chooses to throw one in later, this would be great. Also could be a sort of 'UD Lab' he could use, before implementing new updates. It would also give the players in the main server a head start on stuff before it actually comes into the main server, allowing them to prepare for the zeds to get rocket launchers.-- Quizzical  Quiz  Speak  23:41, 25 February 2008 (UTC)
  9. WTFZOMBIES/Keep A great idea. I do think the ap cost of bombing needs to be lowered a bit, so you don't go so far into negatives. Mattiator 00:02, 26 February 2008 (UTC)
  10. Keep - Very cool--Jamie Cantwell3 01:42, 26 February 2008 (UTC)
  11. Kepp - Very cool idea. --Carnexhat 07:40, 26 February 2008 (UTC)
  12. Keep - Good idea with lots of potential. --Pvt human 11:23, 26 February 2008 (UTC)
  13. Keepish - Monroeville is a temporary map. They have always said this. But this would be interesting. It would eliminate all survivor tactics. It would actually make a use for the binoculars. But let's not go overboard here. It would be nice if it was here, but I'm not going to expect anything of the sort. --Vandurn 13:52, 26 February 2008 (UTC)
  14. Weak Keepish/Change - like the idea, but 100 ap is HUGE... Change that and I'll be happy --/~Rakuen~\Talk Domo.gif I Still Love Grim 16:02, 26 February 2008 (UTC)

Kill Votes

  1. Revise/Can you please wait?!: I don't really like the AP cost of getting bombed. Far better to just have them just be a dead zombie, still having to pay the regular AP cost to, you know, stand back up again. I think the main difference however is that NecroTech revive clinics won't, you know, exist. I am assuming you don't have permadeath (that the gimmick for New Server #1), but if it is going to be pretty hard to actually find those NT places, well, sooner or later, you're going to kick the dust. Let see how players deal with having no revives in the New Server before we think about the proposal. And I am more concerned about keeping this New Server (right now, it seems as though the never server will be deleted...)--ShadowScope 21:20, 25 February 2008 (UTC)
    • Re The AP cost of being bombed isn't crucial. It should at least be a headshot at least though, but preferably a bit higher. Maybe 20AP would work.--Jon Pyre 21:51, 25 February 2008 (UTC)
  2. Kill - I don't like the mechanic. The creation of Monroeville does make me think about revisiting my own new server ideas though. - Iscariot 22:10, 25 February 2008 (UTC)
  3. Discussion, Please - And how long would it take for certain sections of the city to be bombed? Surprisingly, several players of Urban Dead have lives outside the city of Malton... With such restrictions in the real world, it's already hard enough to coordinate groups of people to attack simultanaeously. --Private Mark 00:28, 26 February 2008 (UTC)
    • Re Not very fast. Let's say hypothetically the map moves forward five squares a day. So if you aren't near the edge you can go several days, or even a week or two without moving, depending on the size of the area you've moved into. --01:43, 26 February 2008 (UTC)
  4. Kill If i wished to play against my oponents and the arena i would been playing Death Drome, a really cool game made in ~2000 --People's Commissar Hagnat [cloned] [mod] 01:56, 26 February 2008 (UTC)
  5. Kill - I don't like scrolling maps, and I REALLY don't like the idea that if I go on vacation, I'd come back and find my character at -50 AP. Reduce the impact of those two things (say, by changing the map without scrolling, via natural disasters, fires, bombing, etc) and you might get me on board... although I think Monroeville is enough for now. SIM Core Map.png Swiers 07:16, 26 February 2008 (UTC)
  6. kill - this was a little too long to do anything but skim, sorry. but from what i saw, it all seems too linear and restrictive a plotline, forcing survivors to play a particular way. either keep it totally freeform, or make it very tight like an RGP ... and, seriously, as others have said ... we already have 2 servers, let that be enough.. --WanYao 07:39, 26 February 2008 (UTC)
  7. kill Its not a bad idea per say, it just doesn't sit right. I love the freshness of Monroeville though and would far rather have a succesion of new cities in which the game ends before you can fully explore. --Honestmistake 10:34, 26 February 2008 (UTC)

Spam/Dupe Votes

  1. Spam - We already have two zombie infested cities! Stop being greedy and play with what you've got!-doc crook 04:17, 26 February 2008 (UTC)
    • Re This isn't so much a city as a morphing endlessly interesting sandbox for Kevan to experiment in. --Jon Pyre 04:29, 26 February 2008 (UTC)