Suggestion talk:20070619 Zombie Skills categories : Body and Brain
Zombie Character Classes?
I had not anticipated that people would vote keep, but ALSO want to retain the old 100 point per level system, and ALSO want zombies who have Brain skills in class, and Body skills out of class. The skills are in fact divided up in such a way that its almost universally better to take most of the body skills before more than a couple brain skills, so I figured everybody (except maybe survivors looking to nab "ankle grab") would prefer the new system.
In my personal thinking, zombies are "mostly meat", and would all be "body based"; a "brain based" zombie is the rare exception, which would be demonstrated by the fact that few players (with the possible exception of those many folks playing as survivors only) would choose brain skills before body skills.
But it seems a popular idea, so I'm inviting people to comment here... 13:09, 19 June 2007 (BST)
Slight Revision?
A post-script idea. Perhaps people who already have zombie skills should be considered "middle of the road" zombies who DO get all the skills for 100 xp. That way players who already have most of the Body skills don;t find themselves suddenly paying an extra 50 points per skill with no benefit.
On the other hand, players with no zombie skills (and newly created zombies) would all go on the new system, perhaps indicating a change in the zombification process. In a way, this DOES create zombie character classes- but only two, the current "Neutral" zombie (who would tend to be pre 6-18 characters), and the new "Brawny" zombie, which is intended to help the 6-18ers without hurting older characters. (For my thoughts on "Brainy" zombies, see above.)
Again, feel free to discuss... 13:09, 19 June 2007 (BST)
- Personaly, I think that the suggestion should apply to all zombies, no matter how old or new. But to be honest, it is a great idea, with a lot of support, so you'd have to add something really dumb, like giving zombies wings or something to turn people off this suggestion.--Seventythree 13:32, 19 June 2007 (BST)
- Yeah, the above is just more one of those "postscript for Kevan" kind of things. Nobody seems worried about the few zombies this might end up costing extra Xp (those that haven't bought many the brain skills yet, but did buy most of the body skills at the 100 XP price), and I expect the boost to newbie zombies would help them in that they would have an easier time finding allies. 14:13, 19 June 2007 (BST)
- Just have it do an update so future skills cost the new XP values and nothing happens with the old ones. Otherwise it would cause too many problems.--karek 14:16, 19 June 2007 (BST)
- Yeah, the above is just more one of those "postscript for Kevan" kind of things. Nobody seems worried about the few zombies this might end up costing extra Xp (those that haven't bought many the brain skills yet, but did buy most of the body skills at the 100 XP price), and I expect the boost to newbie zombies would help them in that they would have an easier time finding allies. 14:13, 19 June 2007 (BST)
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I think it's going to go through as is, but as many have suggested you should have two or three zombie classes. The Normal type: which all players who started out as zombies would be classified as; and the new 'Brawny' Zombie who has skills costing the XP you suggest; and possible a third 'Brainy Zombie' with the XP costs reversed.
Each type would need a different starting skill, and I'm not sure what you could choose for the Brawny class, except Vigour Mortis, which would mean the the Normal class would have to have a different one - which would cause problems for existing zombies.
Failing that option, perhaps you'd just have to credit all the zombie players who'd spent 100XP on the newly 75XP skills with the difference, and let them re-spend it as they wish. armareum 02:42, 22 June 2007 (BST)
- Changing the starting skill is not problem; Kevan did it for doctors, after all. "Death Grip" would be a nice starting skill. 40% to hit with claws / 10% to hit with bite as a starting character would ease the pain of not having any cheap skills, as it helps a great deal when attacking barricades, and is pretty good in general combat too. Basically you would have a zombie equivalent of the fire man... 03:25, 22 June 2007 (BST)
- Actually, having Death Grip as the starting skill is a really good suggestion. I'm really starting to think that that's a good way to have different zombie classes. Some people might be concerned that some starting zombies are now better AND can level up faster (at least initially). To counter that, I'd have only skills which make attacks more powerful as the 75XP ones; all the rest should be 150XP. Which means I'd move Scent Fear and Brain Rot over to the 150 XP side. Basically anything that is going to make the zombie more useful when siegeing a suburb with lots of other zeds should cost more, as it makes them much more effective in a group.
What would you suggest as a starting skill for a 'brainy' zombie class, where one to made? armareum 04:09, 22 June 2007 (BST)- Maybe Memories of life, seeing as how they are smarter zombies, in a sense.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 04:19, 22 June 2007 (BST)
- Having a look at the list, I was thinking either Flailing Gesture, or Scent Blood. Flailing Gesture, because that would help them to interact with other zombies to be get help taking down 'cades, etc. Scent Blood, because then they can target the most vulnerable Harmanz in order to increase the chances of get a kill (and the extra XP). Since for 'Brainy' Zeds, it's costing them 150XP per fighting skills, it seems like something they'd need at the beginning. Otherwise it'd be a bit of a nerf class to start off in. armareum 05:06, 22 June 2007 (BST)
- Yeah, I took a more in depth look at everything after I had posted that up there, and I was thinking Scent blood. I don't know why, but I'm drawn to Scent as the brainy class starter. On another note, IRL, I just made rice krispy treats! Want one?-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 05:35, 22 June 2007 (BST)
- Scent Blood is definately the one to choose, over Scent Fear - Scent Fear is so underpowered. Especially considering this new Zed has to pay 50% extra for all the fighting skills. // If you've got any krispy treats left, send 'em over - priority airmail. :D armareum 06:10, 22 June 2007 (BST)
- Yeah, I took a more in depth look at everything after I had posted that up there, and I was thinking Scent blood. I don't know why, but I'm drawn to Scent as the brainy class starter. On another note, IRL, I just made rice krispy treats! Want one?-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 05:35, 22 June 2007 (BST)
- Having a look at the list, I was thinking either Flailing Gesture, or Scent Blood. Flailing Gesture, because that would help them to interact with other zombies to be get help taking down 'cades, etc. Scent Blood, because then they can target the most vulnerable Harmanz in order to increase the chances of get a kill (and the extra XP). Since for 'Brainy' Zeds, it's costing them 150XP per fighting skills, it seems like something they'd need at the beginning. Otherwise it'd be a bit of a nerf class to start off in. armareum 05:06, 22 June 2007 (BST)
- Maybe Memories of life, seeing as how they are smarter zombies, in a sense.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 04:19, 22 June 2007 (BST)
- Actually, having Death Grip as the starting skill is a really good suggestion. I'm really starting to think that that's a good way to have different zombie classes. Some people might be concerned that some starting zombies are now better AND can level up faster (at least initially). To counter that, I'd have only skills which make attacks more powerful as the 75XP ones; all the rest should be 150XP. Which means I'd move Scent Fear and Brain Rot over to the 150 XP side. Basically anything that is going to make the zombie more useful when siegeing a suburb with lots of other zeds should cost more, as it makes them much more effective in a group.
- Rice Krispy on the way. It will drop via the HEV pods that ODSTs use. It will take 4-7 years though.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 06:15, 22 June 2007 (BST)
- Scent Blood is OK, but Lurching Gait would give the zombie more AP to work with, easing the pain of crappy attacks. I still think "brainy" zombies are an oxymoron, and would be a nerf class. Then again, people do play consumers. ... 10:48, 22 June 2007 (BST)
- Yeah, I thought that it'd be a bit of a nerf class also. But as you say, people still start off as consumers. But it'd probably be better to only suggest one new class, as any nerf class would presumably be killed, or even spammed. armareum 11:41, 23 June 2007 (BST)
- Scent Blood is OK, but Lurching Gait would give the zombie more AP to work with, easing the pain of crappy attacks. I still think "brainy" zombies are an oxymoron, and would be a nerf class. Then again, people do play consumers. ... 10:48, 22 June 2007 (BST)
- Hmm, they might not not be good by then. What's your returns policy? armareum 06:34, 22 June 2007 (BST)
- For returns, please shoot yourself in the chest with a tazer. For refunds, please place your head in a tank full of piranhas. I'd pick the tazer one, because they don't hurt as bad. I know from experience.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 06:40, 22 June 2007 (BST)
- Wow, I'll be eating it then. armareum 06:43, 22 June 2007 (BST)
- For returns, please shoot yourself in the chest with a tazer. For refunds, please place your head in a tank full of piranhas. I'd pick the tazer one, because they don't hurt as bad. I know from experience.-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 06:40, 22 June 2007 (BST)
- Awww, come on! Tazers don't hurt that bad...Okay they do. They hurt alot. It's good to know that you'll eat it though.:P-- dǝǝɥs oʇ ɯɐds: sʎɐʍ1ɐ! 06:53, 22 June 2007 (BST)
- Here's an idea: keep the "standard zombie" class as corpse, then have NecroTech zombie for the other one. (showing that the zombie has been altered by necrotech, not one from the first outbreak)--Pharo2i2 16:51, 5 November 2007 (UTC)