PR Skill New: Zombie
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Skill New: Zombie
General
Advanced Zombie Skill Trees - Mutations
Timestamp: | 06:13, 4 Dec 2005 (GMT) |
Type: | Advanced Zombie Skill Trees |
Scope: | Zombies |
Description: | This is my piece de resistance you might say. And by that I don't mean it's perfect, it's just extremely ambitious. This is one sweeping attempt to fix the boring zombie problem. I won't feel bad if you kill this. I did take time on it so try not to be too cruel. -Zaruthustra
Attacks in these zombies are unbalanced to each other. Some might have better bite, and some might have better claw. This is specialization. Not everybody will take the same job. In the end I do think the bonuses are generally balanced by the penalties. The names are a bit silly in parts, I know, but we'll leave that up to Kevan. Numbers are recrunchable, and I'm no math major. Don’t vote kill if you think a 5 should be in one spot instead of a 10. Talk with me. Lots of these have trouble getting XP, but this is endgame right? Who cares when you have all the skills. Also doing the final tree is meant to be a difficult challenge decision.
Once zombies hit all their skills, they have nowhere to go and quickly get bored. I propose a new system where they can choose an ultimate evolution. To reach this you must complete the basic zombie skill tree.
Description: Feeder zombies have evolved to fill new niches in Malton. While they lack the stature or strength of their standard counterpart, the feeder strains are adept and agile, preying on the weakened and dying with frightening efficiency. Mechanics Description: Feeder's fill the role of zombie shock troops. They move in very quickly, clean up weakened enemies with deadly precision, and leave before anybody can get a shot off. They do not have much HP, but they can evade attacks and heal very easily. They absolutely cannot stand up in single combat with a healthy survivor. Even fully evolved they aren't very strong, but the loner ferals who want to avoid conflict will enjoy being able to sweep weak humans without any trouble. I had trouble with these little devils since I didn't want to give bite the same bonus as claws, which would make their infection ability far too good (also it encroaches on another class farther down). In the end I just made bite weaker but gave more healing. Starting Stats: Loses bodybuilding, cannot be taken (if taken) Flak jackets cannot be worn (do not negate damage) Loses 10 HP All attack lose one damage Reflexes Tree Lightning Strikes: Claws gain +20% to hit. (Claws are still weaker, but they attack with precision) Agility: Gains a 20% chance to dodge an attack (This skill will act like a flak jacket, with the added bonus that it will make feeders undesirable targets. Who wants to shoot at a zombie they'll miss all the time? Easy to code I presume, would check like a flak jacket.) Feeding Tree Gorge: The feeder receives an additional two healing from bite. Any killing blow (hand or bite) gives them five health instead. (Since they don't have much HP, this keeps them healthy so they can actually complete their trees without getting constantly headshot) Blood Frenzy: All attacks do an additional one damage against wounded survivors. (Fits the feeder's flavor, and gives his woefully bad damage some relief. Ironically I got this idea from the humor sections aristocracy tree)
Description: These zombies have evolved as carriers for the plague in Malton. Their evolution has allowed them to produce ever more virulent strains of the strange infection that is changing humans. Mechanics Description: As you may have guessed, this zombie lives to infect. It is a safe house buster, designed only to get inside and infect as many people as possible. This type will be harder to play due to pitiful damage, but they will be in high demand in sieges due to their large scale infection ability. Starting Stats: -10% to hit for all attacks All attacks have a two damage penalty Infection Tree Wasting Plague: The effects of infection compound, every 5 AP the infection deals one more damage per action. Disorienting Bite: Infected human gets a -20% to hit penalty until cured. Biology Tree Sharpened Teeth: +20% chance to hit with bite. Bile Splash: When killed, the zombie has a 50% chance to infect the attacker.
Description: Hulking monstrosities, these zombies have grown into a nearly inhuman form. While their twisted frame makes them further lose the dexterity and intelligence of humanity, they grow increasingly strong. Better to run than try to face on of these giants. Mechanics Description: For every player who wanted to be the zombie who blocks out the sun. Dumb as mules and kick twice as hard, these ham fisted hulks are the zombie siege engine. They lumber into buildings and start pounding survivors, shielding weaker zombies by being targeted. They can effectively waste massive amounts of survivor AP by absorbing all the attacks and level barricades easily. While you probably can't stand up to one in real time combat, they are extremely easy to evade. Monstrous zeds are slow and clumsy, making them frustrating when there are no safe houses around. I have trouble with these, even with penalties to AP they are quite strong. Their big penalty is that they are social creatures. Too slow and dumb to act alone, they need others to open doors for them and back them up for damage. Starting Stats: Takes 2 AP to move again Loses Memories of Life, cannot take Takes 10 AP to stand up Loses -10% to hit Strength Tree Demolish: +10% to hit on barricades. (Focuses the character around safe houses.) Strength of Undeath: Claw attack get a one damage bonus, bite gets a three damage bonus. (I know bite for a whopping 7 damage sounds high, but when you work it the end average damage isn't that high, and they lose the ability to infect and heal well) Defense Tree Impervious Form: +10 HP. (I know 70 potential HP with flak sounds high, but really their only job is to get beaten on.) Stumbling Grab: Takes 5 AP to stand up.
Will humans be able to tell which zombie is which? If so, it would certainly hurt the shield ability of monstrous zeds, but not knowing would make the poor humans guess whether they can take a zombie. If there are subskills, it would make choosing a final class tricky. Nobody would know if they like the skills that balance the penalties since they can't see them.
For all those ideas that sounded cool, but I knew would have gotten this idea killified instantly. Wracking Pains: Virulent Zombie infection targets the muscles, causing the survivor to have a small chance to seize up when performing any action. Lucid Zombie Type: Zombie gains further memories of life. More human skills become available, can use melee weapons for bonus, and can speak more clearly. Loses damage and ankle grab. Horde bonus: Just a big old horde bonus for working together. |
Notes: | 30/39 Keep/Total.
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Left Queue: | 13:58, 19 Dec 2005 (GMT) |
Bloodlust (Cade Busts Store Critical Hits)
Timestamp: | 17:03, 21 March 2006 (GMT) |
Type: | Zombie Skill |
Scope: | Zombies |
Description: | Summary: Successful barricade collapses net temporary combat boosts, making barricade smashing more fun and rewarding the most tenacious zeds.
Mechanics: Zombies who purchase Bloodlust will see a simple, ASCII "frenzy meter" appear underneath the status display on the left side of the interface. When empty, the meter looks like this: -------- There are 8 increments. Each time the zombie achieves a single collapse on a barricade, while outside the building, the meter is filled up by one increment: *------- This represents the zombie becoming increasingly frenzied as it senses the nearness of its next meal. With every collapse, it grows more and more excited: ***----- Finally, it breaks in. It spots a human morsel and goes crazy. For every notch filled up on the frenzy meter, the zombie will be able to perform one boosted attack. The first four notches provide for a damage bonus of 1+; the latter four provide 2+. Once combat begins, each successful attack drains the meter by one notch. As barricades are often brought down by zombies working in teams, the most likely result will be a handful of zombies getting inside with 2 or 3 bonus "frenzied" hits each. However, a lone zombie cracking open a stubborn safehouse, may find himself rewarded with the max frenzy: ******** A lone zombie can thus conceivably work up as much as 12 bonus damage (1,1,1,1,2,2,2,2). A significant boost, but it represents a suitable reward for such a tenacious zed. And again, note that in most cases you will see teams of zombies working together and acquiring less of a total bonus. Assuming a team of zombies have this skill and get between one and four collapses each on a VSB safehouse, you're looking at about 8 bonus damage. Throw in a few younger zeds who lack the skill and you're looking at even less. Net result: Suddenly, zombies look forward to smashing barricades because they know it'll boost them later on. Getting collapses is actually fun! At the same time, survivors may have to consider how much more frenzied they're making those zombies outside by building the barricades so strongly. Do you take it to XHB in order to lock them out, or keep it at VSB in order to prevent a few of those critical hits? Note: Attacking barricades from the inside would not boost the frenzy meter. |
Notes: | 22/25 Keep/Total.
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Left Queue: | 15:27, 5 April 2006 (BST) |
Competing Grasp
Timestamp: | Jon Pyre 02:09, 12 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | This is an idea for a zombie teamwork skill. Competing Grasp is inspired by those scenes in zombie movies where a survivor is grabbed from all directions and torn to bits. It would be a Tangling Grasp subskill. When a zombie with Competing Grasp grabs hold of a survivor with tangling grasp if there are no other survivors being grabbed by zombies then that survivor's plight will become visible to others. So if a zombie grabbed a survivor (let's call them SurvivorMan) a line would be added to the room description saying:
A zombie has SurvivorMan in its grasp. This status and message endures until the zombie performs some action that breaks its grip like missing on an attack, moving away, getting killed, or until the survivor moves away or dies. If a second zombie attacks SurvivorMan the message would change to this: Two zombies have SuvivorMan in their grasp, pulling in different directions. This message could have any number of additional zombies with Competing Grasp added to it (three zombies have Survivorman, four zombies have SurvivorMan, etc.) However if SurvivorMan is already grabbed with Competing Grasp and another zombie with Competing Grasp targets a different survivor Competing Grasp would not take effect. This is to encourage all zombies with the skill to gang up on the same one survivor. You wouldn't have to attack them if you didn't want to and there would be no penalty for choosing a different survivor instead. But essentially the first zombie with Competing Grasp on the scene picks who everyone will target if they want to take advantage of this skill.
Besides informing people who is under attack here's what the skill would do: if the survivor's health drops to three times the number of zombies grabbing them or lower they instantly, die, torn apart by the mob. So if SurvivorMan has 5 zombies grabbing them if their health is reduced to 15hp or below that'll kill them. If 8 zombies grab them they'll die at 24 hp. 15 zombies 45hp or lower would kill them. Teamwork is rewarded but not in a way that really helps zergers. This is a third-tier skill and if someone has enough zerg zombies to take advantage of this they already have a force that can clear out almost any building without this skill. This should give zombies a bonus for gradually building a mob around a lone target and provides tactical options. They can choose to attack the mobbed person to take advantage of their raised threshold for dying, or kill a different survivor and then latch on to the mobbed survivor with their last two or three AP so a future zombie can slay the target with less effort. It would sort of become a judgement call for a zombie: Are there enough zombies grabbing the target yet to make attacking them outright worthwhile yet? Is it better to wait longer at the risk of zombies being killed or the target moving away? Or should I try to kill them now? |
Notes: | 18/26 Keep/Total.
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Left Queue: | 12:52, 23 March 2007 (UTC) |
Motion Sensitivity (Spot Distant Combat)
Timestamp: | 15:04, 1 March 2006 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | The zombie is able to sense large amounts of movement from a distance even without line of sight, perhaps by sensing vibrations in the air or ground. Here's what Motion Sensitivity would do: If the zombie is outdoors and combat occurs has occured outdoors in one of the squares directly out of their view (2 spaces away) in the past 30 seconds the zombie gets a message "You sense activity 2w." Only combat causes enough movement for this ability to sense (attacking barricades does not count as combat). If combat occured more than thirty seconds ago the zombie does not get a message, the zombie doesn't remember for that long. The thirty second limitation is designed to prevent massive spam, otherwise you'd get tons of useless messages every time you log in. But this skill would be useful, imagine the following scenario:
BubDZombie is busy attacking the barricades of a police station and has no particular plans to do anything else that day. Suddenly he senses activity two north. That likely means that a survivor came out and is attacking a zombie. BubDZombie wanders there and sure enough finds MaltonDude chopping at a zombie with an axe. They get in a duel, Bub manages to infect MaltonDude, MaltonDude blasts Bub with a shotgun several times and manages to headshot him. Bub stands back up and takes another swipe at MaltonDude. MaltonDude now is feeling the pain of his infection and runs away. Both characters get the excitement of active back and forth combat. This skill would make going outside and fighting more dangerous for survivors, it follows the general idea of zombie movies that making a lot of commotion outside can draw more zombies to you. It'd add a thrill of excitement to the game and a lot of the time for survivors there wouldn't be an active zombie within 2 spaces anyway so this would once in a while cause them to encounter an active enemy. Good fun for everyone. |
Notes: | 13/16 Keep/Total. Well accepted as is, however some people thought it should be one or two minutes rather than 30 seconds.
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Left Queue: | 10:19, 12 June 2006 (BST) |
Sense Prey (Limited X-Ray)
Timestamp: | 08:07, 28 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | I took the votes I got on my earlier suggestion of Sense Prey into consideration and changed the percentages. For those of you just tuning in here's how it would work: Zombies that take the skill have the ability to "listen" when outside a building for 1 AP. For every person inside the building they have a 1% chance of receiving this message: "You hear something inside." This would make it easier for zombies to find large safehouses (which with their large crowds should be making plenty of noise) while not seriously imperiling small groups or individual suvivors. Remember, not everyone takes shelter in a police station or hospital and there are suburbs full of empty barricaded buildings. Since the skill requires AP to use zombies would need to conserve its use only for buildings they already suspect are heavily occupied, and then they'd want to spend a few turns listening to make sure they aren't missing it. It's only fair: if you have a mob of people in a building they're going to make a racket. It makes a logical tradeoff. More people means more barricading, healing and defense, but less stealth. |
Notes: | 16/21 Keep/Total.
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Left Queue: | 04:14, 13 Dec 2005 (GMT) |
Splatterfest (Combat Taunts)
Timestamp: | 05:18, 1 March 2006 (GMT) |
Type: | Harmless zombie fun |
Scope: | Zombies |
Description: | Malton desperately needs more zombies. While the game mechanics have now been well balanced, the natural attraction to "heroes" ensures that players continue to favor humans over zombies at a ratio of almost 2 to 1. Something needs to happen to make zombies a more attractive package.
Rather than boost zombies' powers or try to make them more like humans, I submit that we need to make them more like zombies. Give them gorier, nastier, funnier things to do in the tradition of the best splatterfest zombie films. The "Splatter" skill tree would be a new skill tree independent of any other zombie skill chains. Each skill would cost 100xp.
You eviscerate SurvivorName for x damage. They die. Now your victim's entrails are all over your hands! The next time you land a successful blow with your claws, you will see the following: You attack SurvivorName for x damage, and splatter them with entrails. The victim sees this message: A zombie attacked you for x damage. The zombie splattered you with entrails!
You crack open SurvivorName's skull for x damage. You feast on their brains. (However, HP is only gained as per normal, assuming Digestion is in effect.) The victim sees this: A zombie cracked open your skull for x damage, and devoured your brains. That's really it. Just two gory new flavor additions to make zombie kills that much more satisfying. Survivors probably won't like seeing any of these messages, but it's all part of the zombie apocalypse experience, and no one is actually hurt in the process. Would zombies spend 100xp on a skill that amounts to little more than a taunt? Well, yeah. I'm pretty sure many would. |
Notes: | 21/30 Keep/Total.
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Left Queue: | 15:00, 22 March 2006 (GMT) |
Zomdar
Timestamp: | 19:01, 10 Dec 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | The idea is to give zombies a unique skill and help them horde better. It would allow me to peer into buildings in squares adjacent to them as well as a buildings they are outside and sense how many of my zombie friends are there. It would not enhance my ability to view humans, just my zombie bretheren. If you see 10 zombies in a building, you could assume that they're feasting on some brains and join them. |
Notes: | 15/16 Keep/Total. Accepted as is. |
Left Queue: | 05:05, 30 Dec 2005 (GMT) |
Harman Hunter (+5 AP / Kill)
Timestamp: | 03:54, 23 Dec 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | Limited to zombies level 10 or higher. After killing a human you feed on the remains and regain strength. A zombie with this skill would upon killing a suvivor regain 5 AP, though not over the 50 max AP limit. Many zombies complained that the new headshot hurt high level zombies because while XP meant nothing to them AP does. Well, here's a way to regain that AP provided you're good enough. The extra AP would be enough to perhaps infect a few more suvivors, slightly weaken someone, or withdraw to safety but would not be enough to kill another suvivor (unless they're knocking at death's door anyway). This would not result in zombies gaining infinite AP because of the limited number of damage 5 AP can be used for. Instead this skill likely would just regain the AP they lost overnight from being headshot, or proactively it would make up for the AP they're about to lose by being killed by their victim's friends. Zombies don't really have a defense against headshot save to hide in Ridleybank, and this would reward undead excellence. I don't believe in zombies and suvivors having identical skills (i.e. zombies with guns) but I think this is very different than headshot while using a similar mechanic. |
Notes: | 25/34 Keep/Total. Generaly well accepted however some people were against it as it basicaly counters head shot.
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Left Queue: | 15:09, 12 May 2006 (BST) |
Lurking: Zombie Lair Skill
Timestamp: | Jon Pyre 01:53, 24 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | I think zombies should be given more incentive to remain inside ransacked buildings. I have an idea for a new zombie skill "Lurking".
Flavor text: Seeking refuge from hunters, dark hiding places, and privacy to feast many zombies have been returning to the same building having identified it as a safe place. A zombie with this skill can set any ransacked building to be their lair, their home base in a sense. Inside a ransacked building would be a button "Make Lair (10AP)". Once pressed the button would have the building's name and directions to it appear adjacent: Current Lair - Felbridge Arms 3n 1w [Change Lair (10AP)]
Note that these benefits are only active when the zombie is in their lair and the lair is also ransacked. If the lair is repaired the zombie will not gain any benefits inside, but it will remain their lair until they change it so if they can ransack it again they don't need to pay another 10AP cost. Alternatively if their lair is retaken by survivors the zombie can simply make another building their lair. It's all about choices. This makes it easier for a zombie to maintain ransack in a single specific building if they think it's worth the 10AP investment. This is thematic, there's always that seen in zombie movies where the protagonist enters a building that had a bunch of zombies minding their own business and promptly gets attacked. |
Notes: | 21/28 Keep/Total. |
Left Queue: | 13:50, 28 March 2007 (BST) |
Obscene Strength (+10% Bonus vs. Cades if Empty)
Timestamp: | MrAushvitz 21:30, 18 August 2006 (BST) |
Type: | New Zombie Skill |
Scope: | Powerful attack weakens barricades in empty buildings! |
Description: | Obscene Strength
Appears on zombie skills tree under Man-Hunter skills (this is the zombie equivilent of the "zombie hunter" skills.) This skill has the prerequisite of your zombie having to be level 10+ to purchase. Adds no benefits to your human character. Your zombie has a terrifying, unnatural strength and unrelenting fury that is truly disturbing and demoralizing to behold. Whenever your zombie is attacking a barricade in a building that contains no survivors, your claw attacks have a +10% chance to deal damage to the barricade.
Why?
What this skill does is it makes empty buildings easier to break into (simple enough, low life criminals that break into our homes put this into practice every day!) The intended effect on the game is to make it fairly easier for zombies to determine which buildings are "true" safehouses, and which are just plain empty. Even then the zombie might tear down the rest of the barricade anyways just to ransack it. Only the higher level zombies will be able to do this, and even then they may want to make sure their claw hit % is up to snuff. But this does give zombies the power to do something about survivor barricading tactics. As for survivor tactics, this skill is very easy to counter to some degree. Just end your turn every now and again in a (formerly) empty building, and just by your being there you prevent this skill from giving them the advantage! Especially protecting target resource buildings from ransacking! |
Notes: | 21/24 Keep/Total. Well accepted as is.
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Left Queue: | 07:00, 14 September 2006 (BST) |
Horrific Handling
Timestamp: | Swiers X:00 03:06, 2 February 2007 (UTC) |
Type: | Skill |
Scope: | zombies |
Description: | Horrific handling is a zombie skill. It would be purchased for 100 xp as a sub-skill to “feeding drag”.
When a zombie with the “Horrific Handling” skill uses Feeding Drag, they get a bonus effect identical to “feeding groan”. However, the message heard by others is not the one given by feeding groan, but rather “you hear horrified screams (distance / direction)”. The distances and directions given would be the same as for "Feeding Groan"- "nearby" if its in the same block, or "so many blocks north / south and so many blocks east / west" if the message originated elsewhere, up to the normal maximum range at which feeding groans can be heard. This would have three benefits. First, zombies with this skill would not have to spend AP’s on using Feeding Groan to attract others. Second, any zombie who heard the “horrified screams” would know that a dying survivor was laying in the streets, waiting to be eaten by anybody quick enough to get there; the information is more specific than "feeding groan". Third, it would add a missing horror element into the game- the death scream of a mauled survivor! |
Notes: | 20/22 Keep/Total. |
Left Queue: | 13:23, 20 March 2007 (UTC) |
Mutation: Zombie Ability Swap Skill
Timestamp: | Jon Pyre 04:30, 2 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | This is an idea for a skill to give zombie some gameplay variety and additional tactical choices. Viral Mutation would be a subskill of infectious bite. The skill signifies the virus has started to mutate within the zombie giving it additional abilities. They would be able to spread enhanced versions of this virus to other zombies, and choose different abilities for themselves, using infected humans as carriers.
So a zombie would stand up after death with one of these three abilities already active at random. What if they want to switch? They can do that by biting a survivor with the desired form of the virus.
A zombie stands up with Blue virus. They decide a higher max health is better for their needs than better digestion. They follow a groan and enter a breached building already under attack. There are several infected survivors. One of the survivors has their health tinted red, meaning they have the Red infection. The zombie first decides to make the blue mutation available for its fellow zombies if they so choose and bites an uninfected survivor, tinting their health blue. The zombie then bites the red infected survivor, replacing the virus in the zombie's body with the Red strain. This changes their ability and makes any uninfected survivors they bite in the future infected with the Red infection. The survivor's infection would stay red, a survivor can only be set to a new color if they're uninfected or with just the unmutated green. Note that a survivor would not even be able to tell which strain of the virus they're carrying. It wouldn't make any difference to them, all four of them only drain 1HP per AP and can be healed with a first-aid kit. Zombies without mutation could see what virus survivors have but wouldn't be able to carry or pass on any strain but the green.
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Notes: | 16/23 Keep/Total. |
Left Queue: | 13:35, 20 March 2007 (UTC) |
Brain Rot Tree
Aberrant Form (Z-Flak & Z-Body Building)
Timestamp: | 02:04, 23 February 2006 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | The following 2 skills be added as a tree under "Brain Rot".
This suggestion does combine two peer reviewed suggestions (similar to Necro Net combining a few peer reviewed suggestions together, as did the new generator/pker notification) Dead Flesh, and Preserved Ligaments are incorporated into this. |
Notes: | 16/22 Keep/Total. Mostly accepted as is, people disliked the Pry skill as they belive that it is overpowering.
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Left Queue: | 12:48, 6 June 2006 (BST) |
Implemented: "Z-Flak & Z-Body Building" part on 14th October 2008
Cellular Necrosis (Auto-Attack On Rev)
Timestamp: | 00:06, 28 February 2006 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | Subskill of Brain Rot.
Due to advanced levels of decay, some of the older zombies are now exhibiting signs of volatile chemicals in their tissues. These fluids react violently with the contents of necrotech syringes, causing a violent reaction in the zombies skin and in the syringe which results in the syringe exploding. The Zombie in question takes between 1 and 3 damage due to the reaction of its bodily fluids and the syringe. The scientist, sprayed with the volatile concoction as well as shards of glass takes 5 damage, with a flak jacket negating one point of that damage. The Scientist does gain exp for this (Equal to the damage done, and the kill bonus if the damage kills the zombie, however headshot would not apply in such a death). The Zombie gains no exp. Powered NT buildings contain the machinery required to neutralise these chemicals while treating individuals with brain rot, however these are not portable. It is easy to avoid such individuals by scanning the zombies beforehand (As part of brain rot evasion), and is intended to be an amusing wake up for the zombie rather than a serious attempt to do damage to people. Person X injected you with a Necrotech Syringe, which reacted violently with your skin and exploded, causing (1-3) damage and peppered Person X with shrapnel. In response to the eventual claims of "its overpowered", you are most likely to run into such zombies while they are offline, allowing you to escape easily. It does make it a bit more dangerous to revive mindlessly, but not overly dangerous. Also, this would help provide newbie medics with people to heal. |
Notes: | 39/55 Keep/Total. Well accepted as is, however some people disliked it as they belived it was an "auto-defense". Some people also wanted it to infect the scientists when the attempt to revive the Zombie.
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Left Queue: | 08:40, 10 June 2006 (BST) |
Dead Flesh (Zombie Flak)
Timestamp: | 08:39, 28 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | Has the same exact effect as a flak jacket. Does not stack with a flak jacket. This is just so people don't need to be revived just to search for a jacket and then leap out a window. It doesn't make sense flavor wise. Also good for zombies with brain rot. |
Notes: | 13/19 Keep/Total.
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Left Queue: | 04:14, 13 Dec 2005 (GMT) |
Preserved Ligaments (Zombie Body Building)
Timestamp: | 08:46, 28 Nov 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | Increases max hp by 10. Crosses over if the player is revived. Does not stack with bodybuilding. This is just so zombie players don't need to be alive just to get the +10hp bodybuilding provides and then commit suicide. Good for brain rotted zombies too. |
Notes: | 10/15 Keep/Total.
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Left Queue: | 04:14, 13 Dec 2005 (GMT) |
Lurching Gait Tree
Ankle Bite (Surprise Attack: 2AP Movement)
Timestamp: | 01:22, 10 Dec 2005 (GMT) |
Type: | Skill |
Scope: | Zombies |
Description: | This skill will reside as a subskill of Ankle Grab, costing a total of 300XP to learn. While the Zombie is dead they can choose to Ankle Bite any other player who is in the same block. There would be a button next to 'Stand Up' called 'Ankle Bite' with a drop down menu just like any other attack with a list of players. Ankle Bite would cost 1AP and have a 50% chance of success. If successful, Ankle Bite would do 2 damage, and would cause the victim to use 2AP instead of 1AP when moving (Zombies with 'Lurching Gait' are unaffected). Ankle Bite can be cured with a First Aid Kit just like 'Infectious Bite'. If the Victim also has an Infection the effects will stack, however one FAK will cure both ailments. The attempting Zombie would now be standing with full health as if they stood up. This skill is only available while the Zombie is dead and there are available targets.
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Notes: | 29/36 Keep/Total. Was well accepted. For clarification the skill only costs 100XP to buy.
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Left Queue: | 04:40, 30 Dec 2005 (GMT) |
Lunge (Enter Square Attack +)
Timestamp: | Gene Splicer 15:42, 8 December 2006 (UTC) |
Type: | Skill |
Scope: | Zombies |
Description: | A skill under Lurching Gait. For the action immediately after entering a new square (either by walking or enter/exiting a building) or after standing up, the chance to hit against Survivors is increased by 50% of the Zombie's base attack. Performing any other action causes you to lose your chance to use this, otherwise it is applied automatically in the manner of Tangling Grasp.
Clarification: This is not a flat 50% increase. It's 50% of the base, giving you a total of 75% for the first claw and 45% for the first bite. Flavour: It's always the zombie you don't see who gets you. A freshly arrived zombie will probably not have been "noticed" by anyone yet, and as such will find it easier to hit someone than a zombie that is already in there scaring the crap out of everyone. The same goes for a just-stood-up zombie, they have the "I thought it was dead!" advantage. This bonus does not apply to attacks against generators, radios, barricades and so forth, because you can't surprise an inanimate object. Usefulness: While a bonus to 1 out of a possible 49 attacks does not seem that useful, a bonus to 1 out of 10 or 1 out of 5, (the amount the zombie who actually broke down the barricades usually has left) is a very nice bonus indeed. Especially since a succesful claw attack will trigger Tangling Grasp for the higher level zombies, and a succesful Bite will infect the Survivor hammering away to rebuild the barricades. Additionally, it will retrigger when you re-enter the building after dragging a 12hp lunchpack outside for your friends. In other words, this skill is of most benefit to zombies who spend a lot of their time performing actions that benefit other zombies. Flavour Text: "A zombie burst into the building and grabs ahold of you!". "A Zombie emerged from a shadowed doorway, catching you by surprise". "A nearby corpse grabs at you as it hauls itself to its feet." FFS learn to proofread, Me --Gene Splicer 15:51, 8 December 2006 (UTC)
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Notes: | 13/16 Keep/Total. Well accepted as is.
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Left Queue: | 12:07, 23 December 2006 (UTC) |
Rest in Peace (55AP)
Timestamp: | 21:40, 1 March 2006 (GMT) |
Type: | Skill |
Scope: | Zombies ONLY |
Description: | This skill would follow "ankle grab" in the Zombie Skill Tree. Prerequisite : Zombie level 10. Cost : 100xp
As the war continues, scientists are discovering that zombies continue to evolve. Some zombies exibiting increased mobility appear to have gained additional reserves of energy after periods of complete rest and inactivity following "deactivation" via excessive physical trauma. Zombies who possess this skill continue to gain AP while at rest as a dead body until reaching a maximum of 55 AP rather than the usual 50 AP. If the zombie stands prior to achieving the full 55 AP, they will not gain additional AP until they have dropped below 50 (AP timer resets when they hit 49 or below AP through actions). This skill does not change the rate of AP regeneration, only changes the maximum attainable AP under certain specific conditions. This skill does NOT stack with other skills that increase the AP maximum. It does NOT apply to survivors that have been revived... revived bodies waiting to stand as a human have a maximum of 50 AP. I was directly inspired by "Travels Light". |
Notes: | 16/22 Keep/Total. Well accepted as is.
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Left Queue: | 10:28, 12 June 2006 (BST) |