Talk:Suggestions/25th-Feb-2007
Ghouls (NPCs)
Timestamp: | ShadowScope 04:41, 25 February 2007 (UTC) |
Type: | Non-Player Characters |
Scope: | Zombie-Human balance |
Description: | This, I feel, maybe the final solution to the Zombie Problem. I had hope that the zombie ratio would remain stable, but with it going up and down, well, this method will, I think, solve the crisis. I know NPCs are hated, but this will allow for Kevan to manlipuate the numbers a bit, and Players will play a big role too.
Quite frankly, zombie numbers are low because few people want to play as Zeds. We have to comend these people, but it seems that we can't get any suriviors to defect, meaning zeds will remain low in Malton. We need to artifically make some NPCs that will have zombie-like behavior, and that can assist the Zombies, as to make UD become an actual Zombie Apoc, and not some PK Paradise. A Ghoul is basically an NPC Zombie. They have Vigrious Mortis, Ankle Grab, and Uber-Brain Rot (This means, you stab them with a syringe, anywhere [even in a NT building]...and they will not be revived). Kevan has the power to create Ghouls and release them in UD...as well as has the power to let a Ghoul be destroyed and not able to come back to live (allowing Kevan to fine-tune the zombie-human ratio to keep balance). Three starting skills seem not good, but remember that Ghouls are NPCs, and therefore, are stupid (not being able to use their skills to the utmost). They also cannot buy any more skills, and their main goal is to help out zombies and bring fear to the Harman race. I need some ideas for the mechancihs of the Ghoul that can help Kevan out, but basically, a Ghoul would wander around anywhere, and will find places of huge hordes of zombies. They will attack barricades, eat humans, etc. Ghouls can be targeted seperatly from zombies (as you can attack a Ghoul), but Ghouls have no profile links. Ghouls also cannot be DNA scanned. I am also wondering of a Skill that Brain Rot or MoL zombies can have by which a zombie can basically "suggest" to a Ghoul to help it out, but I think it might be a bit too confusing to do. Any ideas would be good, which is why I placed it here. |
Discussion
I have a problem with this for several reasons. 1. No NPCs in Malton. More zombies would leave due to this than come back. 2. Not needed. Currently, numbers are 50/50. 3. It wouldn't really help zombies all that much, just hurt humans. I mean, if humans are getting killed by NPCs, what are the zombies going to do?--Grigori 06:52, 25 February 2007 (UTC)
Perhaps if they just lurked around in open streets, graveyards and ransacked buildings but having them any more active will take fun (victims) away from the zeds.--Honestmistake 14:50, 25 February 2007 (UTC)
I really do like the fact that this game has no NPC's. And the idea that Kevan would tweak things by adding or removing "ghouls" to "fix" the "balance" would really spoil a lot of the point of the game. So people don't like palying zombies, so what, we seem to get a nice jump in zombie population every few months, and then a big jump in survivor population, and people can just live with it. --S.Wiers X:00 17:03, 25 February 2007 (UTC)
One of the main points of UD is that it's NPC free. This would get spammed out of the water. If I wanted to level grind chopping at mindless programs I'd play world of warcraft.--Jon Pyre 04:24, 28 February 2007 (UTC)
Sharpshooting
Timestamp: | Storyteller 16:17, 25 February 2007 (UTC) |
Type: | Zombie Hunter Skill Tree |
Scope: | Survivors/Zombie Hunters |
Description: | When I started playing, I noticed the lack of choices for zombie hunters, so I thought that a new skill tree would help. Skills in this tree costs 100 exp, and requires you to be at least level 10, and to have in possession a ranged weapon.
In Sharpshooting, a player is able to shoot anyone in their current 3x3 square at the cost of an outright -40% hit penalty or -75% base hit penalty, whichever is lower. This allows players to shoot at zombies at a relatively safe distance at the cost of hitting much less. The next skill is Sniping, in which a player is to use Sharpshooting inside a taller building. This allows shooting at zombies from a well protected building, againt at the cost of a much lowered chance to hit. This will be helpful to survivors that are being sieged, where they wish to keep their barricade level as high as possible but still wishes to attack the zombies. I also suggest that some of the items should be used to augment this skill. The binoculars should allow a player to snipe at anyone in the area in which he is looking at through the binoculars. Also, a new ranged weapon such as a sniper gun could be implemented. It would have the damage of a pistol, but the shooting capacity of a shotgun. It would only receive bonus from Basic Firearms Training, but when used in sniping, it would receive lessened or no penalty. |
Discussion
I've seen things like this before (but am too lazy to go find them), and they all failed. Anyways ... Who does it help? Who does it harm? It would help Survivors and PKers, while hindering Zombies - who need all the help they can get; it's really hard to play as one. --Saluton 19:22, 25 February 2007 (UTC)
Is it really? From my experience, the survivors are mostly at the receiving end of the zeds' wrath. I've seen places captured by zeds, but none recaptured by survivors... yet`and the ratio would seem overpowering. When a survivor dies, he becomes a zed. When a zed dies, he's still a zed. Storyteller 23:36, 25 February 2007 (UTC)
- Try making a zombie, and getting XP. Then, try it with a survivor. It is a lot easier to play a survivor than it is to play a zombie. And, on the subject of survivors recapturing buildings ... well, that's the thing. How often do you sleep in a building that's been taken by zombies? Unless you play a zombie, I'd say very rarely. People notice that they've been killed in their sleep, or that a building that was safe isn't any more, but they don't tend to notice that a building is safe again. Of course, buildings are only retaken in areas with organized survivors, but still ... --Saluton 01:30, 26 February 2007 (UTC)
Besides griefing the feth out of zombie players, this would allow survivors to play with no risk involved. When you go outside to shoot zombies, you could run into an active zed, get stuck outside with no AP...but with this you just chill out in your safe building and there's not as much risk. And people play survivors for the risk factor ("I gotta stay alive! Should I sleep here? Should I leave this suburb?") So, this would make UD less fun, which isn't going to be very popular.--Lachryma☭ 01:36, 26 February 2007 (UTC)