Standardized Suburb Page Project
TRP Survey Project
I noticed the map of suburbs (danger levels) and the EMRPs weren't being regularly updated, and had nothing better to do, so my characters are all making quick (mainly) outdoor surveys of each suburb's TRPs, cross-referencing reportage and EMRP data to best determine danger levels. At two suburbs per character per day, and with 4 characters participating, it should take about 13 days to do the entire city.
Of course, this is not an exact science. Survivor numbers are not taken, and indoor numbers (survivor or zombie) are largely ignored. Numbers of dead or revivifying are not considered, and scant regard is given to Mrh? levels. But then, this is not a full survey, so (extreme example) there could be 2000 zombies hiding in a pinata. This is what it is: a quick look to see if each TRP in a suburb is either powered, not powered or ruined, and an incomplete head-count of any standing zombies that are seen whilst passing by all the TRPs. When recent reportage and EMRP data is considered, an educated guess results in a judgment call on the danger level.
Aim: to provide a map of the suburbs that more accurately reflects the danger levels throughout Malton.
At least n zombies on the streets. Breakdown of the Tactical Resource Points:
- n NecroTechs:
- n Police depts:
- n hospitals:
- n factories:
- n auto repairs:
Advanced Free Running
- 50% chance of not suffering the 5HP damage inflicted (sometimes) when attempting Free Running into a ruin.
- 50% chance of being able to enter a pinata from the street. If the attempt fails, the survivor suffers 5HP damage from a bad fall, and remains outside.
As survivors are killed to become zombies and latterly revivified, the cycle of death and rebirth is causing a sort of evolutionary tactical osmosis. Zombies are learning more about the Free Running network which survivors maintain in an attempt to stay off the dangerous streets. Now, when zombies ruin a building, they pile debris up in order to attempt to create a Free Running route to neighboring blocks.
When moving from inside a ruin to another block, a zombie (with Free Running and Memories of Life) has a 50% chance to enter the neighboring block, rather than exit to the street outside said block. They have a 25% chance of falling to the street, and a 25% chance of falling to the street and suffering 5HP damage.
This allows a 50% chance of the following types of movement:
- Inside ruin to inside neighboring ruin.
- Inside ruin to inside neighboring block that is not ruined and has any level of 'cades.
Alter Stand-up Costs
New zombie players losing 30% of their daily AP allowance through being Headshot sucks large chunks, and yet nerfing Headshot altogether is never a popular solution. This suggestion proposes a compromise that I hope is seen as a step in the right direction, if not a complete solution to the problem.
Current stand-up costs for zombies:
- Ankle Grab ✘ Headshot ✘ : 10 AP
- Ankle Grab ✘ Headshot ✔ : 15 AP
- Ankle Grab ✔ Headshot ✘ : 1 AP
- Ankle Grab ✔ Headshot ✔ : 6 AP
Suggested stand-up costs for zombies:
- Ankle Grab ✘ Headshot ✘ : 5 AP
- Ankle Grab ✘ Headshot ✔ : 10 AP & -10HP
- Ankle Grab ✔ Headshot ✘ : 1 AP
- Ankle Grab ✔ Headshot ✔ : 6 AP
In other words, the effect on current mechanics is twofold:
- Reduce the basic stand-up cost for everyone (zombies and survivors; without Ankle Grab) from 10AP to 5AP.
- Headshot still causes an additional 5AP to stand-up costs (as it does now) but also causes a zombie without Ankle Grab to stand up with 10HP less than their normal total (which will be either 40HP or 50HP, dependent on whether or not they have Body Building).
- Ankle Grab may be considered a sort of zombie stamina skill, that allows it to recover or regenerate (however you want to think of it) faster than a zombie without the skill.
- This would not effect veteran zombies, but new players would no longer suffer the galling 15AP stand-up costs associated with Headshot.
- Survivors with the Headshot skill should not feel hard-done by, as they get to reduce the HP of the newer zombies, thus reducing their effectiveness via another avenue of game-play.
||Funt Solo 00:18, 11 December 2006 (UTC)
||A couple of 9-block non-building areas will be turned into scenic lakes, as per this map:
- The yellow thing is Giddings Mall in Pitneybank.
- The purple thing is Fort Creedy.
- The blue things are the scenic lakes.
- The grey things in the middle of the lakes are monuments (which are already there).
- One park and one cemetery would be removed to make way for the change - otherwise it's all streets.
- Lake Squares:
- can only be entered by humans with Body Building or zombies with Lurching Gait, and it costs 3AP to enter the square - this is to indicate swimming and wading across the lake, or (roleplay) the effort of getting a pedalo or a rowboat and taking that across. (Well, not a zombie in a pedalo, although that might be the most frightening scene in the city.)
- those who can't enter a lake square would spend 0AP in the attempt and receive an explanatory message.
- ending your move in a lake square doesn't mean you're treading water, just that you're on the shoreline (roleplay).
- combat and all other actions take place as normal in a lake square, and are assumed to happen in the shallows or on a shore or small island or raft (otherwise this would be some kind of game-breaking immunity location).
- Raison D'etre:
- Flavour, geographical interest, prestige tagging locations.
- Tactical variance: you are safe from noobs (without either Body Building or Lurching Gait) whilst in a lake square.
- These two locations were chosen as they are two of only three 9*9 non-building areas in the whole of Malton. The 3rd is in Gatcombeton, but is surrounded by factories and other non-picturesque locales. Also, it has Precinct 13 bordering it, and that didn't have a lake next to it in the movie.
- Implementation (or Where the fark did these lakes come from?):
- They were always here. (Standard Orwellian response to change.)
- The military opened the reservoirs for some reason, and the lakes filled up again.
- Nobody noticed them before - how odd? (Standard aloof response to change.)
- Keep Scenic lakes. I like. Can the zoo send some zombie fish and ducks over, please? --Nosimplehiway 00:33, 11 December 2006 (UTC)
- Author, innit. --Funt Solo 00:50, 11 December 2006 (UTC)
- Flava Flav - What's Precinct 13, though?--_Vic D'Amato__Dead vs Blue_ 01:08, 11 December 2006 (UTC)
- Re - just my imagination running wild - the 13th suburb is Gatcombeton (counting ltr, ttb), and Lamport Walk PD is surrounded by empty blocks - making it (in my opinion) the police station from Assault On Precinct 13. --Funt Solo 17:25, 11 December 2006 (UTC)
- Keep - Cinnamon or peppermint, it's still flavour, and flavour is good. --Thelightguy 01:21, 11 December 2006 (UTC)
- Keep - And now we can finally form a team to play Water Polo... With Zombies! Today's practice at 4:00.--J Muller 02:56, 11 December 2006 (UTC)
- Keep - I like it, and, AFAIAC, there is no need for a swim skill. --Fullemtaled 03:02, 11 December 2006 (UTC)
- Keep - Not bad, but move it to a less populated area of the city. --GhostStalker 04:27, 11 December 2006 (UTC)
- MOIST! Yeah, gotta get my feet wet, gotta get my gun off, gotta get my gun off while getting my feet wet.. gotta see a doc and pick up that ointment.. gotta do it soon.. oi! MrAushvitz 06:20, 11 December 2006 (UTC)
- Blub blub To those voting Kill, revive points can always be relocated - it's troublesome but far from impossible. Also, zombies don't need to know how to swim...they just charge straight across, walking on the riverbed - if they're completely submerged in the middle of the lake, that doesn't matter, cos' they don't need to breathe anyway XD. -- Ashnazg 0646, 11 December 2006 (GMT)
- Keep If it only removes empty blocks, then sure, there's no problem. And the fact that ot moght remove potential revive points is technically the same sort of logic as "nerfs my safehouse". Metagaming policies should have no effect on what should be in the game (in other words, screw the fact that one graveyard would be removed! SGP is not an official part of the game!). --Reaper with no name TJ! 00:04, 12 December 2006 (UTC)
- Add in a swimming skill. EDIT: If a swimming skill doesn't seem all that necessary given how little "water" there is, just make some more lakes....--Pesatyel 02:44, 11 December 2006 (UTC)
- Kill - Pesatyel makes a good point, but I'd still vote keep if it weren't for one little detail: I don't like the location. Whereas your Malton University plan attracts people to a normally desolate area, this puts a new area of interest very close to other important areas: namely the fort and the malls. Plus, this demolishes two well-functioning revive points (one of those revive points is the cemetary you've mentioned). --Wikidead 03:23, 11 December 2006 (UTC)
- Kill In my opinion, this lake doesn't need to be so near such a popular area as others have said it. There needs to be a skill maybe like "Swimming" instead of just body building because both weak people and strong people can swim, it's just you pushing the water back following Newtons law that's pushing your body forward. and with that swimming should make it so humans take only 2 ap or 1 ap to swim >_>. Still though if I tried putting this on the wiki, it would be blammed because it would put down the zombie folks (very understandable) and if I put something for zombies... psh how can a brain dead guy swim? >_> So i have not a clue ^_^"" --Shadow213 03:42, 11 December 2006 (UTC)
- Swminning skill is not really needed (because there are only 2 lakes here...so it's useless), but I'm voting kill because of what Wikidead said. Oh, and Shadow213? Rotting corspes can tell how much HP a person has (Diagonsis). You can have a Swmming skill that is cross-over for Zombies.--ShadowScope 04:19, 11 December 2006 (UTC)
- Kill - Interesting. You could place a sub-skill of body building as swimming, but that may not be necessary since there are only two lakes. I do understand your rationale for placement, but creedy-giddings is a pretty popular and solid spot, so I'd like to see them placed somewhere that could use a little more excitement. --Burgan 04:52, 11 December 2006 (UTC)
- Kill - As Wikidead. This could also cause a little havoc ingame by disrupting revive points.--Mr yawn 06:25, 11 December 2006 (UTC)
- Re to everyone - I hear ya, and am thinking about a revision. Useful feedback, I thanks you. Location change - I agree. Swimming skill - I disagree. For zombies, I imagined that those with Lurching Gait were strong enough and wily enough to just walk along the bottom of the lake. I mean, they're dead so I figure they don't go in much for the drowning thing. --Funt Solo 17:06, 11 December 2006 (UTC)
- nice but... A great feature for urbandead 2 but as with most new locations fitting it into the map is a major problem (like the refilled resevoir idea though!) What it needs is to be part of 1 big park and have something special on the island, what i don't know but something not overpowering yey still worth fighting over... Maybe an icecream parlour??? (100% search if powered, finding assumes eating and restores 1HP but does not cure infection?) --Honestmistake 17:34, 11 December 2006 (UTC)
Sure, but survivors DO drown, hence the problem. Not every knows how to swim. And since zombies can just walk on the bottom of the lake, they don't need the skill...but survivors would.--Pesatyel 04:50, 12 December 2006 (UTC)