User talk:Lynx7725/Draft Suggestions

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I dislike the idea of having several classes of Zombie that are so different.

Personally I'd just remove Vigor Mortis from starting Zombies, and instead just give them 100XP that can be spent on any 'first tier' Zombie skill.

Zark the Damned 15:14, 21 Oct 2005 (BST)

I think removing Vigour Mortis probably will cause beginner Zombies even more grief -- it is a rather important skill after all. But I'm not unreceptive to the 100XP idea. It's just that it doesn't really solve the problem of lack of career focus on the Zombie's part -- by level 6 or 7 all Zombies start to look the same. -- Lynx7725 15:48, 22 Oct 2005 (BST)
zombies should be the same. They're dead and so they have no depth of character. Read the Zombie Survivor Guide if you want to learn about what real zombies are like. Zombies don't need several different classes. And by the way be level 6 or 7 humans start to look the same too, and I don't personally see that as a bad thing, I like being able to learn all of the skills and I think that Kevan has done the right thing with the skills (except for the ankle biter skill, talk about overpowered). Diggs 01:58, 4 Nov 2005 (GMT)
As delightful as the genre argument is, I'd argue back that adhering too closely to genre may not necessarily make a good game, and this is most definitely a game. If we have to depart from the genre slightly in order to provide a good game, then we bloody well should. Zombie play for the longest time has not been particularly engaging to the player, seeing as there are so few things to do - frankly, the procedure of search, kill, search, kill, get's boring after a while, and I'd like to have a few diversions to pass the time as a Zombie.
At any rate, no reason why specialised zombies can't be in-genre... -- Odd Starter 02:37, 4 Nov 2005 (GMT)

I would like to register my objection to the idea that first-aid kits could damage the undead. While I know this idea has parallels in, for example, Final Fantasy games, bandages and ointment don't have the same kind of magical life-aligned mystic force as a fantasy "potion of healing".

Just in case no-one else had thought of this.--Bruno 11:13, 22 Oct 2005 (BST)

That's okay, that's an idea I was just bouncing around. I do think that first-aid kits shouldn't work on Zombies though.. for one thing, it's exploitable, and not really in character for a medic to start wrapping Zombies in bandages.. (hmm Mummy class? :P ) -- Lynx7725 15:48, 22 Oct 2005 (BST)
I dunno - I could almost see Doctors using Zombies as a way of training up their first aid skills. After all, you don't have to worry about making mistakes, since the Zombie's already dead. It's like practicing on a cadaver! -- Odd Starter 02:52, 2 Nov 2005 (GMT)
A cadaver delightfully trying to claw you to death and bite out your throat! The fun! The learning!--'STER 02:58, 2 Nov 2005 (GMT)

I, for one, had the same idea for different zombies. After all, not only do they all look the same, but they all max at only 14 levels, plus a couple skills that carry over to the dark side. Having different trees not only adds to the number of skills, but it also diferentiates zombies a little (having cross-class skills, it's better to stick to one tree and maybe start buying others after you max the first) Monstah 20:36, 24 Oct 2005 (BST)


I think that Zombie "Classes" could be interesting, but I suspect that we should have some sort of symmetry - we have 3 standard classes (well, 2 classes and a Miscellaneous category) and a prestige class for Survivors, I think the same should exist for Zombies. Instead of roles per se, we have general capabilities:

  • Ravager - Ravager Zombie Traits deal with the infliction of Damage upon Survivors. They are built to be primarily ways of maximising damage capabilities.
  • Underminer - Underminer Zombie Traits allow Zombies to weaken survivor protections against the undead. Among possible capabilities nested in this group include capabilities that allow Zombies to better destroy barricades, infections that make humans easy pickings, and other abilities that stymie human attempts to hold back the undead, but don't tend to directly deal damage.
  • Base - Base Zombie Traits work as per the Miscellaneous Traits. They're a grab-bag of useful abilities that don't necessarily fit under the other two classes. Base Zombies traits would (under this system) include such things as the Lurching Gait tree and Scent tree. These are things any Zombie could use, but aren't inherantly built with the destruction of survivors in mind.
  • Rot/Zombie Elite - Rot/Zombie Elite Zombie Traits are analogous to Zombie Hunter skills in that they provide powerful techniques to Zombies that wouldn't be appropriate for lower-level Zombies to possess.

This has the added symmetry of creating a Combat class, a Support Class, and a class that can conceivably move to either. Though, I wonder how newly-born Zombies are going to choose between the various classes if it was implemented. Just my two cents... -- Odd Starter 02:52, 2 Nov 2005 (GMT)

As an example, the current Zombie Skills would probably be distributed as follows:
Ravager Skills
  • Vigour Mortis: Zombie gets +10% to hit with all non-weapon attacks. The Corpse class starts with Vigour Mortis.
    • Neck Lurch: Zombie gets an extra +10% to hit with bite attacks.
    • Death Grip: Zombie gets an extra +20% to hit with hand attacks.
    • Rend Flesh: Hand attacks deal an extra 1 damage.
Underminer Skills
  • Infectious Bite: Bitten survivors become infected and lose 1HP per action until cured. (I see no need to make this a high-tier skill, since it's not particularly useful until the Bite is fully Upgraded.
  • Memories of Life: Zombie is able to open doors to buildings.
Base Skills
  • Digestion: Whenever the zombie deals bite damage, it gains HP equal to the damage dealt.
  • Lurching Gait: Zombie can walk as fast as the living.
    • Ankle Grab: Zombie only spends 1AP standing up.
  • Death Rattle: Zombie is able to communicate through a limited, groaned form of speech. (again, considering how unintelligible is it, I don't see why Memories of Life are needed for it...)
  • Scent Fear: Survivors with fewer than 25 HP are shown as "wounded" in room descriptions, and asterisked on the map.
    • Scent Blood: The HP values of nearby survivors are displayed next to their name.
    • Scent Trail: Zombie is able to sense the new positions of survivors it's had recent contact with.
Rot/Zombie Elite Skills
  • Brain Rot: Zombie can never be revived, and is harder to DNA-scan.
Yes, everything other than the Base tree needs work (but then, that's the case with much in UD). I think this works a lot better than your 4-class system, but that may be my bias showing. -- Odd Starter 01:42, 3 Nov 2005 (GMT)