User:Swiers/page archive 19-05-07
It has come to my attention that this page is ass ugly and impossible to find any useful information on, if in fact such a thing exists here. Seeing as it is currently the 34th most linked to page, and the 4rth most linked to user page, and is rising fast, I probably ought to fix that. So I'm overhauling it, working out the new design at User:Swiers/user page sandbox
Punch In | |
This user or group supports X:00 tactics. |
Zombie River Tactics | |
I am the void that devours all. |
"There's No Santa Claus?!?!" | |
This user has entered the Christmas Tree Dead Pool |
NT Mappers | |
This user helps to maintain or update the NT Status Map. |
History
Not many people know it, but I'm pretty sure I'm the guy who first had the idea for the zombie strike, by suggesting (on the now defunct UD board) back in fall of 2005 that all zombies should just stop playing the game and let their characters idle out so that the zombie population would tumble to near zero and survivors would get bored and insist that Kevan fix the game so that zombies were worth playing (which he did, thanks to the strike). I had nothing what-so-ever to do with organizing the strike itself, but am proud to have been a part of the community which it grew from.
When the strike continued after Headshot was re-tooled, I started a brand new zombie character, Strike Boy. Playing Strike Boy allowed me to see how the game would progress for new zombie players, and I documented my experiences on the old UD Board. Strike Boy is now a high level zombie, much of his experience earned member of the Minions of the Apocalypse. IMO, the game remains disturbingly hard (and boring) for zombies who do not depend heavily on metagaming; much of Strike Boys early life was spent scrounging for FAK's after being revived, and healing his fellow zombies as a "death cultist", because it was the quickest way to earn XP, especially when staying dead actually required some effort.
Current Projects
I've instigated a Christmas Tree Dead Pool. Win yourself an Urban Dead themed Christmas ornament!
X:00 is a group / work in progress to explore some of the potentials for zombies to organize in-game via communication and "emergent behavior" centered tactics.
I also make a fair number of game suggestions on the suggestions page, occasionally cycle the page, and make very active use of talk: suggestions
User:Swiers:_Make_Suggestions_Their_Own_Pages
I've done the initial framework for the NT Status Map - all it needs now is for people to enter data in the appropriate templates.
Characters
I play several Urban Dead characters, rotating among 3 that are well developed. Two of them are zombies with Brain Rot, and one is a survivor with a potent array of zombie skills who I have variously played as a support character, trenchcoater, and PKer. I honestly believe most people have not given play as a zombie serious enough effort or consideration; zombies are the foundation on which the game is built.
Stuff I like
- The_humanity_doctrine
- Dual_Nature_Policy
- User:Swiers:_Make_Suggestions_Their_Own_Pages
- Category:Minigames
You are inside Caiger Mall. The shops are stocked with brains, other human flesh, prosthetic dental weaponry, and bullet proof helmets. There are over 200 zombies here.
Proud To Be Dead | |
This user is a zombie and proud of it. |
B-A-N-A-N-A-Z! | |
This user knows exactly what to do with a banana. |
OMG, Yet Another Headshot! | |
This user is amazed his zombie can still lurch after so many headshots. |
Combined Zombie Groups of Malton Supporter | |
This User or Group supports the Combined Zombie Groups of Malton & acknowledges that Ridleybank is the zombie heartland, and that every action of their zombie group is contributing in some little way to Barhah. |
I was a St. Valentine's Cherub | |
This user or group has been celebrating St. Valentine's Day at Bale Mall. |
Driving Hunger and Driving Force
Duh, this isn't a place for voting. This is just my work in progress. Why would you edit my user page, anyhow?
Timestamp: | S.Wiers X:00 21:17, 11 February 2007 (UTC) |
Type: | skills |
Scope: | zombies |
Description: | Zombies in movies are often portrayed as pressing against barricades as they tear them down, literally flooding in as a wave of groaning flesh when the defenses give. The mechanics of the game don't entirely reflect this imagery, as only zombie players who are logged in when the barricades are down (often a very short period of time) will ever make it inside a building, no matter how many more are waiting outside. These two skills allow zombie players to act in a way that simulates this effect.
This skill is obviously a revision of my Zombie Rush suggestion. I have tried to address as many of the issues voters commented on as I could. Most notably, avoiding being pushed into buildings is no longer an issue, because you would have to both buy the Driving Hunger skill and use the join attacking mob action to qualify to be pushed. In fact, the zombies who do not join the attacking mob are potentially safer from attacks than they would otherwise be. I think it retains the balance that Zombie Rush had, removes the grief, and adds some new flavor. |
Keep Votes
Zombies pushing onward!
Kill Votes
Zombies standing around slackjawed.
Spam/Dupe Votes
Zombies eating leftover spam.
Build Safe Passage
Timestamp: | S.Wiers X:00 18:46, 21 February 2007 (UTC) |
Type: | Skill |
Scope: | Survivors |
Description: | With this skill, survivors could build protected connections (bridges, cable transits, maybe a trailer or bus that you walk on the roof of) between two buildings. The effect of the "Safe Passage" would be to allow any survivor to move between the two buildings as if they had the "Free Running" skill.
To build the "Safe Passage", the skill user would select a "build safe passage" action (usable only when OUTSIDE a building) that would have a drop-down menu allowing the connection to be built from the building the survivor was outside to any neighboring building. This would cost 20 AP, although failed attempts (due to lack of materials or invalid targets) would cancel the action, with no AP spent. For "Build Safe Passage" to succeed, the following circumstances must be met:
Once built, the "Safe Passage" would remain in place (and be described as "a safe passage between X and Y" in the buildings interior and exterior descriptions) as long as both of the connected buildings were barricaded. If the barricades fell at either end, the "safe passage" would be destroyed along with the barricades. |
Discussion
Defiler
Timestamp: | S.Wiers X:00 23:50, 21 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies with brain rot |
Description: | This is a zombie skill available only to zombies with brain rot (a sub skills). The zombie has become so mentally unhinged that they don't just maul humans, they defile the corpse, leaving it virtually unrecognizable. If a zombie with this skill kills a character (survivor or zombie) survivors (but not zombies, who depend more on scent) will not recognize the body (or zombie, once it stands up) as one of their contacts. It is treated for all pusposes like one of the "nameless horde". |
Discussion
This lets zombies with brain rot make it a bit harder for other folks to get revives, forcing the victim of the kill to in came communication (or harder metagaming) if they want their friends or somebody who got their profile from the revivification request board to revive them. Plus it adds some horror flavor, and maybe gives survivors a taste of what its like playing a (literally) "faceless member of the horde". --S.Wiers X:00 23:50, 21 February 2007 (UTC)
Brain Fever
Timestamp: | S.Wiers X:00 23:50, 26 February 2007 (UTC) |
Type: | Skill |
Scope: | Zombies with Brain Rot |
Description: | Zombie skill. A Sub-Skill to Brain Rot. Costs 100 ExP's to purchase.
Zombies with this skill are host to a variety of cerebral infections that, in the living, cause a high fever accompanied by weakness, hallucinations, and amnesia. Characters infected (via "Infectious Bite") by zombies who have the "Brain Fever" skill are infected and lose HP as normal, but are also flagged as being affected by "Brain Fever". This flag for "Brain Fever" lasts until the infection is cured. Brain Fever is easier to detect than a normal infection, and can be detected using the "Diagnoses" skill, or with "Scent Fear". If a survivor or zombie contact has the Brain Fever flag, a red * would appear next to their name when viewed by a character who has either of those skills. For every HP a survivor looses while affected by "Brain Fever", there is a chance they will also drop a single item of equipment from their inventory, due to infection induced exhaustion, confusion, or (in the case of a flak jacket) need to to cool down. This happens after all other effects of the HP loss and the action that caused it are applied. The chance of this happening is equal in percent to the number of items the survivor is carrying, with each item having an equal chance to be lost. The technical details for how this is determined are as follows:
Not that since the list string can have at most 50 items in it, there is at most a 50% chance an item would be dropped. I most cases, the chance would be somewhat lower.
Note also that there are two fairly simple ways to minimize or even completely avoid the effects of "Brain Fever". The first is to have a FAK on hand at all times, and apply it as your first action when you are infected. This looses you 1 HP but cures the infection, so you will perhaps loose a single item- but never the FAK, as you use it and THEN the effect of Brain Fever is applied. The other is to simply let yourself be killed, and then get somebody to apply a FAK to you before you get revived, curing the infection while you are still a zombie. That way you would never loose any HP to infection, so the Brain Fever would have no chance to effect your inventory. |
Discussion