Talk:Suggestions/5th-Mar-2007

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Revenant

Timestamp: S.Wiers X:00x-mas tree dead pool 00:33, 5 March 2007 (UTC)
Type: Skill
Scope: Zombies with Brain rot who get injected with Necrotech syringes
Description: Simply put, when a zombie with this skill (which would be a subskill to Brain Rot) gets injected, they do not fall to the ground or anything, but they DO gain full use of all their human skills, inventory, and other abilities- in addition to their zombie skills! This would not include movement (although most zombies with brain rot also have lurching gait) and they would not be affected by infection. It WOULD include speach, the ability to search for equipment, the ability use equipment, and so on. Basically they are still physically a zombie, but their brain is turned into... something else, something that is entirely zombie but also quite human.

This effect would last only until the zombie died from normal means (damage). Zombies under this effect are clever enough to hide their power, but a survivor with the Necronet Access skill can study up n who to recognize them. As such, they are just as "anonomus" as a normal zombie to most people, but a survivor (or "Revenant-ized" zombie!) with the Neconet Access skill will see them as if the zombie were a contact, and the zombie will also have an indicator next to its name showing its "special" status. Thus, the zombies "half life" would likely be short. (Pardon the pun.)

Flavor wise, what's happening is their brain cells have rotted, and their neural metabolism has itself become like a zombies. When it gets a shot of life, it goes into overdrive, "feasting" on the memories of human life that the needle brings back, and maybe firing up the heart again to keep the new brain chemistry going, etc. When the revenant-ized zombie is killed, the brain suffers from shock, and goes back to the normal un-life state.

Game wise, what this would do? Not much of anything new, really. It lets zombies with Brain Rot do what any zombie currently can do when they get jabbed with a needle (that is, free run into the nearest building and start killing people or causing other mayhem) only they do it as a zombie instead of as a human, and so are much less stealthy, but perhaps a bit nastier in combat. Strategy wise, it might actually benefit humans, as zombies with Brain Rot plus the Revenant skill would now have more of a desire to get stuck with needles, and so might be less inclined to ransack NT buildings.

In fact, all this really amounts to is a skill that partly "undoes" the effects of Brain Rot, but in a much more flavorful and game-appropriate manner than simply removing the skill would. As a side benefit, all those death cultists out there can now go ahead and become full-time brain rot zombies, without giving up their hard-earned human skills. And all those level 42 zeds out there can start benefiting from their hard work, at least occasionally.

Zombies with the Revenant skill could still be revived normally in NT powered buildings. They would NOT be able to purchase new survivor skills without being fully revived.

Discussion

So ... Zombies with shotguns? And free running? And all of the zombie skills? It could be a good idea, since it would provide more incentive for people running rotter revivification clinics to check the profile of zombie before reviving them, but it doesn't provide any disadvantages. Perhaps slightly worse coordination (-15 or 30% to hit), making it harder to gain xp (because of all of the weird stuff happening in the brain). However, the mere idea of zombies with shotguns and free running would be enough to make me vote kill on this. Why not give them grenade launchers as well, while you're at it? --Saluton 01:25, 5 March 2007 (UTC)

What is the difference between a "Revanant" with a shotgun, and a Death Cultist who has the same weapons and skills, minus the 200xp spent on brain rot and revenant? I'll tell you what it is- the Death Cultist looks just like any survivor, and so can free run into a building and hang out as long as he likes, gathering ammo and information. A revenant looks like a zombie (but can be immediately recognized and hence targeted for death by those with Necronet Access) and so will get a headshot as soon as he enters any building with active survivors. What would YOU do if a zombie suddenly appeared (say via parachuting) inside a barricaded building. And once killed, the revenant turns back into a normal zombie.
So, which is more powerful, the (curently existing) Death Cultist (who is just a normal survivor, after all) or the (more expensive to play because you need 2 additional skills) Revenant? The only edge the Revenant really has is they can still use zombie attacks, and that just makes up for the fact that they won't ever realistically have much ammo to use. Thier best stuff (Feeding Drag and Ransack) is no real use if they use Free Run, so basically you just have an improved form of parachuting that only zombies with Brain Rot can use.
I guess it would be fine by me if they have a lousy chance to hit with guns and can;t earn any experience points while they are revenants. But considering that we are talking about a skill intended for maxed out characters, what difference does and XP hit make? And claws are generally better weapons than guns, if you go by the guides. --S.Wiers X:00x-mas tree dead pool 01:36, 5 March 2007 (UTC)
Hey, I've commented on this in the RR forums- I love the general idea of syringes granting adrenaline/ energy to 'rotters, but I think that granting them survivor capabilities is not good. --Karloth Vois RR 02:02, 5 March 2007 (UTC)
I like the idea of syringes benefiting rotters. That part sounds good. However, I don't think giving them the full range of human skills is a good idea. Especially guns, or something technical like syringe production. That just doesn't fit the genre. Perhaps just the more physical skills like free running (or speech... But that's still kinda stretching what I think something with a rotted brain - however life-injected it may be - should be capable of). Or alternatively, all-new 'revenant-exclusive' abilities, damage resistance (acting like a second flak jacket, perhaps) or bonuses to hit percentages/damage? That would be pretty good, I think. Simple bonuses like that would keep within the confines of the zombie genre and still provide a nice bonus for a survivor's folly of attempting to revivify a zed. You could even give reasonable explanations of why this happens: e.g. a bonus to hit percentages & damage can be explained by the syringe's contents, whilst not giving a full return to life, still partially regenerating parts of the body like the muscles and the coordination centres of the brain. I would vote to keep that. --Ashadoa 14:56, 5 March 2007 (UTC)

Wasn't there a suggestion about syringes causing a temporary "mutation" in a rotter? I don't have time to look right now.--Pesatyel 09:22, 6 March 2007 (UTC)

Yes, there were a number of suggestions about post-syringe zombie mutations. I think one was called Abomination. How about this? A syringe on a rotter has a chance of partial success. The body revives but the brain does not. The rotter looks human but has only zombie skills and would only be recognized by other rotters for what he is. If revived inside a powered necronet this wouls not occur. --SporeSore 18:26, 6 March 2007 (UTC)

Hmm. It wasn't Abomination, it was Necrotherium. --SporeSore 19:42, 6 March 2007 (UTC)