User:Cpt Masterson

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Captain Daniel Masterson

Cpt Masterson's Profile



Diary of My Experiences in Malton

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July 28, 2007 Day 1: Our unit is dropped at Doon Avenue in Darvall Heights. We are woefully unprepared to deal with the zombie hordes. Within minutes I was out of ammunition having failed to kill a single zombie. I took refuge in an abandoned building and tried to find something I could use as a weapon. After some searching I was able to find an axe. I secured the doors to the building and bunked down for the night

July 29, 2007 Day 2: I awake to find myself in the street as one of the living dead. My brain is on fire and all I can do is claw in fury at the nearest moving thing. All the other zombies around me are doing the same thing. We fight each other in an endless loop of dead and undeath. Fight every day until we collapse from our wounds only to rise the next night and continue the endless cycle of pointless violence.

Aug 9, 2007, Day 13: A necrotech scientist has revived me and moved on but I have no equipment or intel about the local area. My wounds are infected and I feel my life ebbing from me quickly. I make my way to the hospital in the hopes of finding some medicine but all the patients have become zombies after the doctors fled and I'm torn to pieces within moments. I know I will rise again this night and fight with my zombie brethren.

Aug 13, 2007, Day 17: Finally achieved LV 2 and Vigor Mortis

Aug 18, 2007, Day 22: Eventually I rise triumphant from the pile of bodies as the last zombie standing. I have gained some skill at using my claws after endless days of fighting. I spy another group of zombies nearby and charge into the fray.

Sept 8, 2007, Day 43: I set eyes upon the first human since I arrived in Malton. He is sprawled on the street and upon smelling his sweet brains I am seized by bloodlust and make quick work of him. My joints have loosened finally after what must have been at least 20 cycles of life and death. I am able to move about more freely and begin to explore my surroundings.

Sept 27, 2007 Day 62: After wandering from Darvall Heights to Shuttlebank I stumble across a cluster of powered buildings. I am revived.

Sept 28, 2007 Day 63: The zombie Jak Sicling {811935) broke down the barricades of the police department soon after our generator ran out of fuel plunging us into darkness. I headshot Jak and left his corpse in the street. Outside I saw 3 other zombies and one was wearing a flak jacket. Perhaps a lost member of my unit? I retreated back into the Police Station hoping that the 9 other well armed and equiped survivors can fend off the zombies, repair the barricades and refuel the generator. Yorba from the SSCC comes and repairs the barricades and MikaPandora refuels the generators. Hopefully the danger has passed. I have 3 clips of ammo left, I think I should gather some more before heading out again.

Sept 29, 2007 Day 64: The zombies outside are constantly pounding on the barricades and twice they managed to break through. Two defenders were taken down before we were able to drive back the zombies and resecure the building. Some new refugees have found their way to the police station, led by the lights.

Group: South Shuttlebank City Council

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Suggestions I favor:

  1. Larger Clips
  2. Heavier Weapons
  3. Area Effect Weapons
  4. Storing AP
  5. More human skill levels

Larger Clips = It would be nice to see a pistol with a 12 or 15 bullet clip. 6 is a pretty small clip for pistols these days. Combat shotguns with 9 round clips don't seem unreasonable considering how many military units have been deployed and airdrops of supplies. Carrying around 4-5 antique double barrel shotguns doesn't seem very reasonable. Also loose ammunition that stacks into 1 inventory slot and fills a gun without wasting ammo would be a companion upgrade.

Heavier Weapons = Chainsaws for melee, Assault Rifles, Sniper Rifles all seem reasonable to me. Stand on the top of a tall building and shoot outside zombies with a sniper rifle. Assault rifles would have 30 round clips and do 6 damage instead of 5. Chainsaws would do 5 damage but have 5% less accuracy than an ax.

Area Effect Weapons = Necrotech create anti-zombie grenades (to prevent survivors from griefing survivors) that do 20 damage to the target zombie and have a 25% chance of doing 5 damage to every other zombie in the same area. They would be manufactured in powered necrotech facilities and searchable in NT facilities like syringes but at a low find % Grenades wouldn't give any xp for use or manufacture to reduce abuse. Killing lots of zombies only has 1 use, to empty out a building so it can be repaired. I don't see any potential for abuse for this type of weapon since no matter how many zombies there are in a location it will never use more zombie AP than survivor AP. Hopefully survivors would find some use for this kind of weaponry. The numbers are tweakable to increase its effectiveness but zombies would probably resist any sort of improvements.

Storing AP: Instead of any AP over 50 being lost, they would be banked up to some number like 25 or 50 and when AP were used they would replenish at double speed taking from the bank. Survivors would likely have some sort of advantage in storing AP. Skills could be used to modify this mechanic.

More Human Skill Levels: Allow further specialization in weapons. 5 levels of mastery, 25% + 20% + 15% +10% +5% = for a total of +75%, maybe allow +1 damage training as a 6th level. Add skills for scavenging +1% chance to find an object each search, 5 levels of skill. Add skills for fast movement, +10% chance that a given move doesn't use an AP, 3 levels of skill. Radio mastery, using radios uses 0 AP. Fast Reload, +20% chance a reload action doesn't use an AP. 3 levels of skill. Advanced Construction, faster barricade building, higher maximum level of barricade. Engineer, more barricade improvements, double repair. construct generators. Master Enginner, build solar panels which power building without fuel, repair power stations and link buildings to the grid to power them. Advanced Necrotech skills, make syringes for less AP, create the anti-zombie grenades. Personal skills like Fast healing, heal 1 HP every 12 hours at lvl 1, 8 hours at lvl 2, 6 hours at lvl 3, 4 hours at lvl 4 and 3 hours at lvl 5. Advanced constitution - like bodybuilding but doesn't carry over to zombies +5 hp per lvl, 3 lvls.


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Wild Walk Police Department
VHB, lit.
AndyMatthews (talk) 12:15, 1 December 2024 (UTC)