Suggestion:20080403 Urban Dead Adventures, Monroeville Style

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20080403 Urban Dead Adventures, Monroeville Style

Jon Pyre 23:31, 3 April 2008 (BST)

Suggestion type
New game mode

Suggestion scope
Survivors

Suggestion description
A little while ago I suggested an idea for something called Urban Dead Adventures, a game witha a scrolling map that would keep players moving through new territory. The scrolling map wasn't popular with everyone. Here's the idea for a non-scrolling map one.

Urban Dead Adventures (or a better name for this game mode) would be a series of scenario games set in entirely new cities. These would be easy to create thanks to random generation. Each city could be designed to have unique properties and so the game would be new and exciting each time. Possible kind of game modes:

  • The players take shelter in a giant military base. Ammo is plentiful but first-aid kits almost impossible to find.
  • The survivors are forced to take shelter in a snowy mountain pass. The cold weather makes zombies less accurate but there are very few buildings and lots of open terrain.
  • There's a city with many resources in its numerous malls, except that the malls are poorly designed for defense and can't be barricaded past Quite Strongly.
  • etc., there's no limit to what Kevan could come up with

Each scenario would have a time limit before the survivors are evacuated to a new territory. After a certain number of weeks or months (time would vary depending on the specific scenario) a message would go off over the radio channels ordering survivors to reach certain evacuation points in the city and announce a deadline at least two weeks in the future (to give plenty of time to escape). At that time the current scenario would end and the next begin. Evacuation points would also vary by scenario. Some might have many different points, some few points, it'd be incorporated into part of the challenge. If you're at the evacuation point by the deadline you get the message:

"Military helicopters land and soldiers shepherd you on board one of them. The rotor spins, the aircraft takes flight and CURRENTCITY vanishes in the distance. NEWCITY appears in the distance, the pilot lands, and you are dropped off to fend for yourself."

Then they'd find themselves inside a random building in the new city. They'd retain their current health and items.

Those not in an evacuation point at the deadline would be this message:

"You watch as the evacuation helicopters take off and vanish in the distance, leaving you behind. Fighter jets streak overhead, beginning the bombardment that will destroy CURRENTCITY but sterilize the area of undead. Along with everyone else left behind you are forced to run for your life, but with difficulty reach NEWCITY."

The penalty these survivors would receive is while they'd spawn in a random building in the new city they'd lose all their items since carrying them in their flight was too much of a burden.

Zombies would move into the new city without penalty, whether or not they're in an evacuation point with a message like: "You lurch in the direction of the helicopters, passing through the now abandoned quarantine line, and leave the bounds of CURRENTCITY. Behind you CURRENTCITY erupts in a series of explosions, and you continue onward to NEWCITY." The only relevance evacuation points have to zombies is for them to prevent survivors from reaching them, so to start with a penalty in the next round.

Urban Dead Adventures would not have syringes. Like in Monroeville once you die you're a zombie. If your zombie gets headshot you're permanently out of the game...until the next round. A headshot zombie will be standing and just fine in the next city. Let's say their brain was damaged enough to take them out of the action for a while, but not enough to end them permanently. Zombies would be able to become survivors again in the next round though:

While there would be no syringes there would be necrotech facilities. Necrotech employment would still be an available skill, and while people could find DNA extractors and use them to read zombie profiles they wouldn't give xp. If a zombie is inside a necrotech facility they also get moved to the next city at the deadline, but with descriptive text describing them as getting captured by scientists and revived before they're released.

So this would give us an ever changing battlefield with high stakes. Survivors would need to explore new terrain, and zombie hordes reorganize on the other side. Get eliminated and you're out until the next city, but your guy will be able to come back as either a survivor or zombie as they prefer.

There may be elements of this suggestion similar to other ideas that were hit on after Monroeville was introduced. Credit for some concepts goes to the people that proposed those first, and to the voters on the original version of Urban Dead Adventures.


Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep It has the Romero rules but allows you to keep your character and battle anew in city after unique city. I hope people like this. --Jon Pyre 23:33, 3 April 2008 (BST)
  2. Weak Keep - I like some of this, but it seems hard to justify from an ingame perspective. --Studoku W! 23:40, 3 April 2008 (BST)
  3. Weak Keep - I like this, it's very Romero-esque (like end of Dawn of the Dead), but I doubt that Kevan will be making a new city so the point is moot (at least until Romero makes another movie). Plus I think it would be hard to implement. But I'm still voting Keep because I do like it.--Tselita 23:48, 3 April 2008 (BST)
  4. Keep This would be awesome, if implemented. --Themanwhocares4 00:26, 4 April 2008 (BST)
  5. Keep - It's impossible! There's an actually good suggestion! --The Gecko PKer 00:49, 4 April 2008 (BST)
  6. Keep - I like it. You have to figure that at some point, the quarantine would get out of control and people would try to stay ahead of the ever expanding zombie plague. This would also encourage a way to test out a lot of good PR'd suggestions on a trial basis. (This month's map has chainsaws...) --Uncle Bill 01:34, 4 April 2008 (BST)
  7. Keep -Cool--Jamie Cantwel3 01:40, 4 April 2008 (BST)
  8. Keep Awesome! It would see mtaht these small "instance" style maps would be relatively easy to design, thus creating annual updates of gameplay...plot...etc. it would DEFINITELY give high level players a reason to stick around. --Nathan Blackwell 02:19, 4 April 2008 (BST)
  9. Keep - As another site, but I doubt Kevan would want to go through the trouble. --FXI 02:43, 4 April 2008 (BST)
  10. Keep it will never happen though...--Airborne88Zzz1.JPGT|Z.Quiz|PSS 03:04, 4 April 2008 (BST)
  11. I still like it, regardless. And for real? The first one was yours? I thought it was Funt's! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:24, 4 April 2008 (BST)
  12. Weak keep - Interesting. Very interesting. But resource-hungry and could potentially divide the player base. ~AriedartinTalkA KS J abt all 16:51, 4 April 2008 (BST)
  13. Keep - He's suggestion not just a new game, but a new server, which wouldn't interfere with this one. I like this, even though it probably won't be implemented. --Vandurn 20:24, 4 April 2008 (BST)
  14. Keep - Probably not much chance for it, but I like it. --Nitro378 T JNL 21:00, 4 April 2008 (BST)
  15. Weak Keep/Change - I'm only voting for this because I can just about see it as a good idea. Anyway, I would say that you should change the death is permenant to In certain maps, death could be permenant like in Monroeville. This way the balance would be constantly switching, and once the population tips one way, it would still have a change at returnting to 50-50.Not a reason for the weak keep, but I don't see this being implemented... -- The Lethal Trio [Tlk|NTCS|RRF] U! E! 21:28, 4 April 2008 (BST)
  16. Weak Keep - I perfer scrolling maps. --BoboTalkClown 00:55, 5 April 2008 (BST)
  17. Keep - 'cos I like it. Especially Survivors having the NT revival option --Gene Splicer 10:42, 5 April 2008 (BST)
  18. Keep - Loved the first one and love this one just as much.--Carnexhat 15:46, 5 April 2008 (BST)
  19. Keep - See previous vote's justification, lazy person I am. --Howard Bentley 04:06, 8 April 2008 (BST)
  20. Keep - quite similar to my last one, which was quite similar to your one before that, which was quite similar to Monroeville. My reasoning is similar to Axe Hack. --Funt Solo QT Scotland flag.JPG 20:13, 12 April 2008 (BST)

Kill Votes

  1. Kill - Moving the same character to new city after new city feels more like reality tv than a zombie apocalypse. I liked the earlier proposals along these lines better. --Pgunn 23:38, 3 April 2008 (BST)
  2. Kill The name is dumb. User:Jordan Salafack » JS talk contribs » 00:29, 4 April 2008 (BST)
    • Re' What's in a name? Kevan can rename it. --Jon Pyre 03:37, 4 April 2008 (BST)
  3. Kill - i am sick of new cities, i don't want any more new maps ... and ... Jordan Salafak, you are dumb. --WanYao 09:37, 4 April 2008 (BST)
  4. Kill - as WanYoa.--Luke Skywalker 10:43, 4 April 2008 (BST)
  5. Kill/Change - Just do it like it's done with Monroeville. Close the borders after a certain time and run the scenarios to the end (either zombies win or survivors win or there's too little population to make it interesting). No transportation to a new city, that's just dumb. Perhaps allow a character reset instead of permadeath, but everyone should start at level 1 in the new city. --Midianian|T|T:S|C:RCS| 12:40, 4 April 2008 (BST)
    • Re Leveling up from scratch each time would take a long while. I envision staying at each location for only two or three months each. Nobody would have time to get that far then. --Jon Pyre 18:20, 4 April 2008 (BST)
      • Re: Let's see, (minimum) XP required to complete the survivor skill-tree is 2100. Three months is about 30 days, making it about 23 XP per day. That divided by 48 AP per day, gives about half an XP per AP required to max your survivor-side in three months. Zombies need only 1900XP for a complete skill-tree, but they tend to get less XP. It's definitely not impossible. Besides, you don't need all skills in order to be efficent if you specialize, and incomplete skill-trees create variability. I don't really see any downsides. --Midianian|T|T:S|C:RCS| 12:07, 5 April 2008 (BST)
  6. Kill- You are suggesting making a completely new game, so this will never be passed. -- BKM 20:15, 4 April 2008 (BST)
  7. Kill But you're getting there. Its shown that the server can take the demands of two cities with slightly different rules and items, but i think that if we learn anything from Monroeville its make the map smaller. In fact im going to go mad. Make it a suburb, limit sign ups to say 1000 players. fight to the death! (Death may not be permament.)--RosslessnessWant a Location Image? 20:52, 4 April 2008 (BST)
    • Re Why limit sign ups? Players could have one character in Malton and one in UDA. City size might change from map to map. Maybe one scenario would have a tiny area, another could have a giant one. Different circumstances each round are part of the appeal. When players arrive in a city they'd think "Okaaay, what are we in for this time?"--Jon Pyre 02:40, 6 April 2008 (BST)
  8. Kill - As Wan Yao, including the bit about the eloquent Mr. Salafek. --FrozenFlame 06:38, 8 April 2008 (BST)
  9. Kill/Change - I love it and I really hope something like this can get implemented sometime, because I like the edge that the permadeath gives the game, it makes it much more compelling. I agree with Midianian though, maybe have the reward for getting to the evac point be that you don't lose all your XP (keep up to a certain amount, maybe 400 or 500) when you all get reset at the new city. Zombies would have to get some sort of comparable bonus as well (probably). Other than that I love the suggestion and hope that it can work out. --Some1neelse 20:54, 10 April 2008 (BST)

Spam/Dupe Votes

  1. Spam This is nothing to do with UD, it's a seperate game that would belong on a separate website. --Explodey 23:38, 3 April 2008 (BST)
    • REIt's the same game, same skills and factions, just with varying locations. Monroeville was a lot of fun. Why not introduce cities for non-movie reasons too? --Jon Pyre 03:41, 4 April 2008 (BST)
  2. spam - i dont like voting on suggestions that want to make a new game entirely. i would encourage Jon Pyre to create this on his own website --Scotw 01:10, 4 April 2008 (BST)
    I still like it, regardless. And for real? The first one was yours? I thought it was Funt's! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 03:23, 4 April 2008 (BST) I voted spam? I thought I voted keep! Whatever...Vote changed. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:24, 4 April 2008 (BST)
  3. Spam - As Explodey. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 19:40, 15 April 2008 (BST)