User:JohnRubin/Sandbox
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Suggestion ideas
Tall buildings (add another floor)
Timestamp: | JohnRubin 15:56, 9 August 2007 (BST) |
Type: | Game mechanics |
Scope: | Tall buildings, barricades, survivors, zombies |
Description: | At the moment tall buildings, which in theory are supposed to have several floors, only have one floor - just the same as any other building. It probably makes the game much simpler, but it is not entirely convincing. Would that not be cool if tall buildings received an upgrade? Just one more floor on top of what they have now. (That would bring the total count up to TWO FLOORS for all tall buildings.) When I submitted a suggestion to the discussion page I found out (with help from •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs) that there was a peer reviewed suggestion to add multiple floors to towers. So before you vote Dupe let me assure you that there are differences.
All that makes me believe that this is a different suggestion.
A survivor can exit from the top floor either
A survivor can free-run to the ground floor of a tall building from a neighboring "non-tall" building.
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Discussion (Suggestion Name)
The whole text
Tall buildings (add another floor)
Timestamp: | JohnRubin 15:41, 11 August 2007 (BST) |
Type: | Game mechanics |
Scope: | Tall buildings, barricades, survivors, zombies |
Description: | (UPD: Suggestion was updated. Changes are included in parentheses and highlighted with italic font.)
It really puzzles me how tall buildings, which are supposed to have several floors, only have one floor - just the same as any other building. It probably makes the game much simpler, but it does not make much sense.
Would that not be cool if tall buildings received an upgrade? Just one more floor on top of what they have now. (UPD: That brings the total count up to TWO FLOORS.) How that works.
A survivor can exit from the top floor either
A survivor can free-run to the ground floor of a tall building from a neighboring "non-tall" building.
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Discussion (Tall buildings)
- Now, tell me what you think? --JohnRubin 15:41, 11 August 2007 (BST)
- I'm pretty sure a suggestion like this has been shoot down before... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:43, 11 August 2007 (BST)
- Care to give some hints on how to find that one? --JohnRubin 15:45, 11 August 2007 (BST)
- You can find the dupe by rumaging through Reviewed, Rejected, Undecided, or Humorous. Or You can take a look at the Frequently Suggested page... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:47, 11 August 2007 (BST)
- I will most certainly do that! :D --JohnRubin 15:48, 11 August 2007 (BST)
- But why bother to look? I found it for you. Different name, but pretty much the same thing. Dupe away, fellas! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:50, 11 August 2007 (BST)
- I read that one through very carefully. I would argue that they are very similar in general, but differ significantly in detail. I assume that mine is better. :D --JohnRubin 16:07, 11 August 2007 (BST)
- That's what they all say...either way...it's still the same concept. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:12, 11 August 2007 (BST)
- Let's say it's an attempt to improve the same concept. Anyway I would like to hear what others say. --JohnRubin 16:16, 11 August 2007 (BST)
- That's what they all say...either way...it's still the same concept. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 16:12, 11 August 2007 (BST)
- I read that one through very carefully. I would argue that they are very similar in general, but differ significantly in detail. I assume that mine is better. :D --JohnRubin 16:07, 11 August 2007 (BST)
- But why bother to look? I found it for you. Different name, but pretty much the same thing. Dupe away, fellas! --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:50, 11 August 2007 (BST)
- I will most certainly do that! :D --JohnRubin 15:48, 11 August 2007 (BST)
- You can find the dupe by rumaging through Reviewed, Rejected, Undecided, or Humorous. Or You can take a look at the Frequently Suggested page... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:47, 11 August 2007 (BST)
- Care to give some hints on how to find that one? --JohnRubin 15:45, 11 August 2007 (BST)
- I'm pretty sure a suggestion like this has been shoot down before... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 15:43, 11 August 2007 (BST)
- I think the implementation is different enough to warrant a new suggestion, but, the problem is, that's just what I think. Many people will automatically spam or dupe suggestions that have the same general idea with different implementation. However, if you inform them of the differences, and include a link to the original, they will probably hold their dupe/spam votes. I'm not saying they'll definitely like it, they just won't reject it out-of-hand.--Steakfish 19:30, 11 August 2007 (BST)
- I agree that this is very similar to the linked one but has a few things in its favour. First (and possibly most important) this only gives 2 levels not an unspecified multiple. Second it limits the internal barricades which the other didn't. The only thing i don't like is the free-running from the upper floors bit. Change this so you may not free run from upper floors if the lower floors are ransacked or have zeds inside and i will keep! --Honestmistake 19:47, 11 August 2007 (BST)
- What I'd like is that the ability to free run from the top floor to non-tall buildings would be removed and that you could barricade the top floor up to QSB, but you could only move between floors if it's lightly or loosely barricaded. This way you could get trapped in the top floor, while the ground floor is ransacked and held by zombies. --Midianian 20:31, 11 August 2007 (BST)
- Get rid of the internal barricades. Large buildings (malls) don't have them. The main problem is Free Running. Any "definition" of the skill is speculation, at best, so this might require Kevan to actually define it. I've seen various things from literally jumping from one roof to another, using sewers, building makeshift bridges, etc. As a quick example if your "on the roof" of a 5 story building and the next building over is only 1 story, would you be able to make it?--Pesatyel 07:59, 12 August 2007 (BST)
- Well I am afraid the barricades are an essential part of the suggestion. Does it actually make any sense to have more floors without barricades? And malls are completely different story so I suggest we rule them out of the discussion. As for the free running I thought it is quite obvious, but as you said any speculation on the subject is pretty useless. -- John RubinT! ZG 10:04, 14 August 2007 (BST)
- It's about BALANCE. If you have a building with 10 floors, each of them barricade, survivors just stay on the top floor (also coming and going without ever having to worry about zombies). I mentioned malls because it is a perfect in-game example. Just horizontal instead of vertical. Internal barricades are bad. That's why malls don't have them. And, for the same reason it takes 4 generators to power a 4-square large building, it should take 1 generator per floor. Also, your "tall buildings" only seem to have TWO floors. As for Free Running, I don't believe people use that definition since, in UD, ANY jerk can do it and every discussion I've ever read on the subject has been inconclusive. Also, you didn't answer my question.--Pesatyel 04:49, 15 August 2007 (BST)
- OK, let me say that again. I suggest that tall buildings have two floors. Not ten. Two. The reason it is TWO (and not ten) is about BALANCE and simplicity. If you snigger about two-storey "tall buildings" I suppose you laugh your ass off about one-storey "tall buildings" that we have now. I still believe that large buildings and tall buildings differ a lot and can be barricaded according to different principles. So if I ever make a suggestion about tall buildings they will have internal barricades. I think it is quite enough that barricades on the suggested top floor are limited to lightly+2. Otherwise such suggestion would be completely useless. Regarding your question: I do not think that any human being can jump from the roof of a 5 storey building to the roof of a 1 story building and not break something. Even if we consider using ropes or makeshift bridges that would still be very difficult. However, I did not want to limit people from being able to do something like that. Elbowhead made a great suggestion that trying to free run from the top floor should bear a considerable chance of falling (to death). I suppose I will stick to that. -- John RubinT! ZG 12:39, 15 August 2007 (BST)
- Sorry, your suggestion doesn't SAY "two stories" It implies it but doesn't say it. I'd suggest changing the name to "two story buildings", but whatever. I really don't thin this will cut it with the interal barricades, but I may be wrong. And "Lightly+2"? Is that Lightly 4 (maxed lightly) or Quite Strongly 6? See here. As for Free Running, I personally think it should ALWAYS have a chance of failing since it is an overpowered skill.--Pesatyel 06:18, 16 August 2007 (BST)
- OK, my mistake. Now it does. When I said "lightly+2" I meant "barricading until it is lightly and then 2 times more" = maxed lightly (as in VSB+2 = maxed VSB). -- John RubinT! ZG 12:25, 16 August 2007 (BST)
- Sorry, your suggestion doesn't SAY "two stories" It implies it but doesn't say it. I'd suggest changing the name to "two story buildings", but whatever. I really don't thin this will cut it with the interal barricades, but I may be wrong. And "Lightly+2"? Is that Lightly 4 (maxed lightly) or Quite Strongly 6? See here. As for Free Running, I personally think it should ALWAYS have a chance of failing since it is an overpowered skill.--Pesatyel 06:18, 16 August 2007 (BST)
- OK, let me say that again. I suggest that tall buildings have two floors. Not ten. Two. The reason it is TWO (and not ten) is about BALANCE and simplicity. If you snigger about two-storey "tall buildings" I suppose you laugh your ass off about one-storey "tall buildings" that we have now. I still believe that large buildings and tall buildings differ a lot and can be barricaded according to different principles. So if I ever make a suggestion about tall buildings they will have internal barricades. I think it is quite enough that barricades on the suggested top floor are limited to lightly+2. Otherwise such suggestion would be completely useless. Regarding your question: I do not think that any human being can jump from the roof of a 5 storey building to the roof of a 1 story building and not break something. Even if we consider using ropes or makeshift bridges that would still be very difficult. However, I did not want to limit people from being able to do something like that. Elbowhead made a great suggestion that trying to free run from the top floor should bear a considerable chance of falling (to death). I suppose I will stick to that. -- John RubinT! ZG 12:39, 15 August 2007 (BST)
- It's about BALANCE. If you have a building with 10 floors, each of them barricade, survivors just stay on the top floor (also coming and going without ever having to worry about zombies). I mentioned malls because it is a perfect in-game example. Just horizontal instead of vertical. Internal barricades are bad. That's why malls don't have them. And, for the same reason it takes 4 generators to power a 4-square large building, it should take 1 generator per floor. Also, your "tall buildings" only seem to have TWO floors. As for Free Running, I don't believe people use that definition since, in UD, ANY jerk can do it and every discussion I've ever read on the subject has been inconclusive. Also, you didn't answer my question.--Pesatyel 04:49, 15 August 2007 (BST)
- Well I am afraid the barricades are an essential part of the suggestion. Does it actually make any sense to have more floors without barricades? And malls are completely different story so I suggest we rule them out of the discussion. As for the free running I thought it is quite obvious, but as you said any speculation on the subject is pretty useless. -- John RubinT! ZG 10:04, 14 August 2007 (BST)
- Okay, how about this: Because of the limitations you mentioned, what about these second floor barricades have a chance of failure similar to trying to barricade above VS?--Pesatyel 05:45, 17 August 2007 (BST)
- Another great idea! :) I guess it would help balance the additional barricades since survivors would spend more AP on barricading the top floor. Thanks! -- John RubinT! ZG 11:22, 17 August 2007 (BST)
- In the interest of realism, perhaps there should be some added effect for jumping out of/being body dumped from the top floor. I suggest an automatic headshot (i.e. if a zombie is killed on the top floor by a non-hunter character, and is then dumped, the zombie gets a headshot anyway. I feel like the extra barricade levels will definitely tip the balance of mall sieges in favor of humans also. there should be some way of rectifying this like having a "top-down" effect (ransacked top floor automatically ransacks bottom floor) or something like that. otherwise, the survivors will barricade themselves in the impenetrable fortress of a tall NT building and rain syringes down on mall sieges in biblical proportions. Liam Degen 02:49, 14 August 2007 (BST)
- Automatic headshot will make zombies life even harder. I was a bit confused when you mentioned that extra barricade levels will definitely tip the balance of mall sieges. How have we got malls in the discussions? (Malls are large buildings, we are discussing tall buildings.) I also think that ransacking both floors in one go is a bit too much (even in the interest of realism). ;) I also doubt that adding 1 floor and 4 levels of barricades will turn NT buildings into impenetrable fortresses. As I said it will make it harder for zombies to get hold of tall buildings, but not much harder. Light barricades are taken down in 16 attempts on average. -- John RubinT! ZG 10:04, 14 August 2007 (BST)
- It looks like many comments so far were about changing free running to/from the top floor. I suppose that can be done. -- John RubinT! ZG 10:04, 14 August 2007 (BST)
- Updated the suggestion to include chance of falling while free running to and from the top floor (courtesy of Elbowhead) and to include changes implemented on August 14th. -- John RubinT! ZG 13:30, 15 August 2007 (BST)
- I think when free running to/from the top floor there should be a about a 60% chance of dying horrorbly as this would add some realism and balance out the advantages a bit.--Elbowhead 01:01, 15 August 2007 (BST)
- I think that was a great idea. Thanks! -- John RubinT! ZG 12:39, 15 August 2007 (BST)
- I think the percentages are too high, something like 25% (that's every fourth attempt), or even 10% would be more appropriate if the result is immediate death. I also think the percentages should be lower when Free Running from top floor to neighbor building's top floor, than to a neighbor non-tall building. To modify my earlier idea, you should be able to move between floors only when there's no barricades or it's loosely barricaded. Or at least make changing floors cost more AP (2?) when overbarricaded. --Midianian 19:53, 15 August 2007 (BST)
- Well, yes, the percentage is quite high, but I suppose it should be prohibitive. Half of the people here complained about free running to and from the top floor. I guess it might be slightly lower. So that normally people would not do that, but they would still consider it in a dire situation. I am not sure about overbarricading though. It complicates things and might be confusing. -- John RubinT! ZG 12:25, 16 August 2007 (BST)
- It could also be so that the percentages stay the same, but instead of dying you lose something like 30 or 40 HP and end up outside of the building you were running to. Overbarricading the internal barricades might be somewhat confusing, but if it's not possible this seems like just increasing the maximum barricadeability by 4 at no cost whatsoever to the survivors. --Midianian 15:59, 16 August 2007 (BST)
- I suppose losing massive amount of HP instead of instant death could work. As for additional barricades Pesatyel suggested a good possible solution - namely, increasing chances of failing to barricade the top floor for survivors (much like barricading above VSB now). This way survivors will get 4 more barricades, but not just for 4 AP. -- John RubinT! ZG 11:22, 17 August 2007 (BST)
- It still doesn't have any kind of cost after it's built, but I think I could live with that. --Midianian 17:22, 17 August 2007 (BST)
- I suppose losing massive amount of HP instead of instant death could work. As for additional barricades Pesatyel suggested a good possible solution - namely, increasing chances of failing to barricade the top floor for survivors (much like barricading above VSB now). This way survivors will get 4 more barricades, but not just for 4 AP. -- John RubinT! ZG 11:22, 17 August 2007 (BST)
- It could also be so that the percentages stay the same, but instead of dying you lose something like 30 or 40 HP and end up outside of the building you were running to. Overbarricading the internal barricades might be somewhat confusing, but if it's not possible this seems like just increasing the maximum barricadeability by 4 at no cost whatsoever to the survivors. --Midianian 15:59, 16 August 2007 (BST)
- Well, yes, the percentage is quite high, but I suppose it should be prohibitive. Half of the people here complained about free running to and from the top floor. I guess it might be slightly lower. So that normally people would not do that, but they would still consider it in a dire situation. I am not sure about overbarricading though. It complicates things and might be confusing. -- John RubinT! ZG 12:25, 16 August 2007 (BST)
FAK ideas
Suggestion to tweak FAK so that it only cures the infection or heals was submitted by ShadowScope on January 31st, 2007 and got rejected.
Fort status
New style
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Outside: 8 | Outside: 9 | Outside: 1 | ||||||
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Outside: 30 | Outside: 34 | Outside: 12 | ||||||
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Outside: 6 | Outside: 23 | Outside: 10 |
Color code of zombie presence in a building:
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Color code of barricade status:
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Old style
the Gatehouse | |
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Barricade level | QSB |
Zombies Outside | 23 |
Bodies Outside | |
Zombies Inside | 0 |
Bodies Inside | 0 |
Comments | Needs barricading! |
the Armoury | |
Barricade level | Doors wide open |
Zombies Outside | 34 |
Bodies Outside | 49 |
Zombies Inside | 13 |
Bodies Inside | 2 |
Generator | none |
Comments | Ransacked |
the Fort | |
Total Zombie Count ^ | 110 |
Comments | Some coordinated action definitely needed |
Signature | JohnRubin 21:07, 24 November 2006 (UTC) |
Submitted suggestions
Antiviral Vaccine
Timestamp: | JohnRubin 09:31, 26 January 2007 (UTC) |
Type: | Item |
Scope: | Mechanism of curing infection, first-aid kit, a new item |
Description: | At the moment the infection caused by an Infectious Bite can be cured with a first-aid kit. This limits the usefullness of the Infectious Bite for zombies since its consequences can be easily reverted in the process of restoring HP with a first-aid kit, which an infected survivor usually does anyway.
The suggestion is to separate the process of curing infection from healing wounds (restoring HP). This can be achieved by introducing a new item – antiviral vaccine. Using an antiviral vaccine on oneself or another survivor cures the infection immediately at the cost of 1 AP. This also consumes the vaccine. Using a vaccine on a survivor who is not infected wastes 1 AP, but not the vaccine. Curing another survivor earns you 1 XP. In effect, the property of curing infection should be removed from the first-aid kit leaving healing properties only. The message that you get when healing an infected survivor may say that infection has not been cured. Antiviral vaccine should be available by searching in any hospital, NecroTech building or infirmary (with chances to find to be 12%, 12% and 10% respectively). Introducing this item and changing the properties of the first-aid kit may require a change in the game mechanism that would allow a survivor (perhaps with a certain skill) to recognise infected survivors, but such a change is not in the scope of this suggestion.
Separating the process of curing infection from restoring HP will make curing infection more difficult and thus will make the Infectious Bite more effective. |
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Infection update
Timestamp: | JohnRubin 09:46, 28 January 2007 (UTC) |
Type: | Improvement |
Scope: | Revived players who were infected prior to death |
Description: | The suggestion is made in connection with this suggestion, which proposed an introduction of a new item - named antiviral vaccine - that would be the only way to cure infection and in effect removal of the infection curing properties from the FAK.
Many players voted against that suggestion because they were concerned that it would negatively affect recently revived players who suffered from infection prior to death. Hence this suggests that infection would end after an infected player dies and therefore would not apprear after revival. As mentioned above this suggestion is made in connection with a prior suggestion. Please vote accordingly - if you support this suggestion please vote for the antiviral vaccine too. If you are against the antiviral vaccine please vote against this suggestion too. Otherwise it will make the Infectious Bite completely useless. |
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Antiviral Vaccine (Revised)
Timestamp: | JohnRubin 14:33, 30 January 2007 (UTC) |
Type: | Item |
Scope: | Infection, curing infection, first-aid kit, a new item |
Description: | This is an update. The initial suggestion can be found here.
At the moment the infection caused by an Infectious Bite can be cured with a first-aid kit. This limits the usefullness of the Infectious Bite for zombies since its consequences can be easily reverted in the process of restoring HP with a first-aid kit, which an infected survivor usually does anyway. Some people say that "the massive amount of collective survivor AP... is spent countering infection". I argue that infection nowadays is healed almost immediately along with restoration of HP taking no AP at all in most cases. That is why, in the words of another person, "being bitten by a zombie is currently about as dangerous and terrifying as being licked by a poodle". I hereby suggest that the process of curing infection should be separated from healing wounds (restoring HP). This can be achieved by introducing a new item – antiviral vaccine. Using an antiviral vaccine on oneself or another survivor cures the infection immediately at the cost of 1 AP. This also consumes the vaccine. Using a vaccine on a survivor who is not infected wastes 1 AP, but not the vaccine. Curing another survivor earns you 1 XP. In effect, the property of curing infection should be removed from the first-aid kit leaving healing properties only. The message that you get when healing an infected survivor may say that infection has not been cured. Another change concerns infection. Simply put - infection should end with death. Once you are dead you are not infected anymore. This means that once you are revived you are not infected anymore either. Especially considering the fact that when you are revived you are treated with a revivification syringe, which brings you back to life - you would expect such a powerful thing to take care of any kind of infection. (Many thanks to SuperMario24 and GhostStalker for their remarks.) Antiviral vaccine should be available by searching in any hospital, NecroTech building or infirmary (with chances to find to be 12%, 12% and 10% respectively). During discussion of the initial suggestion some people were concerned that the suggested search rates are too low. First of all - those are search rates for unlit buildings. In buildings with a generator they will be higher. Second - in hospitals and infirmaries survivors will also find first-aid kits, with which they can restore their HP. So it seems quite unlikely that one will die of infection, while searching for an antiviral vaccine in a hospital or infirmary - unless one has less than 10 HP to start with. Anyway, this suggestion is actually about infection becoming a threat for survivors - there should be a risk that you can die of infection. Introducing this item and changing the properties of the first-aid kit may require a change in the game mechanism that would allow a survivor (perhaps with a certain skill) to recognise infected survivors, but such a change is not in the scope of this suggestion. Separating the process of curing infection from restoring HP will make curing infection more difficult and thus will make the Infectious Bite more effective. P.S.: To those people who think that "a standard First-Aid Kit in a zombie apocalypse would probably carry some sort of antibiotic for the infection" I say: People! Have you ever seen a first-aid kit? And we are talking about apocalypse here. Who would supply your first-aid kit with vaccines in the middle of apocalypse? Anyway this suggestion is not about realism. This suggestion tries to make the game a bit more challenging for survivors and a bit more rewarding for zombies - in a word, more interesting for everyone. |
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20070802 Here have a rat
JohnRubin 11:51, 2 August 2007 (BST)
Suggestion type
Item
Suggestion scope
Survivors, searching, items
Suggestion description
Here, have a rat! Is it time these words get some meaning in the game?
Ladies and gentlemen, we are proud to present a whole new and smashingly exciting item. Yes, a rat. Surely a city swarming with zombies should have plenty of them. Death, decay, piles of garbage, piles of corpses. What would rats love more than that?
Rats can be found by searching inside any building or in the streets. A rat can discarded. Or eaten. Consuming a rat would restore 1 HP. Just like a bottle of beer or wine. (Though the taste might be slightly different.)
Now the funny thing about rats (aside from eating one) is that your chances to find one are higher in circumstances when a FAK is hard to come by. It is easier to find a rat in a building that has no lights and is ransacked. When the building is in order and powered you will have a searching penalty (sort of).
That will allow survivors to restore at least a fraction of their health when they are in a difficult situation. (Think hordes of zombies around, no generators, hospitals ransacked. You know.)
A rat is not meant to replace a FAK and it never will. It will act as a poor substitute when you have no other choice. (I mean you would not eat a rat unless you have no choice, would you?)
And it surely will add more fun to the game. It might for one explain how survivors sustain themselves.
"You drop your rat. It squeaks and runs away."
From technical point of view a rat is just another item. It can be found by searching, it can be dropped or consumed. It takes 1 slot in your inventory and has 2% encumbrance.
"You search and find a rat."
Rats are most common in the streets (that is outside the buildings), junkyards (not powered), and empty blocks (wastelands, streets, car parks, etc.). Your chance to find a rat there is, say, 20%.
Ransacked and not powered buildings provide slightly smaller chance to find a rat - say, 15%. Searching buildings in good condition is only successful (if the term can be applied to finding a rat) in, say, 5% of cases. Powered buildings give 1% probability to find a rat.
20071218 New Server - Hardcore Mode
John RubinT! ZG 10:58, 18 December 2007 (UTC)
Suggestion type
Game improvement
Suggestion scope
A new server with a new game on it
Suggestion description
First of all, credits go to Honestmistake, Jon Pyre, and Ram Charger for giving the idea of this suggestion as well as AHLGTG THE END IS NIGH!, Karlsbad, Swiers, Karekmaps?!, Cap'n Silly T/W/P/C, Midianian|T|T:S|C:RCS|, BoboTalkClown, and Whitehouse for taking part in the discussion that brought up this idea.
A short preface
I started having this feeling too - the feeling of boredom. I suppose the game gets boring when you realise that there is no long term goal. You just do whatever you do every day. Survivors search for stuff, use stuff, barricade, revive their fellows. Zombies open buildings and eat survivors. Every day is like a groundhog day. And whatever you do - things stay the same. There are 60% survivors, 40% zombies. Because Kevan makes sure the game is balanced and nobody wins.
And then a very bright idea came to somebody (unfortunately – not me): why can’t we have another server? With different set of rules? With rules that would really resemble a zombie apocalypse.
So, ladies and gentlemen, we proudly present you…
THE HARDCODE MODE
This is a different server. (The game might be set in another town for the sake of continuity.)
The rules are based on the rules of Urban Dead, but there are important differences.
1. Permanent death for survivors
Once killed a survivor can rise up as zombie and be revived. But after every revification the maximum number of HPs that the survivor can have is reduced by 10 HP (you cannot expect to die and be revived indefinitely). That means you can be revived only 4 times (5 – if you have Bodybuilding). After 4th revification (5th – with Bodybuilding) you will have 10 HP. If you die this time – you die. Your character is removed from the game.
2. Permanent death for zombies
A zombie can be killed and rise up unlimited number of times. However, a zombie can only have 3 headshots. Every survivor with the skill has a small chance to shoot a zombie in the head (the probability starts building up when the zombie loses more than 2/3 of its HPs and has the maximum probability when the survivors delivers the finishing blow on the zombie). A survivor with the skill can take a special Aim for the head that would cost more than a normal attack (say, 5 AP instead of 1 AP – again, this option only appears when the zombie lost more than 2/3 of its HPs) and has a chance of making a headshot on the zombie.
The headshot is an insta-kill. Once the zombie receives a headshot its HPs are reduced to zero and it has to spend additional 5 AP to get up. As above, a zombie can receive a maximum of 3 headshots. Once your zombie character receives the 3rd headshot – it dies and is removed from the game. (This is also applicable to survivors attacking other survivors – a survivor who receives 3 headshots dies permanently in the same manner as a zombie).
3. Resources are limited
Any building can be ruined for a limited number of times. I suggest 3 ruins. After the third ruin a building turns into ruins (and appears so on the map) and cannot be repaired. The exterior and interior description will be different though (for example, You stand outside a ruined hospital), and it is still possible to search for items, but the odds will be decreased dramatically (as in ruined buildings).
4. The game runs in rounds
Quite obviousely, with characters being gradually removed from the game it will come to an end at some point – either the survivors will be able to headshot all the zombies or the zombies will be able to kill off all the survivors. The side left “alive” is declared winners. After that the game is reloaded and a new round starts.
I believe it makes sense that all characters start at level 1 in the beginning of each round.
A player wishing to take part in the next round creates a character and put it on the waiting list (or put an already registered character on the waiting list). Once a round has started no new entries are allowed until the end of the round.
General comments and minor notes
Introduction of a second server (with the game reloaded once in a while) will allow some more bold ideas to be tested (if they work – they might be left, if they don’t – they are taken away).
The setting can be smaller than Malton – let’s say 5 x 5 suburbs initially.
A second server might mean additional costs for Kevan. One option is to make a paid entry to the server – in order to play on the Hardcore server you have to donate 5 or 10 dollars to offset some costs of new hardware/additional bandwidth.
Please vote for the idea in general. If you like the idea, but think that certain numbers would work better – vote Change and put in the Keep section along with your comments.