User:Damien falcon: Difference between revisions

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***Ruined buildings are viable free-running entrances
***Ruined buildings are viable free-running entrances
****Ruined building increase likely-hood of pinatas<br>but require infected living to repair and barricade before dying.
****Ruined building increase likely-hood of pinatas<br>but require infected living to repair and barricade before dying.
***Resource buildings, except for NT's are great hideouts for newer players, because it means that they can get experience in a relatively safe environment, it also means that they will get necessary experience from sieges.

Revision as of 04:02, 6 October 2010

http://www.urbandead.com/profile.cgi?id=1177049

About Me

I'm very interested in game theory and coincidentally have Damien. I am Dual nature supporter largely due to the fact that everyone needs to remember that this is a game, and people need to enjoy most aspects of it. I would also love to eventually see an end game scenario.

Oh yeah, I hate Life Cultists largely due to the fact that there is a very unlikely possibility that there is a stable "Human's Win" scenario. Meanwhile a "Zombie's Win" scenario, though also unlikely is much more likely than a "Human's Win".

No, I'm not a Death Cultist nor do I support PKing, but for some reason those two groups don't bother me nearly as much as Life Cultists.

Rotters are people too, so if you are in Necrotech, and they is a breach, lend a hand, battle revive.

Currently

Brahah.

History

Last seen in Paynerton.

Was killed at the Massacre of the Thorp Way Fire Station March 21st 2008

Was Battle Revived on April 2nd in Rhoden Bank

Died of infection on April 4th in Rolt Heights

Died at the massacre at Round Police Department in Greenwood.

Revived in Shaw park. April 24th

Died in Pegton May 25th

Revived in Peppardvile June 3rd

Killed in Pegton June 30th

Revived in Pitneybank July 11th

Clawed to death in Pitneybank on July 13th.

Revived in Pitneybank on July 14th

Ripped to shreds in Vinetown on August 12th.

Revived August 13th.

Killed in Edgecombe on October 10th.

Revived on October 12th.

Killed in November

Revived and stood up on November 18th

Stood up November 22nd 2008.

Died during a prolonged and unexpected AFK, stood up September 1st 2010. [Lerwill Heights]

Battle revived sometime around the 8th.

Died in a siege on September 9th. [Lerwill Heights]

Revived in Buttonville. September 17th 2010


Human Statistics: Zeds Killed: 10 Humans Killed: 0

Zombie Statistics: Zambahz: 3 Harmanz: 24

Skills

Basic Fire-arms Training, Advanced Pistol Training, Shotgun Training, Advanced Shotgun Training, Hand-To-Hand Combat, Free-Running, Necrotech Employment, Lab Experience, NecroNet Access, First Aid, Diagnosis, Body Building, Construction, Head Shot,

Scent Fear, Scent Blood, Scent Trail, Scent Death, Digestion, Infectious Bite, Vigour Mortis, Neck Lurch, Death Grip, Rend Flesh, Tangling Grasp, Feeding Drag, Memories of Life, Death Rattle, Feeding Groan, Bellow, Ransack, Flailing Gesture, Lurching Gait, Ankle Grab,

Supported Policies

Always

Dual nature.JPG Dual Nature
This User or Group supports the Dual Nature Policy & believes that the citizens of Malton should embrace their two-fold nature.
Medic.png Combat Reviver
This user or group supports the strategy known as 'Combat Revival'.






Lame.jpg Terrible Role Playing
Life Cultists are terrible RPers. Zombies are never, ever helpful to the living.
Fire.jpg Hell
This user is going to Hell.


Human

Ubpicon1.gif Uniform Barricading Policy Supporter
This User or Group supports the Uniform Barricading Policy by actively maintaining barricades according to local plan or UBP standard.
Rottersreliefseal.gif Rotter's Relief Supporter

This user supports Rotter's Relief and does not consider them to be a front for zombie spies.

Gant2.jpg Didn't we make ourselves clear?
Remember kids: Fool me once, shame on you... Fool me twice, YOU ARE DEAD


Zed

Xoclock.jpg Punch In
This user or group supports X:00 tactics.
DeathValley.jpg Scorched Earth
This User or Group supports the Scorched Earth Policy & acknowledges that all revive points must be razed and their inhabitants killed.
Zombie river icon 2.gif Zombie River Tactics
I am the void that devours all.
Dawn dead.gif Salt The Land
Dam!n Bardman supports the Salt the Land policy.
Welding.jpg Pain Is Money
This user's job takes blood and guts in the most literal sense possible.


Misc.

Digital Clock.jpg Clock
The time is currently 16:11 based on server time.


Vehicle Suggestion Development

Comments can be made on User_talk: Damien falcon

  1. Cars can only be found in carparks(4%)
  2. Cars require a gas can to run
  3. Cars do not require AP to move, but use a 'Move' provided by the gas can
  4. Cars move can make 120 moves on a single gas can
  5. Up to 5 players can be in a car
  6. Zombies who have 'Memories of Life' can open car doors and enter them. They count as a player. They can attack drivers while vehicle is in motion.
  7. Shooting out of a car is permitted, but requires 1 AP and 1 Move. Accuracy is halved.
  8. When a car runs out of gas, it sits at location until destroyed or more fuel has been put inside
  9. When a car moves into a location containing players (Human or Zombie) it checks for a hit(20%), if successful deals 10 damage. 1 'Move' is expended per player (H or Z) whether or not a hit was successful.
  10. A player may try to drive a car into a barricaded building. For every attempt there is a 25% of barricade damage, and a 25% chance of 'car explosion'.
    1. If barricade damage is successful then the barricade falls 1 point.
    2. If 'Car explosion' is successful then car is destroyed, and all the passengers are killed from Carbon Monoxide.
      1. The sound is heard 10 blocks away by all parties.
      2. 10 damage is given to every player on that square.
  11. Zombies who find a stalled car may either attack the car, or open the doors and attack the passenger.
    1. The car has life equal to a generator.
    2. Hit rate against the car is reduced the same as with buildings.
    3. When car is destroyed, 'Car Explosion' occurs, damaging all players external to the car. 10 Damage
    4. Players inside car are killed.
  12. Cars may actually enter buildings if they are >=4 city blocks, and are not barricaded, or ruined. (Malls, Stadiums, Etc.)
    1. If the car is occupied for 24 hours in the building, all players inside the car are killed.
  13. Players may disembark from a car at any time
  14. Car doors do not lock
  15. Cars moving through the street alert everything within 3 blocks in all directions.
  16. If a car is damaged, it alerts everything within 5-7 blocks.
  17. If two cars are in the same block, there is a 25% chance of collision, leaving both cars inoperable until repaired, or destroyed
    1. If a collision occurs each car has a 25% chance of 'Car Explosion', again alerting the horde
    2. If a car survives, it is damaged.
  18. Gas left is noted as Flavor Text. (The fuel gauge indicates a full tank, " " " " " 3/4 tank, etc.)

Experimental Barricade Policy

Player Needs:

  • Efficient AP spendage
    • Revive points
      • Bring humans back to life but tend to get clogged with rotters and Pker's (+--)
        Also causes AP to be spent in scanning and potentially bringing back a Pker.
    • Smart Barricading
      • Under-cading
        • Leaves buildings vulnerable to PKer's and Smaller Hordes
        • Leaves FR paths vulnerable
        • Potentially leaves Generators and equipment vulnerable to destruction
      • Over-cading
        • Non-resource buildings lead to an increased likely hood of pinatas
        • Over-cading locks out new players(-), recent revives(-), pkers(+), zombies(+)
        • Over-cading protects equipment
        • After Extremely Heavily Barricaded(0) becomes inefficient against the hordes.
  • Policy revolves around Free Running and Necrotechs
    • Free Running
      • Unstoppable force, giving survivors the means and ways to escape the horde
      • Requires networks to be worth anything
      • Most AP efficient way to move from building to building
      • Not the most AP efficient way to cross a suburb
    • Necrotechs
      • Heavily fortified and powered they effectively and efficiently knock down even the most stubborn rotters.
      • Nearly immovable objects. Giving time for evacuation or siege defense.
      • Usually are the turning point in a mall seige
      • Supply the most efficient way to kill zombies.
  • Policy allows new-players to get needed experience and safety
    • Experience
      • Hunting Zombies leaves player vulnerable
      • Outdoors are unsafe
      • Assist with sieges when starting out
    • Safety
      • Dark buildings offer accuracy protection
      • Ruined buildings are viable free-running entrances
        • Ruined building increase likely-hood of pinatas
          but require infected living to repair and barricade before dying.
      • Resource buildings, except for NT's are great hideouts for newer players, because it means that they can get experience in a relatively safe environment, it also means that they will get necessary experience from sieges.