User:Brainguard/New City

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Page under construction...

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

Here's mine.

Skills and 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:
    • Successful 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.

Weapons

Firearms

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

Rimfire Rifle

  • Damage: 5 points (4 against a flak jacket.)
  • Base accuracy 10%
  • Capacity: 5 bullets from Rifle Cips
  • Locations: Mall Gun Stores (6%), 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 would attack zombies in the stack (25% base accuracy) until the number of zombies attacked is the same as the "area of effect", or there are no more zombies left. Explosives have a 20% chance of failing and attacking survivors as well.

  • Molotov Cocktails: A survivor with the skill, "Chemistry" (a scientist skill) can build Molotov Cocktails out of Fuel Cans and Beer or Wine bottles for 1 AP, and throw it for another AP. Area-of-effect: 5.
  • Dynamite: can be installed in buildings. When installed, it takes the Dynamite out of your inventory and gives you the item, Fuse [x,y]. You can only use it when adjacent to the target building. It ransacks the building by three levels and activates an explosive attack. Dynamite can be removed from a building the same way generators are attacked. Area-of-effect: Unlimited.
  • Claymore: can be installed in buildings. When attacked, it activates an explosive attack. Area-of-effect: 10.

Science Skills

  • Chemistry - allows use of Molotov Cocktails.
    • Physics - increases explosives accuracy to 45%.
    • Advanced Chemistry - allows you to make Claymores inside of powered Factories for 10 AP.

Military Skills

  • Explosives Training - reduces failure chances to 10%
    • Advanced Explosives Training - reduces failure chances to 5%.
    • Battle Engineering - allows you to throw Molotovs outside of the building at any horde below.

Headshots and Revives

Headshots would respawn the zombie at a random cemetery. Revives would still exist, but the recipient would be able to choose whether to stand up as a zombie or human.