User:DarkUnderlord

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Maltel.gif Malton Telephone
This user is a MalTel Employee.

Just a bloke trying to kill some Zombie's.

The typical day of a Survivor in Malton

  1. You search and find nothing.
  2. You search and find nothing.
  3. You search and find nothing.
  4. You search and find nothing.
  5. You search and find nothing.
  6. You search and find nothing.
  7. Searching the building, you find a length of pipe. You drop your length of pipe.
  8. You search and find nothing.
  9. You search and find nothing.
  10. You search and find nothing.
  11. You search and find nothing.
  12. Searching the building, you find a length of pipe. You drop your length of pipe.
  13. You search and find nothing.
  14. You search and find nothing.
  15. You search and find nothing.
  16. You search and find nothing.
  17. You search and find nothing.
  18. You search and find nothing.
  19. You search and find nothing.
  20. You search and find nothing.
  21. You search and find nothing.
  22. You search and find nothing.
  23. You search and find nothing.
  24. You search and find nothing.
  25. You search and find nothing.
  26. You search and find nothing.
  27. You search and find nothing.
  28. You search and find nothing.
  29. You search and find nothing.
  30. You search and find nothing.
  31. You search and find nothing.
  32. Searching the building, you find a pair of wirecutters. You drop your wirecutters.
  33. You search and find nothing.
  34. You search and find nothing.
  35. You search and find nothing.
  36. You search and find nothing.
  37. You search and find nothing.
  38. You search and find nothing.
  39. You search and find nothing.
  40. You search and find nothing.
  41. Searching the building, you find a fireaxe. You drop your fireaxe.
  42. You search and find nothing.
  43. You search and find nothing.
  44. You search and find nothing.
  45. You search and find nothing.
  46. You search and find nothing.
  47. You search and find nothing.
  48. You search and find nothing.
  49. You search and find nothing.
  50. You search and find nothing. You have run out of Action Points. Action Points are restored at the rate of one every half hour - check back later in the day, or tomorrow, to continue.

The typical day of a Zombie in Malton

  1. You attack [Player Name] and miss.
  2. You attack [Player Name] and miss.
  3. You attack [Player Name] and miss.
  4. You attack [Player Name] and miss.
  5. You attack [Player Name] and miss.
  6. You attack [Player Name] and miss.
  7. You attack [Player Name] and miss.
  8. You attack [Player Name] and miss.
  9. You attack [Player Name] and miss.
  10. You attack [Player Name] and miss.
  11. You attack [Player Name] and miss.
  12. You maul [Player Name] for 2 damage. They drop to 58 HP.
  13. You attack [Player Name] and miss.
  14. You attack [Player Name] and miss.
  15. You attack [Player Name] and miss.
  16. You attack [Player Name] and miss.
  17. You attack [Player Name] and miss.
  18. You attack [Player Name] and miss.
  19. You attack [Player Name] and miss.
  20. You attack [Player Name] and miss.
  21. You attack [Player Name] and miss.
  22. You attack [Player Name] and miss.
  23. You attack [Player Name] and miss.
  24. You attack [Player Name] and miss.
  25. You attack [Player Name] and miss.
  26. You attack [Player Name] and miss.
  27. You maul [Player Name] for 2 damage. They drop to 56 HP.
  28. You attack [Player Name] and miss.
  29. You attack [Player Name] and miss.
  30. You attack [Player Name] and miss.
  31. You attack [Player Name] and miss.
  32. You maul [Player Name] for 2 damage. They drop to 54 HP.
  33. You attack [Player Name] and miss.
  34. You attack [Player Name] and miss.
  35. You attack [Player Name] and miss.
  36. You attack [Player Name] and miss.
  37. You attack [Player Name] and miss.
  38. You attack [Player Name] and miss.
  39. You attack [Player Name] and miss.
  40. You attack [Player Name] and miss.
  41. You attack [Player Name] and miss.
  42. You attack [Player Name] and miss.
  43. You attack [Player Name] and miss.
  44. You attack [Player Name] and miss.
  45. You attack [Player Name] and miss.
  46. You attack [Player Name] and miss.
  47. You attack [Player Name] and miss.
  48. You attack [Player Name] and miss.
  49. You maul [Player Name] for 2 damage. They drop to 52 HP.
  50. You attack [Player Name] and miss. You have run out of Action Points. Action Points are restored at the rate of one every half hour - check back later in the day, or tomorrow, to continue.


Brain Farts

Kill Counts

Score how many zombies and humans you've killed as both a human and zombie. EG: Kills while Human (Kills made as a Human) Zombies: 27 Humans: 3

Kills while Zombie (Kills made as a ZOmbie) Zombies: 6 Humans: 12

Total Kills: 48

Only total kills is visible to other players (so they don't know how many zombies or humans you've killed, just how many total).

Corpse Dragging

AND/OR Corpse Chucking. Can't free run while carrying corpse. Can carry inside buildings but only if up to VSB. If corpse moves while you're carrying it (IE: Stands up), you drop the corpse. Designed so Survivors can actually clear out the forts and dump bodies at the gates. Costs 6 AP to move while carrying a corpse. EG: Can only move 8 squares at most and next turn, they'd spend 8 AP walking back. Can't carry into buildings, can only carry outside.

Zombie Regen

Zombie Regeneration. Zombie's standup with only 15 HP (easier to kill again during mass raids). Health regenerates at 1 HP per half hour from time Zombie died. Idea being to stop Zombie's simply standing back up again and continuing to attack, thereby rendering Human attacks completely useless (no really, what's the point of killing a Zombie during a raid if it's jus going to stand back up again? Economically, it'd be better to leave the area, let the Zombie's ransack the place and then return once they've moved on).

Alternatively, Zombie can't stand up for one hour after death. Again to give Humans an opportunity to stop a raid.

High XP cost, short-term "Super Skills"

Suggestion type
Skill

Suggestion scope
Zombies and Humans

Suggestion description
Problem: After about a month or two at most, you've earnt all the XP you ever need and bought all the game's skills. Not having anything to do with the XP, you start hoarding it and after a while, end up with thousands of XP. These skills are designed to give you something to do with all that XP. More "normal" skills would simply delay the problem, these "Super Skills" are designed to permanently solve it.

Solution: The creation of 2 "Super Skills". 1 for Humans called "Rampage" and another for Zombies called "Frenzy". These skills would cost 1,000 XP each and importantly, would only last for 50 AP (the next 50 AP you use). Rampage gives Humans 95% accuracy and a +2 damage bonus for the Fire Axe for the skill's duration. Frenzy gives Zombies 95% accuracy and +2 damage to all hand attacks for the skill's duration. Again, these skills only last for the next 50 AP you use (and as such, mean they can be purchased again after they run out, presuming you have enough XP).

How it works is that once you have acquired the necessary XP, you can go to your skills page and purchase the appropriate skill for your character (Human / Zombie). You then gain the bonuses of that skill for the next 50 AP you spend. Ideally, you'd want to spend those 50 AP quickly for maximum effect (originally I had thought of these as only lasting for one real-time hour but that creates issues with possible lag / game downtime which I have been noticing a bit more of late).

So, if you're a Human and you spot a building full of Zombies, you can go on a Rampage. With your accuracy and +2 damage, we can reasonably assume you could hit 50 times with your 50 AP, causing a total 250 damage (4 or 5 possible kills). This is a 5 times multiplier compared with the current 43 attacks, 1 kill ratio for the Fire Axe. The purpose would be to assist in re-taking that building. Like-wise a Zombie could break into a mall and decide to go on a Frenzy. With this skill active, they would cause 5 damage with each attack for a total 250 damage (4 or 5 kills).

Now, under normal circumstances, your attacks would net you approximately 300 XP (damage + kill bonus). However, while these skills are active, your character DOES NOT EARN XP. This means that in order to go on your next Rampage / Frenzy, you would have to earn the necessary XP the hard way. Logically, while these skills are active, you are going to take full advantage of them in clearing out a building (or either Humans or Zombies). The point of not earning XP is that it makes these skills more valuable. It also means that you can't spend 1,000 XP, go on a Rampage and earn 1,000 XP from the Rampage which would allow you to buy another Rampage tomorrow. These are designed such that they give you a boost in order to help achieve some goal (EG: Take down building / fend off Zombie raid) but then require you to spend several days / weeks earning enough XP back in order to use the skill again.

It may be the exact bonuses of the "Super Skills" needs to be adjusted (Perhaps a higher XP cost or maybe just +2 damage or just the 95% accuracy) but the main intent is to give high level players something worthwhile to spend their well-earnt XP on.

Positives / Negatives:

  • Makes XP mean something again for high level players. Gives them a goal / something to work towards.
  • Massive benefit to organised high level players. A solid group of well-organised humans / zombies would do some serious damage. High level Zombies would take down a mall quite easily. To counter that, high level Humans would clear out a hoarde of Zombies easily and re-take the mall. Organisation would still be necessary but large groups that had saved up XP would be incredibly deadly... for about one day a month. "Frenzy" or "Rampage" could end up being a monthly festival (that's either a good or bad thing, depending on your POV).
  • ZKer / PKer massacres lol.
  • A number of people already have several thousand XP and if implemented, would have an advantage. Theoretically this would balance itself out over time.
  • Disadvantages low-level, unskilled players.

Left-Overs

The key to these bonuses is that you spend more XP than you can earn from using them. Therefore making them useful only for defending / attacking during a siege.

Spend XP to increase accuracy. Temporary effect. Can spend 20 xp to gain 5% accuracy with chosen weapon up to a max of 95%. EG: To get Shotgun up to 95 (from 65% with all skills) would cost 600 xp (more XP than what you'd earn in any single day - 20 shotguns do 400 damage, which is approx 480 XP including 10 xp kill bonus for 8 50 HP zombies). Need something to spend all that XP on. Would be useful for that extra edge during raids. Effects then wear off within an hour. So you'd need to spend all your XP and do your attacks in an hour burst to have maximum effect.

Costs 500 xp, increases accuracy for pistol up to 95%. Only lasts for 1 hour. "Sniper"?

Spend XP for extra damage. 100 xp for +1 damage done per attack up to max of 15 (otherwise someone with 6,000 xp could go on rampage, though that may not be such a bad thing). Effect lasts an hour.

"Rampage". Costs 500 XP, increase damage of melee attacks by +4. Only lasts for 1 hour. Zombie's would love it, firemen would love it.

"Frenzy"

Sharp Shooter Mad Scientist Killing Spree