Difference between revisions of "User:Brainguard/New City"

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==Skills and XP==
==Skills and XP==
===XP===
XP in the hardcore world would be placed into these categories:
XP in the hardcore world would be placed into these categories:
*Intelligent XP - gained from:
*Intelligent XP - gained from:
Line 66: Line 67:
For zombies:
For zombies:
*Intelligent XP - equipment destruction
*Intelligent XP - equipment destruction
*Dexterity XP - sucessful combat
*Dexterity XP - destroying barricades and ransacking
*Strength XP - destroying barricades and ransacking
*Strength XP - sucessful combat
Zombie skills cost 35 Strength XP, 35 Dexterity XP, and 30 Intelligent XP.
Zombie skills cost 35 Strength XP, 35 Dexterity XP, and 30 Intelligent XP.
===Skill Tree===
====[[Civilian skills]]====
*[[Shopping]],
**[[Bargain Hunting]],
*[[Body Building]],
*[[Tagging]],
*[[Construction]],
*[[Radio Operation]]
*Fire Safety - reduces chance of taking fire damage by 20%.
**Firefighting - increases fire extinguisher accuracy to 60%.
====[[Military skills]]====
*[[Basic Firearms Training]],
**[[Pistol Training]],
***[[Advanced Pistol Training]],
**[[Shotgun Training]],
***[[Advanced Shotgun Training]],
*[[Hand To Hand Combat]],
**[[Knife Combat]]
**[[Axe Proficiency]],
*[[Free Running]]
====[[Science skills]]====
*[[NecroTech Employment]],
*[[Lab Experience]],
*[[NecroNet Access]],
*[[First Aid]],
*[[Surgery]],
*[[Diagnosis]]
*Chemistry - reduces failure chances to 10%
**Advanced Chemistry - reduces failure chances to 5%.
====[[Zombie Hunter skills]]====
*[[Headshot]]


==Weapons==
==Weapons==

Revision as of 20:27, 18 September 2009

Ok, so there have been plenty of "Hardcore City" ideas, suck as Hardcore City and New Town Concept.

Here's mine.

Geography

The new city would have three main sections, gonig west to east:

  1. The urban area would have "urban buildings". mainly commercial and industrial buildings.
  2. The river would seperate the sections. It would have one bridge that can
  3. The rural area would have patches of housing, stores, and other buildings in a sea of "rural" blocks, like Fields.

River

To travel on water, you go to a land-water block. These blocks are empty blocks (piers, marinas, shipyards, and river locks) where players can either be on land level or water level, and can travel between them for 1 AP. On sea level, boats can travel, survivors with a civilian skill "Swimming" can swin and zombies can float for 3 AP (2 AP with Lurching Gait). On land level, zombies and survivors can travel normally or find boats.

To enter a boat, go to a land-water block, ad select from a list of boats to enter. The list options each follow the format: (Owner name)'s (Boat type). When on a boat, the owner controls the movement. To own a boat, you go to a land-water block and click, "Launch", with 20% chance of owning the boat found at that block. (None found in River Locks). When the boat is powered (boats automatically have generators), the owner can move it for 2 AP per block.

Boats cannot be searched, but instead can be stockpiled with items. The items that can be stockpiled are:

  • Life Jackets
  • Fuel Cans
  • Pistol Clips (only on Patrol Boats)
  • Beer & Wine (only on Yachts)

Boats can be barricaded only up to VSB. If the barricades are destroyed, zombies can either use the skill "Underwater Drag" to pull survivors into the water, or attempt to damage the boat (using the same mechanics as generator destruction). Survivors that fall in the water (from either destruction of boats or "Underwater Drag"; see "New Skills" for more) have a 50% chance (reduced 25% by Swimming and another 25% by owning a Life Jacket) of taking 20 damage upon falling in.

Boats:

  • Dinghy - small 2 person boat
    • Found in Piers
    • Damage levels: undamaged, "damaged", destroyed.
  • Yacht - large 10 person boat
    • Found in Marinas
    • Damage levels: undamaged, "scratched", "damaged", "leaking", destroyed.
  • Patrol Boat - medium 5 person boat
    • Found in Shipyards
    • Damage levels: undamaged, "scratched", "damaged", "badly damaged", "leaking", destroyed.
    • Has a built-in Radio Transmitter.

New Skills

  • Swimming (Civilian) - allows survivors to travel on water without a boat for 2 AP per move.
  • Sailing (Military) - allows boat owners to move boats for 1 AP per move.
  • Boat Repair (Scientist) - allows boat passengers to repair their boat while in the water; requires a Toolbox and Construction.
  • Underwater Drag (Zombie; under Feeding Drag) - allows zombies, for 5 AP, to attempt to pull a survivor off their boat with a 35% chance of success.

Backstories

Skills and XP

XP

XP in the hardcore world would be placed into these categories:

  • Intelligent XP - gained from:
    • Healing
    • DNA Extracting
    • Reviving
    • Reading
  • Dexterity XP - gained from:
    • Firearms combat
    • Reparing generators
    • Tagging
    • Repairing transmitter
  • Strength XP - gained from:
    • Melee combat
    • Repairing ruins
    • Dumping bodies
    • Successful kills

Different skills cost different XP.

  • Science - costs 75 Intelligence XP, 25 Dexterity XP.
  • Civilian - costs 25 Intelligence XP, 25 Deterity XP, 50 Strength XP.
  • Military - costs 50 Stength XP, 50 Deterity XP.
  • Zombie Hunter - costs 34 Strength XP, 33 Intelligence XP and 33 Dexterity XP.

For zombies:

  • Intelligent XP - equipment destruction
  • Dexterity XP - destroying barricades and ransacking
  • Strength XP - sucessful combat

Zombie skills cost 35 Strength XP, 35 Dexterity XP, and 30 Intelligent XP.

Skill Tree

Civilian skills


Military skills

Science skills


Zombie Hunter skills

Weapons

Firearms

Firearms would be unchanged, except for the addition of a new one:

Rimfire Rifle

  • Damage: 4 points
  • Base accuracy: 20%
  • Capacity: 4 bullets from Rifle Clips
  • Locations: Mall Gun Stores (4%), Armories (4%), Police Departments (2%)
  • Encumbrance: 6%
  • Basic Firearms Training: 40% Accuracy
    • Rifle Training: 65% Accuracy
      • Sniper Training: 75% Accuracy

Exposives

There would be a new type of weapons, Explosives. Explosives attack the target at 50% accuracy, and then attacks four other random targets for 40% accuracy. The target list has 5 players (zombie or human) selected by the RNG, with higher chances towards There is also a 20% chance that the explosive will fail, starting a Fire.

Flak jackets also affect explosives.

  • Molotov Cocktails (encumbrance 2%): A survivor with the skill, "Chemistry" (a scientist skill) can build Molotov Cocktails out of Fuel Cans and Beer/Wine bottles for 1 AP (see below), and throw it for another AP. Damage: 10.
  • Grenade (encumbrance 7%): Uses the same mechanics as Molotovs, but cannot be dropped from buildings, and is found rather than made. In order to balance with Molotov, the search rates would be 2% in PDs, and 3% for Armouries. Damage: 10.

Science Skills

  • Chemistry - reduces failure chances to 10%
    • Advanced Chemistry - reduces failure chances to 5%.

Creating Molotovs

For survivors with the "Chemistry" skill, there would be a button, "Create Molotov with (drop down menu)". The options on the drop down meun are:

  • "Fuel Can & Wine"
  • "Flaregun & Shotgun Shell"

Headshots and Revives

Headshots would respawn the zombie at a random cemetery in a nearby suburb. Revives would still exist, but the recipient would be able to choose whether to stand up as a zombie or human. That way, there's no revive abuse on either side of the syringe.

Conditions

Zombies and survivors both have a "Hunger" level from 0 to 5. Hunger starts at 0, and goes up 1 level for every 50 AP spent. For every additional level of hunger, 5 HP is taken off your max HP. Survivors can reduce hunger by a level by using the item "Canned Food".

There would also be a Thirst level from 0 to 5, which only applies to survivors. The chance of losing an HP each turn is (thirst level*10)%. Thirst is reduced by drinking water.

These are the items related to Hunger and Thirst:

  • Water Heater - Factories, Power Stations, Mall Hardware Stores, and Fort Storehouses. Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (removes blood and fuel from clothes). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
  • Canteen - Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses. Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures thirst but empties the Canteen (can be filled fo 1 AP in powered buildings with Water Heater).
  • Canned Food - Mall Food Courts, Fort Storehouses, Pubs, Hotels, Hospitals. Cures Hunger.
  • Fast Food - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures Hunger, but, due to the grease, has a 50% chance of causing Thirst.
  • Soda - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures Thirst.
  • Spring Water - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Heals 1 HP and cures Thirst.

Buildings

Every building has multiple floors. Ransacking, barricades and generators appear the same (and are installed, destroyed, used, etc.) on all floors. The underground level is the entrance to the underground, and the roof is the Free Run entrance. You can move between floors for 1 AP.

One-floor

Two-floor

  • Power Stations
    • Bunker (underground) - items: canned food, spring water.
    • Turbines (ground level) - items: fire extinguisers, book, crowbar, fire axe, fuel can, length of pipe, portable generator, toolbox.
  • Stadium
    • Field Level (ground level) - items: all sports weapons.
    • Spectator Level - items: Beer, Wine, Fast Food, Soda, Newspapers
  • Church/Cathedral
  • Mall
    • Basement (underground level)
    • Stores (ground level) - stores:
      • Drugstore (FAKs, Item Combination pieces)
      • Gun Store (all firearms and ammunition)
      • Liquor Store (Beer and Wine)
      • Book Store (Books, Poetry Books and Newspapers)
      • Hardware Stores (Crowbars, Fire Axes, Flare Guns, Spray Cans, Generators, Fire Extinguishers, and Toolboxes)
      • Sports Store (Canteens, and all sports weapons)
      • Food Court (Canned Food, Spring Water, Soda, Fast Food)
      • Tech Store (Mobile Phones, GPS Units, Radios and Transmitters)
  • Bank
    • Vault (underground level)
    • Lobby (ground level) - items: newspapers
  • Auto Repair Shop
  • Cinema
    • Basement (underground level)
    • Theatre (ground level) - items: Soda, Fast Food, 3D Glasses (limited)
  • Club
    • Basement (underground level)
    • Dance Floor (ground level) - items: Beer, Mobile Phones, Soda
  • Factory
  • Fire Station
  • Library
  • Museum
    • Basement (underground level)
    • Exhibit (ground level) - items: museum pieces.
  • Police Department
    • Jail Cell (underground level) - items: knives, crowbars, toolkits.
    • Lobby (ground level) - items: all firearms, ammunition, flak jackets, flare guns, grenades and radios.
  • Pub
    • Basement (underground level)
    • Bar (ground level) - items: Soda, Canned Food, Spring Water, Fast Food, beer, Mobile Phones, wine, pool cues, knives, baseball bat
  • Railway Station
    • Platform (underground level)
    • Lobby (ground level) - items: Newspapers, Soda, Fast Food
  • School
    • Basement (underground level) - items: spraycans, knives
    • Classroom (ground level) - items: books, poetry books, spring water
  • Warehouse
    • Underground Storage (underground level) - items: canteen beer, wine, fuel cans.
    • Storage (ground level) - items: lengths of pipe, fire axes.
  • Store
    • Basement (underground level)
    • Lobby (ground level) - when the map is generated, each Store gets items (and its name, ex. Bigg Electronics Center) from one of the following Mall-style shops:
      • Pharmacy (FAKs and newspapers)
      • Liquor Store (Beer and Wine)
      • Bookshop (Books, Poetry Books and Newspapers)
      • Workshop (Spray Cans, Generators, Fire Extinguishers and Toolboxes)
      • Resteraunt (Canned Food, Spring Water, Fast Food, Soda)
      • Electronics Center (Mobile Phones, GPS Units, Radios and Transmitters)
  • Housing
    • Garage (underground level) - items: fuel cans, spraycans.
    • Living Area (ground level) - items: Soda, Beer, Spring Water, Canned Food.

Three-floor

  • Mansions
    • Kitchen (underground level) - canned food, knives
    • Dining Gallery (ground level) - museum pieces, wine
    • Bedroom (2nd floor) - bottled water

Complexes

  • Airport
    • Terminal - Mall-style building. Stores:
      • Drugstore (FAKs)
      • Liquor Store (Beer and Wine)
      • Book Store (Books, Poetry Books and Newspapers)
      • Hardware Stores (Crowbars, Fire Axes, Flare Guns, Spray Cans, Generators, Fire Extinguishers, Item Combination pieces and Toolboxes)
      • Sports Store (Canteens, all sports weapons)
      • Food Court (Canned Food, Spring Water, Soda, Fast Food)
      • Tech Store (Mobile Phones, GPS Units, Radios and Transmitters)
    • Control Tower
      • Basement (underground level) - items: fuel cans, portable genrators
      • Signal Room (ground level) - items: flare guns
      • Control Room (2nd floor) - items: radios, radio transmitters
      • Helipad (roof) - binoculars and jumping done from this level.
    • Hangar
    • Runway - an empty block.
Terminal Terminal Terminal Terminal Railway Station
Control Tower Hangar Runway Runway Runway
  • Fort - all buildings are one-floor unless specified.
    • Armoury - items: binoculars, flak jackets, flare guns, pistols, pistol clips, shotguns and shotgun shells.
    • Barracks - items: books and bottles of beer.
    • Exercise Yard - empty block.
    • Gatehouse - only way to enter fort, items: newspapers and pistol clips.
    • Infirmary - surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator, items: FAKs and scalpels (knives).
    • Storehouse - items: binoculars, crowbars, flare guns, fuel cans, lengths of pipe, portable generators, radio transmitters, spray cans and toolboxes.
    • Training Ground - empty block
    • Vehicle Depot - items: crowbars, fire axes, fuel cans, spray cans and toolboxes.

Four-floor

These are Tall Buildings. Binoculars and jumping can be done from the roof floor.

  • Army Compound (each Compound is a 2x2 building found in rural areas)
    • Bunker (underground level) - fuel cans, generators, crowbars, toolboxes, canned food, spring water and beer.
    • Armoury (ground level) - items: shotguns, shotgun shells, rimfire rifles, rifle ammo, canteens, grenades and flak jackets.
    • Guard Tower - items: newspapers, pistols, ammo, flare guns, radios, and radio transmitters.
    • Helipad (roof)
  • Hospital
    • Basement (underground level) - entry to underground
    • Lobby (ground level) - items: newspapers
    • Wards (2nd floor) - items: FAKs
    • Roof
  • Office Building
    • Basement (underground level) - entry to underground
    • Lobby (ground level) - items: newspapers
    • Offices (2nd floor) - items: newspapers
    • Roof
  • Tower
    • Basement (underground level) - entry to underground
    • Storefront (ground level) - when the map is generated, the store gets items from one of the following Mall-style stores, and the floor name "Storefront" is replaced with the store it holds:
      • Pharmacy (FAKs and canned food)
      • Liquor Store (Beer and Wine)
      • News Stand (Books, Poetry Books and Newspapers)
      • Fast-food Chain (Fast Food, Soda)
    • Apartment (2nd floor) - items: Soda, Beer, Spring Water, Canned Food
    • Roof
  • NT Building
  • Hotel/Motel
    • Kitchen (underground level) - entry to underground, items: Canned Food, Spring Water, Soda, Fast Food
    • Lobby (ground level) - items: newspapers
    • Rooms (2nd floor) - items: newspapers, Wine, Books, Mobile Phones
    • Roof

Underground and Free Runs

The traditional Free Run networks would not be used in the new city, but instead there would be two new systems.

Free Run change

First, Free Running doesn't require a skill. However, it does require two things:

  1. The building you leave from must have a Bridge.
  2. The target building must be unruined.

Bridges are structures built inside of buildings by survivors with Construction and toolboxes. They can be destroyed by zombies for 5 XP.

Underground

The underground is a layer under the city, made of Tunnels (empty blocks) and the basements of buidings. Every underground block without a tunnel or basement is impassible. When in the underground level of a building, you are considered in the underground. Zombies cannot enter barricaded buildings from the underground, but they can attack barricades from inside.

One building in each suburb is declared a Power Substation. If the Substation is unpowered, every tunnel in the suburb has "Fog" in it. Zombies, however, can buy a skill Night Vision (under Memories of Life) to navigate unpowered tunnels.

Subway

A Subway Tunnel runs in a straight line between certain Railway Stations. Somewhere on the line, there is one mobile building called a "Subway Car". The Subway Car can be barricaded, installed with a transmitter, and ransacked. It cannot be Ruined, powered, or searched. When the nearest Railway Station along the line is powered, any player can move the Subway Car 2 spaces in either direction for 1 AP. The transmitter also requires the nearest station to be powered.

Fire

When an explosive attack fails, or a generator is destroyed, a "Level 1" fire starts. The levels of fire go from 1 to 5:

  1. small fire
  2. medium fire
  3. large fire
  4. blazing fire
  5. inferno

When there is a fire in a building, there is a 10% chance (plus another 10% for each level, and -20% with the skill, Fire Safety) that you take damage during any given action (for both zombies and humans). There would be a fire reset every 30 minutes. Each fire reset, fires would have a 50% chance of going up by a level. When fires go past level 5, the building is ruined.

A new item, Fire Extinguiser, would be found at Fire Departments, Mall Hardware Stores, and Fort Storehouses. Fire Extinguisers can be used only once, and each use has a 40% chance of reducing fire by one level (60% with the skill, Firefighting).

The fire skill tree (Civilian class) would be:

  • Fire Safety - reduces chance of taking fire damage by 20%.
    • Firefighting - increases fire extinguisher accuracy to 60%.

News Stories

Pre-Quarentine

  • It's an advert from month before quarentine for local malls.
  • It's a local paper from month before quarentine, discussing bird flu and MRSA.
  • It's a local paper from month before quarentine. There are a lot of adverts for NecroTech in the "situations vacant" section.
  • It's a local paper from month before quarentine about meteor showers.
  • There's a story from month before quarentine about the New City subway line.
  • There's a story from month before quarentine about the New City airport system.

Early Outbreaks

  • It's a headline from the early outbreaks, "Explosion at NecroTech headquarters!"
  • It's a headline from the early outbreaks, "Viral outbreak rocks New City; Experts puzzled."
  • It's a headline from the early outbreaks, "Riots! Troops from fort name put on alert."

Quarentine

  • It's a headline from the quarentine, "Borders closed; Evacuation under way."
  • It's a newspaper from the quarentine. It advises, "Heavily barricading buildings may trap survivors outside."
  • It's a newspaper from the quarentine. It advises, "Treat wounds as soon as possible to aviod infection."
  • It's a newspaper from the quarentine. It advises, "Remove bodies immediatly for hygine and security reasons."
  • It's a newspaper from the quarentine. It advises, "Stay in a barricaded safehouse and out of high-profile targets."
  • It's a newspaper from the quarentine. Citizens are advised to set up portable electricity generators to make life comfortable and buildings easier to search, although they should be aware that the lights and noise may attract unwanted attention.
  • It's a newspaper from the quarentine. It discusses NecroTech's new revive syringes, used to treat zombies at designated revification points.

Backstory

The role playing backstory for New City is located here.