Suggestion talk:20080628 NecroTech in Monroeville

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Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:55, 14 June 2008 (BST)
Type: Monroeville changes
Scope: Everyone
Description: I been thinking of this for a while, and thought I'll see how everyone respond to this idea.

So anyway, my idea is this: Allow NecroTech to come into Monroeville. Sure, everyone would say "It's not Romero enough", but just bear with me on this, especially with the current state Monroeville is in (with there being hardly no zombies, of course...).

What I propose is that NecroTech be allowed to set up some sort of "camp". Here's how this would work:

  • There would be only 1 camp throughout an entire week. Every Sunday, the location of this "camp" would change (ie: One week, the camp may be in the Pollard Building, Oak Hill, and the next week the camp would be in the Diehl Hotel, Outside the City).
  • If this camp location gets ransacked, then there will be no NecroTech camp until the next Sunday (ie: If the current camp location gets ransacked on Tuesday, survivors will have to wait 5 days for the next campsite).
    • Ransack a NecroTech camp will earn the ransacking zombie some extra XP.
  • In these camps, there would be the items you would find in the NecroTech buildings on Monday, allowing for there to be Revive syringes. There's a catch, however. Each zombie can only be revived for a total of 5 times. There could be some counter in the character's profile to tell revivers how many revives are left for that specific character.
  • These items, however, can only be found at half the rate of the Malton NecroTech buildings, since this is only a "camp", and is only a temporary location.
    • DNA Extractors - 3%
    • GPS Unit - 1%
    • NecroTech Revivification Syringe - 6.2%
      • These find rates are without a generator, of course...
  • These NecroTech camps will not have the ability to manufacture syringes.
  • Brainrot Revives can only be done at this camp, and must have a generator running, just like in Malton. However, there would be a 50/50 chance of successfully reviving the brainrot victim, unlike in Malton.

The Pros:

  • Zombie characters can switch sides whenever they choose.
  • The NecroTech skills would no longer be useless.

The Cons:

  • These NecroTech camps are constantly on the move every week, which means players would have to search the city for them if they every want to resupply their stock of revive syringes or get a brainrot revive.

Discussion (NecroTech in Monroeville)

Keep, kill, crap, thoughts, ideas, whatever? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:55, 14 June 2008 (BST)

Don't much like it. The "camp" seems very artificial- how did it get there? More importantly, why is it such a mess that you have to search if for supplies, if it was just shipped in? I'd rather just see air-dropped crates (per the existing mechanism) that have syringes and scanners in them; that lets Kevan control the supply very directly and "realistically". I don't think there is any need for Rot Revives in Monroeville, so not having a psuedo-NT building to do them in is no drawback.
I also really dislike the idea of only 5 revives per character. Again, it seems an artificial limit that is not needed. SIM Core Map.png Swiers 18:03, 14 June 2008 (BST)

So you're saying "Forget the camp. Bring in the airdrops. And forget a limit. That has to go!" I could do away with the limit, but the airdrop thing? You see, Seb, the problem with an airdrop is that only one character will get the items, despite the fact there might be 3 DNA Extractors in there. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:04, 14 June 2008 (BST)
Yeah, that's what I'm saying. No need to make the crate contents random or potentially useless. Just put 1 DNA extractor, 1 GPS unit, and about 5 syringes (plus maybe some random weapons, ammo, or FAKs) in each crate.
If you really want to stick with the "camp" idea, how about always having the camp be in one of the (currently unvisitable) border squares, such as (350,0)? It could be an abandoned research / observation post. Then the military would come in and "close it down" when it gets ransacked, resulting in people being able to leave the square, but not enter it. SIM Core Map.png Swiers 18:15, 14 June 2008 (BST)
That works. Maybe the once a week thing should roll in with that idea too...Like the Military notices some potential threat to that outpost, and they close it down, forcing open another outpost or something... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:33, 14 June 2008 (BST)

How about if rather than being in a random location, any player with necrotech access in a powered building with a radio transmitter could request that one was set up? The helicopters come in and drop off everything required to do so. The Man Incharge would have a few requirements, though:-

  1. No more than 25 in the whole city. Wouldn't want to commit too many resources.
  2. No more than one per suburb, too easy to attack if close together.
  3. Not in malls, they are too likely to be attacked by zombies, so He will not set one up there. An executive decision, if you like. Besides, a combined Mall/NT would be just too much!

Syringes couldn't be found in an NT camp, only manufactured, making them more vluable than in Malton. Searching just brings up whatever is usual for the building. It takes 20 AP to set up a NT camp. The Mad Axeman 00:57, 15 June 2008 (BST)

You contradicted yourself there...no more than 25 and no more than 1 per suburb. There's only 6 suburbs... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:39, 15 June 2008 (BST)

i actually like this idea! it makes sense and is not illogical. NecroTech is setting up emergency facilities... But doesn't have any logistics in place to actually have something permenant. The only things I'd like to change: a) have more than one. Not many, 4-6 tops, probably only 2. And they work all the time, until they bivouac. No perma-ransack. Think about it, there are only two, so if zombies find it and squat it... it's still out of commish. They will become battlegrounds, and that's kinda cool. And... b) do away with the revive limit altogether. THAT part is silly and artifical. Or... you can get revived ONCE. And only once. --WanYao 06:18, 15 June 2008 (BST)

I agree with pretty much everything that WanYao just said. Really. --Tselita 06:27, 15 June 2008 (BST)
I agree with Tselita agreeing with everything WanYao said. --Blake Firedancer T E RNL? P.I.S.I.T. 10:07, 15 June 2008 (BST)
Well, WanYao, these are NT "camps". A Ransack would obviously destroy any NT tents inside or on the roof of a specific building. That was my original thought. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 11:04, 16 June 2008 (BST)

I think there are much better ways to deal with permadeath than upping barricades or adding revives, just most people don't want to think creatively.--Karekmaps?! 02:58, 16 June 2008 (BST)

I don't want to see NT in monroeville. If you want NT's stick to malton.--F4tal3rror 05:17, 16 June 2008 (BST)

If revives were to be added to Monroeville I would like to see a new mechanic... perhaps costing the revived a (large) percentage of their XP? All zeds (and possibly survivors) would have to be given the option of taking rot for free though. Either that or limit revives in some other way, maybe if the 1st cost 1 syringe, the second 2 etc...--Honestmistake 12:31, 16 June 2008 (BST)

Didn't I limit it in this suggestion? I maxed the revives at 5 revives. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 19:38, 16 June 2008 (BST)

This must be one of those hypothetical suggestions, because all the zombies have been headshot so can't get up to mrh? -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:22, 18 June 2008 (BST)

Iscariot, my zombie character in Monroeville survived. Got the special message on it and everything. If I'm the last zombie standing, I think I win. :) --Tselita 22:51, 18 June 2008 (BST)
I have a fully rotted zombie with one of those messages, however until the point of headshot being stupidly overpowered is fixed, I'm letting him go back to sleep. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:53, 18 June 2008 (BST)
Wow, fully rotted, ok that's quite a challenge in Monroeville. Personally I like the headshot-perm-death thing. It makes surviving (as a human or a zombie) a challenge. Survivors have it difficult as well, because when they die, there's no going back to being a human. With zombies, when they get headshot, there's no going back to being a zombie. Probably what would make the most sense if you want the most longevity of a character on Monroeville is to start as a survivor, get everything you can, then when you die, resume as a zombie.

As long as there's no necrotech there, at least. If Necrotech was to be introduced there, even in limited form, there would need to be a balancing for the zombies, like they can recover from a headshot X amount of times, if the syringe works X amount of times. --Tselita 00:12, 19 June 2008 (BST)

For crying out loud! Enough with the limited syringes stuff! Can't anybody read? The limit revive is capped at 5! Unless you are talking about something else, then I apoligize... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 10:54, 19 June 2008 (BST)
I was talking about the limit revive, not limited syringes. Apology accepted. --Tselita 02:32, 21 June 2008 (BST)
The revives are limited....And if nobody else wants to throw in a few ideas or stuff by tomorrow, it's off to voting with thee... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:50, 22 June 2008 (BST)

You know what I noticed? I haven't seen any talk on which buildings would house the NT camps...I'm gonna not allow these camps in Malls, PDs, and Hospitals. Anything other buidlings I should not allow these NT camps? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 10:44, 23 June 2008 (BST)


I wanna make one thing clear...

...Anyone who says that Monroeville is suppose to be hard on survivors are right. Monroeville is hard on survivors...because there are only a handful of zombies that had never been Headshot! And you know what? Because of Headshot, Monroeville is even harder on zombies! Come on...I know those of you who have zombie alts running around in Monroeville were running for your lives when Headshot could take you out of the game once and for all. And I can bet you that the second quarantine will most likely end up just like the first. As soon as the doors close, the zombies will begin to run like hell. Last time I checked, the Dead films aren't about a bunch of survivors killing each other over who gets to kill the zombie. And guess what? Monroeville is just like that right now. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:15, 29 June 2008 (BST)

Your suggestions won't fix that, it's a matter of how fucked up the general game balance is in pretty much every way, not just the killer headshot.--Karekmaps?! 00:54, 29 June 2008 (BST)