User:Funt Solo/Underworld
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[edit] The Underworld
(Revised as of --Funt Solo 09:51, 9 September 2006 (BST))
| Timestamp: | 20:07, 1 September 2006 (BST) |
| Type: | New Level |
| Scope: | Urban Dead |
| Description: | An entire subterranean level of Malton.
[edit] The Pitch #1 (role-playing)A wounded zombie, battered and confused, climbs into the crypt beneath a cemetery to gnaw on grisly bones, whilst it's brethren stumble through the sewers in search of fresher meat, unperturbed by disease and the choking stench. Survivors, desperate to escape the slaughter and madness in the city above, hide out in old emergency sub-stations, built to power Malton's half-built nuclear shelters. [edit] The Pitch #2 (game-playing)There are more survivors than zombies (54:46). A common complaint is the zombies don't get enough love in terms of new and exciting ways to play the game, or that being a zombie is somehow considered losing. Part of the idea in introducing this suggestion was to help redress the balance. The Underworld has been designed as a location in which zombies, not survivors, have a natural tactical advantage (but not a game-killing one).
[edit] New Underworld Rules[edit] Movement
[edit] Entry / exit
[edit] VisibilityYou can always see the type of location you are in, and the type of the surrounding 8 locations. Further, you can always see an exit to ground level, if one is there.
[edit] Effects on existing items
[edit] Effects on existing skills
[edit] Underworld LocationsBuildings: Subway Station, Power Substation, Sewage Plant, NecroTech Safehouse, Secure Vault, Cellar, Sub-Basement, Nuclear Bunker.
Where a location may or may not have an entry/exit point from above ground, "none" is given as one of the options under "possible entry points" (see below).
[edit] BuildingsAs above ground, buildings can be barricaded, ransacked / repaired and powered with portable generators. Unless noted otherwise, buildings have closeable doors and a chance (suggestions given below) of initially being padlocked, requiring wirecutters to open.
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[edit] Open AreasAs above ground, open areas cannot be barricaded, or powered with portable generators. However, the first four locations here (the carpark and three tunnel types) can have emergency lighting provided by the suburb's Power Substation (see above), and can also be ransacked and repaired to enable / disable the lighting. Caverns and Crypts never have lighting, and cannot be ransacked.
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[edit] New SkillsSkills shown in italics are not crucial to the design at this stage, and are given only as exemplars. [edit] Zombie Skill: Night-VisionPrerequisites: Level 10
[edit] Zombie Skill: Neuro-Toxic BitePrerequisites: Level 10, Digestion, Infectious Bite
[edit] Zombie Skill: Underworld TrackingPrerequisites: Level 10, Night-Vision, Scent Fear, Scent Trail
[edit] New ItemsItems shown in italics are not crucial to the design at this stage, and are given only as exemplars. [edit] FlashlightInventory: 1 space
[edit] GasmaskInventory: 1 space
[edit] NecroNet Handheld ScannerInventory: 1 space
[edit] Implementation[edit] Beta VersionAs this suggestion would be a major addition to the game, and could have a massive impact on the meta-game, it would be too risky to implement the entire Underworld under all 100 suburbs at the same time. Therefore, it should first be implemented beneath a single suburb as a beta version, in order that further study can be done on the impact it has on the game. (This can be role-played as survivors and zombies slowly discovering entrances that were previously hidden, locked, blocked or simply left undisturbed during the crisis.) [edit] ShortcutsIn designing the map, it would be possible to link two city level locations by a faster Free Running route than is currently available, thus creating a shortcut for survivors. Further, there is the possibility of linking buildings that are currently not on the Free Running network, back in. [edit] Survivor IncentivesThe key concern of most players is that a survivor would need some positive incentive (beyond scouting and defence) to venture into the Underworld. To an extent, that's also true of venturing into the street, but with this, there's the added danger of being left in the dark. Natural incentives such as zombie hunting, suburb control, secret bases and short-cuts may come naturally from the geography. In addition, ideas such as higher search rates for particular items, or new items unique to the Underworld are possibilities. [edit] Concept MapsPurely as an example, here's a map of Miltown, where the red boxes indicate entry/exit points. In this example, the Underworld is quite sparse, with a far higher number of open locations, compared to buildings. Of course, it would be possible to dramatically increase the amount of neutral underworld locations with entry/exit points by adding in a bunch of sub-basements, which would add greatly to the Free Running network. In creating these concept maps, it become clear that there are not many neutral building locations without entry/exit points, so in some ways these rules limit a designer to having either a few entry/exit points and a lack of underground Free Running, or many entry/exit points and a closely tied network of underground Free Running. Note that even though a cellar has been added to the pub in the north-east corner (which is not on the Malton Free Running network), it's still not connected, because the cellar goes through a cave (non-building) before getting to the Nuclear Bunker. A similar situation exists for the four squares in the south that are not on the Malton Free Running network. This demonstrates that a map design phase will bring to light issues that were not previously apparent, just as any implementation will.
[edit] ThanksTo A Bothan Spy and Xoid, for coming up with the bunker doors suggestion.
To The Mad Axeman, for some practical criticism, especially regarding the visibility rules.
To Gene Splicer, for good advice on keeping the suggestion firmly on topic (as far as that's possible, in this case).
Trevor Fitzgerald for the idea of shortcuts.
To everyone else who offered support over on the suggestion discussion page.
My family, who ... [Okay - that's enough "Thanks" - Ed.] |
Votes
No votes, please. Discussion on talk page, summary of previous discussion below:
[edit] Previous Discussion
NB: I have summarised (ie edited) other users' comments.
[edit] Movement
Tunnel squares that can be collapsed/cleared.--Gold Blade, Certified=Insane
- If a square can be blocked / unblocked, you'd have to do that from one of the eight surrounding squares - as you wouldn't be able to move onto the square to clear it. What happens to the people on the square when it collapses? Not part of current movement rules, felt to deviate too strongly. --Funt Solo
[edit] Entry/Exit
Suggestion of one entrance per suburb to cause a tactical swarm point. --The Mad Axeman
- New choke points that would dominate the game not popular in previous voting.--Funt Solo
[edit] Visibility
Too harsh on survivors.--The Mad Axeman
- Updated visibility rules.--Funt Solo
Flares to light up a darkened location--Canuhearmenow
- Already got that.--Funt Solo
[edit] Items
Items only found in Underworld.--The Mad Axeman
- Part of the design, but only in the form of suggestions.--Funt Solo
- NecroTranq Dart Gun proved unpopular, so commented out.--Funt Solo
- Gasmask & NecroNet Handheld Scanner in place as working suggestions.--Funt Solo
Night-Vision Goggles for survivors--Gene Splicer
- Already have the torch. Don't want to give the survivors this, as it nerfs the zombie's advantage.--Funt Solo
Flashlight should have fixed "battery" of AP.--Pinpoint, The Mad Axeman
- Technical issues - cause of items taking up 2 inventory slots. Still open for discussion.--Funt Solo
Zombie-only items (& zombie barricades).--Gold Blade
- Don't see it getting past peer-review.--Funt Solo
[edit] Skills
Feeding Groan should be super effective underground.--Bango Skank T W! M!
[edit] Buildings
Nuclear Bunker blast doors special rules.--Cyberbob Talk & Xoid
- Accepted, very slightly tweaked and added to the design.--Funt Solo
Nuclear Bunker should only have flashlight & gasmasks: risk of overpowering otherwise.--Cyberbob Talk
- Accepted & added to the design.--Funt Solo
Zombie-Detecting Security Doors--Karloth vois
- Sorry, this would get spaminated into oblivion.--Funt Solo
[edit] Implementation
Possible shortcut system. --Unknown User
- Now included as part of the design.--Funt Solo
Entire 100*100 map, made up of impassable : passable squares? --Bango Skank T W! M!
- Already part of the design.--Funt Solo
Survivors need incentives to enter such a dangerous area. Increased search rates not a strong enough incentive.--The Mad Axeman
- Point taken and partially addressed in design.--Funt Solo
All underworld locations fully connected to all others?--Gene Splicer
- Not necessarily a fully connected network, but mostly (as current Free Running network).--Funt Solo
Fort/Armoury should have nuclear bunker (common sense).--Myo
- Trying to avoid increasing their status as choke points.--Funt Solo
All the tunnel descriptions would be boring.--Bango Skank T W! M!
- All the street descriptions are boring, but I take the point.--Funt Solo
Survivors get more XP for killing zombies underground.--Deadeye207


