User:Brainguard/New City
Ok, so there have been plenty of "Hardcore City" ideas, suck as Hardcore City and New Town Concept.
Here's mine.
Geography
The new city would have three main sections, gonig north to south:
- The northern urban area would have "urban buildings". mainly commercial and industrial buildings.
- The bay in the middle would seperate the sections. It would have one bridge going north to south.
- The rural area would have large fields surrounding patches of buildings, which are either:
- Housing, Stores, Schools, Firehouses, Churches, and Police Departments.
- One Army Compound and NecroTech Building.
- Barns, Housing, and Fields
- One Mansion and Country Club
River
To travel on water, you go to a land-water block. These blocks are empty blocks (piers, marinas, shipyards, and river locks) where players can either be on land level or water level, and can travel between them for 1 AP. On sea level, boats can travel, survivors with a civilian skill "Swimming" can swin and zombies can float for 3 AP (2 AP with Lurching Gait). On land level, zombies and survivors can travel normally or find boats.
To enter a boat, go to a land-water block, ad select from a list of boats to enter. The list options each follow the format: (Owner name)'s (Boat type). When on a boat, the owner controls the movement. To own a boat, you go to a land-water block and click, "Launch", with 20% chance of owning the boat found at that block. (None found in River Locks). When the boat is powered (boats automatically have generators), the owner can move it for 2 AP per block.
Boats cannot be searched, but instead can be stockpiled with items. The items that can be stockpiled are:
- Life Jackets
- Fuel Cans
- Pistol Clips (only on Patrol Boats)
- Beer & Wine (only on Yachts)
Boats can be barricaded only up to VSB. If the barricades are destroyed, zombies can either use the skill "Underwater Drag" to pull survivors into the water, or attempt to damage the boat (using the same mechanics as generator destruction). Survivors that fall in the water (from either destruction of boats or "Underwater Drag"; see "New Skills" for more) have a 50% chance (reduced 25% by Swimming and another 25% by owning a Life Jacket) of taking 20 damage upon falling in.
Boats:
- Dinghy - small 2 person boat
- Found in Piers
- Damage levels: undamaged, "damaged", destroyed.
- Yacht - large 10 person boat
- Found in Marinas
- Damage levels: undamaged, "scratched", "damaged", "leaking", destroyed.
- Patrol Boat - medium 5 person boat
- Found in Shipyards
- Damage levels: undamaged, "scratched", "damaged", "badly damaged", "leaking", destroyed.
- Has a built-in Radio Transmitter.
New Skills
- Swimming (Civilian) - allows survivors to travel on water without a boat for 2 AP per move.
- Sailing (Military) - allows boat owners to move boats for 1 AP per move.
- Boat Repair (Scientist) - allows boat passengers to repair their boat while in the water; requires a Toolbox and Construction.
- Underwater Drag (Zombie; under Feeding Drag) - allows zombies, for 5 AP, to attempt to pull a survivor off their boat with a 35% chance of success.
On the middle of the bridge, there would be a "Navy Island":
Bay | Bay | Bay | Bay | Bay | Bay | Bay | Navy Infirmary | Navy Storehouse | Navy Barracks | Bridge | Navy Pier | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay |
Bay | Bay | Bay | Bay | Bay | Bay | Navy Barracks | Navy Armoury | Navy Rampart | Bridge | Navy Academy | Navy Shipyard | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay |
Bay | Bay | Bay | Bay | Bay | Bay | Navy Exercise Yard | Navy Training Ground | Navy Vehicle Depot | Bridge | Navy Marina | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay |
Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Navy Island Entrance | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay | Bay |
The building types are:
- Bay - water
- Marina/Shipyard/Pier - see above.
- Entrance - must be unruined to travel past it.
- Academy - a school.
Everything else is part of a fort.
Skills and XP
XP in the hardcore world would be placed into these categories:
- Intelligent XP - gained from:
- Healing (4 Intelligent XP, 1 Dexterity XP)
- DNA Extracting
- Reviving
- Reading
- Dexterity XP - gained from:
- Firearms combat
- Reparing equipment
- Tagging
- Healing (4 Intelligent XP, 1 Dexterity XP)
- Strength XP - gained from:
- Melee combat
- Repairing ruins
- Dumping bodies
- Successful kills
When buying skills, the player selects how much of each type of XP to pay in. However, they can only pay with certain types of XP for certain skills.
- Science - can be paid in Intelligence XP or Dexterity XP.
- Civilian - can be paid in Intelligence XP, Deterity XP, or Strength XP.
- Military - can be paid in Strength XP, or Deterity XP.
- Zombie Hunter - can be paid in Intelligence XP, Deterity XP, or Strength XP.
For zombies:
- Intelligent XP - equipment destruction
- Dexterity XP - destroying barricades and ransacking
- Strength XP - sucessful combat
And the zombie skill trees:
- Memories of Life and Brain Rot trees - can be paid in Intelligence XP or Dexterity XP.
- Scent Fear and Digestion trees - can be paid in Intelligence XP, Deterity XP, or Strength XP.
- Lurching Gait and Vigour Mortis trees - can be paid in Strength XP, or Deterity XP.
- Any other zombie skills - can be paid in Intelligence XP, Deterity XP, or Strength XP.
Civilian skills
- Shopping,
- Body Building,
- Tagging,
- Construction,
- Radio Operation
- Fire Safety - reduces chance of taking fire damage by 20%.
- Firefighting - increases fire extinguisher accuracy to 60%.
- Free Running
Military skills
- Basic Firearms Training,
- Hand To Hand Combat,
- Explosives Training - increases explosives accuracy by +15%.
Science skills
- NecroTech Employment,
- Lab Experience,
- NecroNet Access,
- First Aid,
- Surgery,
- Diagnosis
- Chemistry - reduces explosives failure chances to 10%
- Advanced Chemistry - reduces explosives failure chances to 5%.
Zombie Hunter skills
Zombie Skills
- Scent Fear,
- Digestion,
- Vigour Mortis,
- Memories of Life,
- Death Rattle,
- Feeding Groan,
- Ransack,
- Flailing Gesture,
- Heightened Sense
- Lurching Gait,
- Brain Rot,
Weapons
Firearms
Firearms would be unchanged, except for the addition of a new one:
Rimfire Rifle
- Damage: 4 points
- Base accuracy: 20%
- Capacity: 4 bullets from Rifle Clips
- Locations: Mall Gun Stores (4%), Armories (4%), Police Departments (2%)
- Encumbrance: 6%
- Basic Firearms Training: 40% Accuracy
- Rifle Training: 65% Accuracy
- Sniper Training: 75% Accuracy
- Rifle Training: 65% Accuracy
Exposives
There would be a new type of weapons, Explosives. Explosives attack the target at 25% accuracy, and then go down the target stack (zombie stack if the target is zombie, etc.), attacking at 20% accuracy until the number of zombies attacked = the area-of-effect, or the stack is finished. There is also a 20% chance that the explosive will fail, starting a Fire, and attacking the wrong stack.
Flak jackets also affect explosives.
- Molotov Cocktail (encumbrance 2%): A survivor with the skill, "Chemistry" (a scientist skill) can build Molotov Cocktails out of Fuel Cans and Beer/Wine bottles for 1 AP (Button: "Create Molotov with (drop down menu)". The options on the drop down meun are "Fuel Can & Wine" and "Fuel Can & Beer"), and throw it for another AP. Damage: 5. Area-of-effect: 10.
- Grenade (encumbrance 7%, Locations: Armouries 3%): Damage: 7. Area-of-effect: 5.
Science Skills
- Chemistry - reduces failure chances to 10%
- Advanced Chemistry - reduces failure chances to 5%.
Military Skills
- Explosives Training - increases accuracy by +15%.
Headshots and Revives
Headshots would respawn the zombie at a random cemetery in a nearby suburb. Revives would still exist, but the recipient would be able to choose whether to stand up as a zombie or human. That way, there's no revive abuse on either side of the syringe.
Conditions
Surivors have a "Hunger" level from 0 to 5. Hunger starts at 0, and goes up 1 level for every 100 AP spent. For every additional level of hunger, 5 HP is taken off your max HP. Survivors can reduce hunger by a level by using the item "Canned Food".
There would also be a Thirst level from 0 to 5, which only applies to survivors. It rises every 75 AP The chance of losing an HP each turn is (thirst level*10)%. Thirst is reduced by drinking water.
These are the items related to Hunger and Thirst:
- Water Heater - Factories, Power Stations, Mall Hardware Stores, and Fort Storehouses. Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (removes blood and fuel from clothes). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
- Canteen - Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses. Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures 1 thirst level but empties the Canteen (can be filled fo 1 AP in powered buildings with Water Heater).
- Canned Food - Mall Food Courts, Fort Storehouses, Pubs, Hotels, Hospitals. Cures 1 Hunger level.
- Fast Food - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures 1 Hunger level, but, due to the grease, has a 50% chance of causing Thirst.
- Soda - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures 1 Thirst level.
- Spring Water - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Heals 1 HP and cures Thirst.
Buildings
Every building has multiple floors. The underground level is the entrance to the underground, and the ground level is the entrance from the street. You can move between floors for 1 AP per floor in an unpowered building, and 1 AP to any floor in a powered building.
Only one generator and radio transmitter can be installed per building. However, if the generator is not a the same floor as your character, the internal description will also show, A [running/unfuelled/nearly empty] portable generator is installed on floor name. If the radio transmitter is not on the same floor, the message will read A [running/unfuelled/nearly empty] portable generator is installed on floor name, powering a radio transmitter on floor name. Survivors can move a generator or radio between floors for 1 AP per floor.
You can barricade the floor on the ground level (up to EHB) to restrict entry from the street, and the underground level (up to VSB) to restrict entry from the underground. The connections between floors can be barricaded up to QSB from either side.
All internal and external descriptions are the same as Malton unless otherwise sepcified, in this format: You are standing [inside the ''floor name'' of/outside of] [the building name] , a [internal description/external description].
One-floor
- City Zoo squares
- Junkyards - items: baseball bats, books, mobile phones, crowbars, fire axes, flak jackets, fuel cans, knives, lengths of pipe, newspapers, pistol clips, shotgun shells, spraycans, flashlights.
- Pub - items: Soda, Canned Food, Spring Water, Fast Food, beer, Mobile Phones, wine, pool cues, knives, baseball bat.
- Barn - items: beer, crowbars, knives, shotgun shells.
- Empty blocks
Two-floor
- Power Stations
- Bunker (underground) - items: canned food, spring water, flashlights.
- Turbines (ground level) - items: fire extinguisers, book, crowbar, fire axe, fuel can, length of pipe, portable generator, toolbox.
- Stadium
- Field Level (ground level) - items: all sports weapons.
- Spectator Level - items: Beer, Wine, Fast Food, Soda, Newspapers
- Church/Cathedral
- Catacombs (underground level)
- Interior (ground level) - items: crucifixes, first aid kits, Hymn Books (poetry books) and wine.
- Mall
- Basement (underground level)
- Stores (ground level) - stores:
- Drugstore (FAKs, Item Combination pieces)
- Gun Store (all firearms and ammunition)
- Liquor Store (Beer and Wine)
- Book Store (Books, Poetry Books and Newspapers)
- Hardware Stores (Crowbars, Fire Axes, Flare Guns, Spray Cans, Generators, Fire Extinguishers, and Toolboxes)
- Sports Store (Canteens, and all sports weapons)
- Food Court (Canned Food, Spring Water, Soda, Fast Food)
- Tech Store (Mobile Phones, GPS Units, Radios, Flashlights and Transmitters)
- Bank
- Vault (underground level)
- Lobby (ground level) - items: newspapers
- Auto Repair Shop
- Cinema
- Basement (underground level)
- Theatre (ground level) - items: Soda, Fast Food, 3D Glasses (limited)
- Club
- Basement (underground level)
- Dance Floor (ground level) - items: Beer, Mobile Phones, Soda
- Factory
- Basement (underground level)
- Floor (ground level) - items: crowbars, fire axes, fuel cans, lengths of pipe, portable generators, water heaters, and toolboxes.
- Fire Station
- Garage (underground level)
- Firehosue (ground level) - items: fire axes, flare guns, radios, fire extinguishers, flashlights and canteens.
- Library
- Basement (underground level)
- Book Room (ground level) - items: Books, Poetry Books
- Museum
- Basement (underground level)
- Exhibit (ground level) - items: museum pieces.
- Police Department
- Jail Cell (underground level) - items: knives, crowbars, toolkits.
- Lobby (ground level) - items: all firearms, ammunition, flak jackets, flare guns, flashlights and radios.
- Railway Station
- Platform (underground level)
- Lobby (ground level) - items: Newspapers, Soda, Fast Food
- School
- Basement (underground level) - items: spraycans, knives
- Classroom (ground level) - items: books, poetry books, spring water
- Warehouse
- Underground Storage (underground level) - items: canteen beer, wine, fuel cans.
- Storage (ground level) - items: lengths of pipe, fire axes.
- Store
- Basement (underground level)
- Lobby (ground level) - when the map is generated, each Store gets items (and its name, ex. Bigg Electronics Center) from one of the following Mall-style shops:
- Pharmacy (FAKs and newspapers)
- Liquor Store (Beer and Wine)
- Bookshop (Books, Poetry Books and Newspapers)
- Workshop (Spray Cans, Generators, Fire Extinguishers, Flashlights and Toolboxes)
- Resteraunt (Canned Food, Spring Water, Fast Food, Soda)
- Electronics Center (Mobile Phones, GPS Units, Radios and Transmitters)
Three-floor
- Mansions
- Kitchen (underground level) - canned food, knives
- Dining Gallery (ground level) - museum pieces, wine
- Bedroom (2nd floor) - bottled water
- Residence
- Basement (underground level)
- Garage (ground level) - items: fuel cans, spraycans, flashlights.
- Living Area (2nd floor) - items: Soda, Beer, Spring Water, Canned Food.
Complexes
- Airport
- Terminal - Mall-style building. Stores:
- Drugstore (FAKs)
- Liquor Store (Beer and Wine)
- Book Store (Books, Poetry Books and Newspapers)
- Hardware Stores (Crowbars, Fire Axes, Flare Guns, Spray Cans, Generators, Fire Extinguishers, Item Combination pieces and Toolboxes)
- Sports Store (Canteens, all sports weapons)
- Food Court (Canned Food, Spring Water, Soda, Fast Food)
- Tech Store (Mobile Phones, GPS Units, Radios and Transmitters)
- Control Tower
- Basement (underground level) - items: fuel cans, portable genrators
- Signal Room (ground level) - items: flare guns
- Control Room (2nd floor) - items: radios, radio transmitters
- Helipad (roof) - binoculars and jumping done from this level.
- Hangar
- Runway - an empty block.
- Terminal - Mall-style building. Stores:
Terminal | Terminal | Terminal | Terminal | Railway Station |
Control Tower | Hangar | Runway | Runway | Runway |
- Fort - all buildings are one-floor unless specified.
- Armoury - items: binoculars, flak jackets, flare guns, pistols, pistol clips, shotguns and shotgun shells.
- Barracks - items: books and bottles of beer.
- Exercise Yard - empty block.
- Gatehouse - only way to enter fort, items: newspapers and pistol clips.
- Infirmary - surgery heals extra 5HP (ie 15HP in total) if there is a fueled generator, items: FAKs and scalpels (knives).
- Storehouse - items: binoculars, crowbars, flare guns, fuel cans, lengths of pipe, portable generators, radio transmitters, spray cans and toolboxes.
- Training Ground - empty block
- Vehicle Depot - items: crowbars, fire axes, fuel cans, spray cans and toolboxes.
- Country Club
Golf Course | Golf Course | Golf Course | Golf Course | Golf Course |
Driving Range | Driving Range | Driving Range | Driving Range | Driving Range |
Bathhouse | Pool | Pool | Bar | Park |
Gardens | Gardens | Resteraunt | Gardens | Gardens |
- Golf Course - empty block. Items: golf clubs, beer.
- Driving Range - a large building (no need for Free Run to get between driving range squares), two-floor buildings findable items:
- Lobby (ground level) - newspapers, soda
- Range (2nd floor) - golf clubs, beer
- Bathhouse - one floor. Items: spring water, canned food.
- Pool - one floor. Items: radios, mobile phones, FAKs, newspapers.
- Gardens - empty block.
- Resteraunt - a Pub.
Four-floor
These are Tall Buildings. Binoculars and jumping can be done from the roof floor.
- Army Compound (each Compound is a 2x2 building found in rural areas)
- Bunker (underground level) - fuel cans, generators, crowbars, toolboxes, canned food, spring water and beer.
- Armoury (ground level) - items: shotguns, shotgun shells, rimfire rifles, rifle ammo, canteens, grenades and flak jackets.
- Guard Tower - items: newspapers, pistols, ammo, flare guns, radios, and radio transmitters.
- Helipad (roof)
- Hospital
- Basement (underground level) - entry to underground
- Lobby (ground level) - items: newspapers
- Wards (2nd floor) - items: FAKs
- Roof
- Office Building
- Basement (underground level) - entry to underground
- Lobby (ground level) - items: newspapers
- Offices (2nd floor) - items: newspapers
- Roof
- Tower
- Basement (underground level) - entry to underground
- Storefront (ground level) - when the map is generated, the store gets items from one of the following Mall-style stores, and the floor name "Storefront" is replaced with the store it holds:
- Pharmacy (FAKs and canned food)
- Liquor Store (Beer and Wine)
- News Stand (Books, Poetry Books and Newspapers)
- Fast-food Chain (Fast Food, Soda)
- Apartment (2nd floor) - items: Soda, Beer, Spring Water, Canned Food
- Roof
- NT Building
- Lab (underground level) - entry to underground, items: DNA Scanners, Revives
- Lobby (ground level) - items: newspapers
- Computer Rooms (2nd floor) - NecroNet accessed here, items: GPS Units
- Roof
- Hotel/Motel
- Kitchen (underground level) - entry to underground, items: Canned Food, Spring Water, Soda, Fast Food
- Lobby (ground level) - items: newspapers
- Rooms (2nd floor) - items: newspapers, Wine, Books, Mobile Phones
- Roof
Underground and Free Runs
The traditional Free Run networks would not be used in the new city, but instead there would be two new systems.
Free Running
Free Running is now a civilian skill. However, there is a chance that it will fail, bringing the runner down to the street and losing 5 HP. The chance of failure is (encumbrance-50)%, if the enucmbrance is over 50%. If the encumbrance is 50 or below, the chance is 1%.
Underground
The underground is a layer under the city (at the underground level of buildings), made of four types of blocks:
- Basements - undergound levels of buildings are part of the underground map.
- Tunnels - under:
- 50% of all streets, randomly selected
- Parks
- Carparks
- Cemeteries
- Subway tunnels - a huge subway line running across the map
- Walls - attempting to move on to one of these blocks will give the message You bump in to a wall. They appear under:
- Forts
- Fields
- Wastelands
- Monuments
- 50% of all streets, randomly selected
- Buildings without basements
Unpowered tunnels have these three effects:
- Darkness
- Fog
- You can't see humans or zombies inside; only There are about # figures here, rounded to the nearest ten. All attacks pick randomly from the stack.
One NecroTech Building, Police Department, Railway Station (if the subway tunnel runs through the suburb), Power Station (if the suburb has one), Hospital or Mall is designated a Power Substation, similar to a Mobile Phone Mast. If the substation is powered, the entire suburb's tunnels are powered. The basement of a substation will have the additional flavor text, "You see [a lit/an unlit] control panel labelled 'SUBSTATION', [connected to a generator, and powering the suburb's underground/not connected to anything]".
Zombies, however, can buy a skill Hightened Sense (under Memories of Life) which negates.
Humans have an item called the "Flashlight (#)", which negates the effect of an unpowered tunnel. The # is the charge of the flashlight. Every action in an unpowered tunnel takes away 1 charge, the flashlight can hold up to 25 charge, and it can be recharged for 1 AP inside of a powered building.
Flashlights are found in Police Departments, Mall Tech Stores, Power Stations, Fire Stations, Fort Storehouses, Residences, and Junkyards.
Subway
The Subway Tunnels run in one straight line across the underground, north to south, with Railway Stations along the line. Somewhere on the line, there is one mobile building called a "Subway Car". The Subway Car can be barricaded, installed with a transmitter, and ransacked. It cannot be Ruined, powered, or searched. When the nearest Railway Station along the line is powered, any player can move the Subway Car two spaces in either direction for 1 AP. The transmitter also requires the nearest station to be powered.
Fire
When an explosive attack fails, or a generator is destroyed, a "Level 1" fire starts. The levels of fire go from 1 to 5:
- small fire
- medium fire
- large fire
- blazing fire
- inferno
When there is a fire in a building, there is a 10% chance (plus another 10% for each level, and -20% with the skill, Fire Safety) that you take damage during any given action (for both zombies and humans). There would be a fire reset every 30 minutes. Each fire reset, fires would have a 50% chance of going up by a level. When fires go past level 5, the building is ruined.
A new item, Fire Extinguiser, would be found at Fire Departments, Mall Hardware Stores, and Fort Storehouses. Fire Extinguisers can be used only once, and each use has a 40% chance of reducing fire by one level (60% with the skill, Firefighting).
The fire skill tree (Civilian class) would be:
- Fire Safety - reduces chance of taking fire damage by 20%.
- Firefighting - increases fire extinguisher accuracy to 60%.
News Stories
Pre-Quarentine
- It's an advert from month before quarentine for local malls.
- It's a local paper from month before quarentine, discussing bird flu and MRSA.
- It's a local paper from month before quarentine. There are a lot of adverts for NecroTech in the "situations vacant" section.
- It's a local paper from month before quarentine about meteor showers.
- There's a story from month before quarentine about the New City subway line.
- There's a story from month before quarentine about the New City airport system.
Early Outbreaks
- It's a headline from the early outbreaks, "Explosion at NecroTech headquarters!"
- It's a headline from the early outbreaks, "Viral outbreak rocks New City; Experts puzzled."
- It's a headline from the early outbreaks, "Riots! Troops from fort name put on alert."
Quarentine
- It's a headline from the quarentine, "Borders closed; Evacuation under way."
- It's a newspaper from the quarentine. It advises, "Heavily barricading buildings may trap survivors outside."
- It's a newspaper from the quarentine. It advises, "Treat wounds as soon as possible to aviod infection."
- It's a newspaper from the quarentine. It advises, "Remove bodies immediatly for hygine and security reasons."
- It's a newspaper from the quarentine. It advises, "Stay in a barricaded safehouse and out of high-profile targets."
- It's a newspaper from the quarentine. Citizens are advised to set up portable electricity generators to make life comfortable and buildings easier to search, although they should be aware that the lights and noise may attract unwanted attention.
- It's a newspaper from the quarentine. It discusses NecroTech's new revive syringes, used to treat zombies at designated revification points.
Backstory
The role playing backstory for New City is located here.