Suggestion:20070609 Post-Necrotic Psycology
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20070609 Post-Necrotic Psycology
Seb_Wiers Imagine 17:56, 9 June 2007 (BST)
Suggestion type
Setting
Suggestion scope
Zombies
Suggestion description
In your character's settings area, you would have a field for "Post-Necrotic Psychology", which would indicate how the character reacts to survivors as a zombie- which in turn, influences how survivors interact with them. Settings would include "Friendly", "Neutral", and "Aggressive".
When viewing a character's profile, their "Post Necrotic Psychology" would be shown.
When viewing scene descriptions, rather than seeing "there are N zombies here", you would see "there are n friendly, n' neutral, and n" aggressive zombies here". Also, the stats page would break zombies down into sub-categories- #/% friendly, #/% neutral, and #/% aggressive, in a manner similar to how it lists the # of zombie hunters.
Like clothing, "Post Necrotic Psychology" can only be set once by a zombie (if not set) although it may be re-set at any time if the character is alive.
- "Friendly" zombies seek human contact in (to them) a non-aggressive fashion. When scanning zombies, friendlies never leave the stack as "already scanned"- they go to the bottom of the scanning stack, but if there are multiple friendlies present, you can always scan them all. Friendly zombies are so easy to scan that Brain Rot has little effect when scanning them; the chance of successfully scanning is doubled.
- "Neutral" has no special effect on interactions. Characters who have not yet selected any Post-Necrotic Psychology are seen and treated as neutral.
- "Aggressive" zombies seek out conflict with survivors, usually as a group. When attacking "a zombie", you will always attack an aggressive zombie if one is present. In outdoors locations, the aggressive zombie is picked at random from all the aggressive zombies present, rather than in the normal manner. This effect is negated indoors, where choke-points prevent zombies from "mobbing up", but the aggressive zombies are still "favored targets" over others.
Aggressive zombies are also more difficult to revive. If you attempt to revive one, there is a 50% chance the attempt will fail, with the message "The zombie is aggressive. Your syringe misses its mark; injection would prove ineffective." Failed attempts at revival cost only 1 AP and do not use up a syringe. This effect applies equally in all locations.
Author Comments: Friendly zombies would be the ones you generally see at revive points, and the setting is meant to make things easier for revive techs, who often are stuck scanning only one subject when "all zombies in the area have been scanned". Brain Rotter's could use this setting to clog up revive points, but the effect would be minimized by the ease with which they could be scanned. Aggressive zombies get the benefits of some of the zombie mob ideas that have been proposed, but the drawback of being the prime targets for anybody looking to protect themselves from attacking zombies.
The settings adjustment limitation is there to prevent zombies from bouncing between psychological modes to use whichever serves their purpose at the moment; these are meant to be long-term psychological effects, not momentary whims. Simple current moods and whims are covered by the zombies actions- that's why a friendly zombie can still attack and kill at full effect if they so wish!
Voting Section
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Keep Votes
- Change MAke it so that psychology can be reset on death of character only (through revivication or violence) and, yeah.--Seventythree 18:10, 9 June 2007 (BST)
- Keep - Great job, Seb! --Hhal 00:35, 10 June 2007 (BST)
- Keep - Great one. - BzAli 11:22, 12 June 2007 (BST)
Kill Votes
- Kill - I see how good it all would be for revives and how well thought it is, but it will just spoil the zombie anonymity... The fact is, your dead friend is the same way zombie as any other undead creature of Malton --Duke GarlandTLCD SSZ 18:08, 9 June 2007 (BST)
- The fact that you can see how many zombies are friendly / neutral / aggressive in a location is just based on observed surface behavior. Its quite clear that (because they are player controlled) many zombies (likely the majority at any revive point) are "friendly" in this suggestion's sense. But such information is currently conveyed only via the metagame- say with a revive request, or via simple presence at the revive point. Rather than removing anonymity, this brings information normally held in the metagame into the actual game play in a believable manner.
I also intentionally left plenty of room to "lie" about your psychology. A zombie who chooses "friendly" could be played as a brain-biting monster with no measurable penalty, so "anonymity" is not affected in any way I can see. --Seb_Wiers Imagine 18:27, 9 June 2007 (BST)
- The fact that you can see how many zombies are friendly / neutral / aggressive in a location is just based on observed surface behavior. Its quite clear that (because they are player controlled) many zombies (likely the majority at any revive point) are "friendly" in this suggestion's sense. But such information is currently conveyed only via the metagame- say with a revive request, or via simple presence at the revive point. Rather than removing anonymity, this brings information normally held in the metagame into the actual game play in a believable manner.
- Kill - So now the rotters blocking my revive queues can pick friendly and gunk up the works even more? Or pick friendly and ensure they are killed last, if at all, during a siege? Nobody would pick "aggressive." I do see how the "circular stack" setup would help zombies in fully-scanned queues get revived faster, but that could be implemented much more simply. --Magentaine 19:13, 9 June 2007 (BST)
- Zombies in a siege who pick "friendly" would get killed just as quickly inside, and would be easier to grab the profiles of, making them easy to recognize and pick as targets later on. Few "combat" zombies actually WANT to be scanned. OTOH, the more zombies in a given location who picked "aggressive", the better each would do (while outside) at surviving, making for a strong incentive for "real" zombies to take that mode, especially if they do not want to be combat revived.
There are already several accepted suggestions for allowing a "circular scan stack", so if it were to likely to be implemented simply (ie, without consent from those being scanned), it probably would have been already. Do you have batter ideas for what friendly and aggressive should do? I'll grant, these ones are somewhat arbitrary; I was aiming for balanced but still appealing. I honestly think most folks would stick with "neutral" or maybe experiment just for kicks. --Seb_Wiers Imagine 19:44, 9 June 2007 (BST)- Re re Make it this way: Two options "neutral" and "friendly." Friendly zombies appear at teh top of the stack, making it easier to get revives, but they also get killed first in a siege. Also, if a "friendly" zombie attacks barricades or a survivor, he is moved to "neutral." That way, it can't be abused. Reamke the suggestion that way and you have my keep, for what it's worth. --Magentaine 05:56, 10 June 2007 (BST)
- Zombies in a siege who pick "friendly" would get killed just as quickly inside, and would be easier to grab the profiles of, making them easy to recognize and pick as targets later on. Few "combat" zombies actually WANT to be scanned. OTOH, the more zombies in a given location who picked "aggressive", the better each would do (while outside) at surviving, making for a strong incentive for "real" zombies to take that mode, especially if they do not want to be combat revived.
- Kill - "Don't Penalize Players for Playing in Character" and "Don't Reward Players for Playing Out of Character." This suggestion seems to do both. Friendly zombies, my ass.--Bluish wolf 21:19, 9 June 2007 (BST)
- Kill No, the whole idea of "friendly" zombies puts me off. --Secruss 01:15, 10 June 2007 (BST)
- Kill A way to get past brain rot. Uhh....No. --User:Axe27/Sig 00:47, 10 June 2007 (BST)
- Kill - Too easy to abuse. If you want something like this, tie it to the actual actions of zombies, so that it will be impossible to pretend to be friendly even if you are not. --Saluton 01:18, 10 June 2007 (BST)
- How is making yourself easier to scan an abusable advantage? The whole point is that the psychology effects apply mostly when you are "off line", so tying them to actions would be difficult and perhaps illogical. Maybe they should always apply based on your ratio of zombie to survivor skills, rather than (direct) player choice? More than 2:1 = aggressive, less than 1:2 = passive? Might be A nifty idea, but it keeps level 42 rotters from being "aggressive". Maybe just make the psychology modes skills? No skill = neutral. "Friendly" and "Aggressive" could both be skills- the effects are actually compatible, and having both would seem strange until you consider how some dogs are in friendly- until they bite your hand off! --Seb_Wiers Imagine 03:13, 10 June 2007 (BST)
- Pretending to be friendly while attacking players would be abusing this system, and would quickly destroy it. If you're in a mall that gets destroyed by "friendly" zombies, you will stop trusting them, thereby poisoning the system. --Saluton 02:32, 11 June 2007 (BST)
- How is making yourself easier to scan an abusable advantage? The whole point is that the psychology effects apply mostly when you are "off line", so tying them to actions would be difficult and perhaps illogical. Maybe they should always apply based on your ratio of zombie to survivor skills, rather than (direct) player choice? More than 2:1 = aggressive, less than 1:2 = passive? Might be A nifty idea, but it keeps level 42 rotters from being "aggressive". Maybe just make the psychology modes skills? No skill = neutral. "Friendly" and "Aggressive" could both be skills- the effects are actually compatible, and having both would seem strange until you consider how some dogs are in friendly- until they bite your hand off! --Seb_Wiers Imagine 03:13, 10 June 2007 (BST)
- Kill - Don't quite like this one. But I do like the fact reviving a "agressive" zombie (most likely a rotter) is harder to CR. A dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 02:43, 10 June 2007 (BST)
- Kill - I don't like it. Complicates the game, makes it too easy to revive people (a great way to unbalance the survivor/zombie ratio) and gain lots of XP scanning. Also, the concept of a "friendly" zombie makes me giggle, even when it happens a lot in Malton. --Matthew Fahrenheit YRC☺T☺+1 03:46, 10 June 2007 (BST)
- Kill - Yaay! Lets all turn into friendly zombies and un-live in peace eternally. The whole point of the zombie is that its only feeling is hunger for flesh of the living. Sure this would help reviving zombies but this would just turn the whole concept of a zombie upside down. --Murhapuro 13:59, 10 June 2007 (BST)
2007 (BST)
- Kill - As number 3.--karek 06:11, 10 June 2007 (BST)
- Swiers, these Mrh Cows appear to have free will and want to be revived. They are making a choice to be revived, which is so...so out of gerne. Many of these Mrh Cows, when not Mrhing act as indepedent trenchcoaters, not obedient Undead Slaves. As Number 3.--ShadowScope 23:01, 10 June 2007 (BST)
- Kill - see the talk page for why. armareum 23:04, 10 June 2007 (BST)
- Kill - Everyone's pretty much said why this is no good. --Sonofagun18 02:06, 11 June 2007 (BST)
Spam/Dupe Votes