User:Funt Solo/projects/
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Standardized Suburb Page Project
Links:
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.
| Dakerstown Oct 02 '08 | Jensentown Oct 03 '08 | Quarlesbank Oct 03 '08 | West Boundwood Oct 03 '08 | East Boundwood Oct 04 '08 | Lamport Hills Sep 24 '08 | Chancelwood Sep 24 '08 | Earletown Sep 29 '08 | Rhodenbank Sep 29 '08 | Dulston Oct 02 '08 |
| Roywood Oct 02 '08 | Judgewood Sep 23 '08 | Gatcombeton Sep 24 '08 | Shuttlebank Sep 24 '08 | Yagoton Oct 04 '08 | Millen Hills Oct 05 '08 | Raines Hills Sep 24 '08 | Pashenton Sep 29 '08 | Rolt Heights Sep 30 '08 | Pescodside Oct 01 '08 |
| Peddlesden Village Oct 01 '08 | Chudleyton Sep 25 '08 | Darvall Heights Sep 25 '08 | Eastonwood Oct 12 '08 | Brooke Hills Oct 12 '08 | Shearbank Oct 05 '08 | Huntley Heights Sep 28 '08 | Santlerville Oct 03 '08 | Gibsonton Sep 30 '08 | Dunningwood Oct 01 '08 |
| Dunell Hills Oct 01 '08 | West Becktown Sep 27 '08 | East Becktown Sep 27 '08 | Richmond Hills Sep 28 '08 | Ketchelbank Oct 12 '08 | Roachtown Sep 27 '08 | Randallbank Sep 28 '08 | Heytown Oct 03 '08 | Spracklingbank Oct 05 '08 | Paynterton Oct 05 '08 |
| Owsleybank Sep 30 '08 | Molebank Sep 30 '08 | Lukinswood Sep 29 '08 | Havercroft Sep 29 '08 | Barrville Sep 28 '08 | Ridleybank Oct 12 '08 | Pimbank Oct 12 '08 | Peppardville Oct 03 '08 | Pitneybank Oct 04 '08 | Starlingtown Oct 04 '08 |
| Grigg Heights Oct 12 '08 | Reganbank Oct 12 '08 | Lerwill Heights Oct 12 '08 | Shore Hills Sep 24 '08 | Galbraith Hills Sep 23 '08 | Stanbury Village Sep 23 '08 | Roftwood Oct 05 '08 | Edgecombe Oct 05 '08 | Pegton Oct 12 '08 | Dentonside Oct 12 '08 |
| Crooketon Oct 05 '08 | Mornington Sep 27 '08 | North Blythville Sep 25 '08 | Brooksville Sep 29 '08 | Mockridge Heights Sep 29 '08 | Shackleville Oct 04 '08 | Tollyton Oct 04 '08 | Crowbank Sep 28 '08 | Vinetown Sep 26 '08 | Houldenbank Sep 26 '08 |
| Nixbank Oct 05 '08 | Wykewood Sep 27 '08 | South Blythville Sep 28 '08 | Greentown Sep 28 '08 | Tapton Sep 30 '08 | Kempsterbank Sep 23 '08 | Wray Heights Oct 03 '08 | Gulsonside Sep 30 '08 | Osmondville Sep 29 '08 | Penny Heights Sep 25 '08 |
| Foulkes Village Oct 04 '08 | Ruddlebank Oct 03 '08 | Lockettside Oct 03 '08 | Dartside Oct 02 '08 | Kinch Heights Sep 30 '08 | West Grayside Sep 21 '08 | East Grayside Oct 03 '08 | Scarletwood Sep 30 '08 | Pennville Oct 01 '08 | Fryerbank Sep 24 '08 |
| New Arkham Oct 04 '08 | Old Arkham Oct 04 '08 | Spicer Hills Oct 02 '08 | Williamsville Oct 01 '08 | Buttonville Oct 01 '08 | Wyke Hills Oct 02 '08 | Hollomstown Oct 02 '08 | Danversbank Oct 01 '08 | Whittenside Sep 24 '08 | Miltown Sep 24 '08 |
October 2008
October 5th
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
Two effects:
- 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.
Zombie Incursion
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).
Notes:
- 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.
References:
Scenic Lakes
| Timestamp: | Funt Solo |
| Type: | Location Alteration |
| Scope: | Some streets |
| Description: | A couple of 9-block non-building areas will be turned into scenic lakes, as per this map:
|
Discussion
- Keep
- 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)
- 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
- 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)
- Kill
- 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)
- 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
- 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)
