User talk:Wbleak24

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New skill ideas

Regeneration-Zombies learn how to play dead with themselves- From Lurching Gait When there is a block where no one is(zombie or human) . They can playdead and regenerate every 10Hp per 1Ap for playing dead. No experience gained

a button like scent death will appear excpet it says regenerate

possible affects-Can affect the people who like to skim through the neighborhood killing low Hp of zombies(getting lucky). I do this whenever I'm a zombie or human. hit a zombie once to see where they are at.


Self-injector-Scientists(science ladder) are able to self-inject themselves when dead by making their own device to make it. Since they have to manufacture this device by themselves they need "Necrotech Acess".

With this skill, a zombie that is holding a syringe a button shows up that says "self-inject". This costs 11Ap(ankle grab) or 20AP. the button will be in the inventory spot because you need a syringe.When reviving yourself no experience is gained just like FAKs.

Possible affects of gameplay- a lower need of experienced players to go to revive points. less amount of lines and/or traffic jams at revive points when seiges are happenening, Pkers would now be able to revive themselves. People don't have to wait to get revived just like zombies. Gets less meta-gaming of requests of revives, the restriction of Gkers and other outlaws of requests will be gone. Gives importance of holding syringes for loners. Overall people can become independant

Skills I created and want implemented

Please read them over I thought of them to be interconnected and would most likely not work if one skill was implemented. If one skill wants to continue to be implemented alone, then revise it a little for that to make the game still fair. I made these skills to be enjoyed by pyros and hordes.

Burn-will be in the zombie hunter class requiring a minimum of level 10. A 100% chance attack of 5hp(matches and fuel can per burn) or Set on fire attack would be something someone could do with a match(if they’re implemented) and fuel can to a zombie that is hurt (25 or less)and would act like infection until it reaches less than 13, cause then it would target a flak jacket and would have a 10% chance of burning it, if flak jacket is burned the fire gets put out, if there is no flak jacket on it continues to burn the person until put out or dies. Can also target dead bodies reducing them 5AP(Can only be used once per body)

Purpose: importance of multiple flak jackets, new way of Pking(important!!! Survivors can drop and roll to put out fire without skill cause they learned it in school and I know Pkers will do this), basic way how to kill , Everyone is a pyro this is a way of showing it

Selective burning-would be from Burn.Targets only people using brain rot; A 100% attack of 5hp(matches and fuel can per burn) or Set on fire attack would be something someone could do with a match(if they’re implemented) and fuel can to a zombie that is hurt (30 or less)and would act like infection until it reaches less than 13, cause then it would target a flak jacket and would have a 10% chance of burning it, if flak jacket is burned the fire gets put out, if there is no flak jacket on it continues to burn the person until put out or dies. Can also target dead brain rot bodies by burning them reducing 5AP(Can only be used once per body and can be cumulative with regular burn)

Desiccants-Only works on characters with 500 deaths or more(I believe the highest I saw was near 325, which was a month ago, so no this will affect no one for now) The enemies body has been used so much that its turning color and becoming dry. So dry that its easy to burn. Can affect up to 10 zombies with 500 deaths; Pouring fuel cans over the area and setting them all on fire.(for 10 zombies lose 1HP(alive) or 1AP(dead) per X amount of fuel cans, a match to light)Can be used as much as you have the supplies to do so.

Drop and Roll-would be from memories of life and would put the fire out at 40% chance rate, when rolling flak jackets cannot get burned off. Each time you fail 1Hp is taken off

Mutualism -Your body has been hacked by axes and has uncountable bullet holes, and in order to stay one piece, the zombie reanimate flesh virus repairs these tissues and went overboard by repairing the brain too. When a dead body; you have a choice to raise with brain rot 1AP with ankle grab or without 2AP(one extra) with ankle grab. Negates Brain rot and selective burning

Crucified-would be from brain rot. It would need to be holding a crucifix to not be targeted by a general burn, allows selective burning though because it needs brain rot. Selective burning can be negated by Mutualism, if you choose not to use brain rot when you raise.

Surging- would be from memories of life. Right before you log off you click on surge(costing 1ap)and you would wait for a leader to lead the way into a broken barricaded building.

Leadership-would be from surging cause a leader needs to know when to follow. After breaking through the last barricades you have the option of leading a surge. The max amount of zombies you can take with you is ten. The surge button will vary depending on how many zombies are waiting to surge the building. For each zombie its 1AP but it can cost up to10AP if there are enough, At max 11 zombies could enter at once with 20ap (10 for 10 zombies and ten from the leader)spent between themselves --Wbleak24 02:08, 6 December 2006 (UTC)


Dunningwood

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     : Police Department             3
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     : Hospital                      6
     : Fire Station                  1
     : No Doors                -1 or 0 

Gibsonton

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     : No Doors                -1 or 0 

Santlerville

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     : Police Department             3
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     : Fire Station                  1
     : No Doors                -1 or 0 

Huntley Heights

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     : Police Department             3
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     : Fire Station                  1
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Brooke Hills

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     : No Doors                -1 or 0 

Eastonwood

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Darvall Heights

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Chudleyton

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Peddlesden Village

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Pescodside

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Rolt Heights

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Pashenton

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Raines Hills

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Millen Hills

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Yagoton

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Shuttlebank

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Gatcombeton

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Judgetown

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Roywood

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Dulston

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Rhodenbank

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Earletown

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Chancelwood

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Lamport Hills

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East Boundwood

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     : Hospital                      6
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West Boundwood

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     : Hospital                      6
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Quarlesbank

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     : Police Department             3
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     : Hospital                      6
     : Fire Station                  1
     : No Doors                -1 or 0 

Jensentown

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     : Mall                          9
     : Police Department             3
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     : Hospital                      6
     : Fire Station                  1
     : No Doors                -1 or 0 

Darkerstown

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     : Mall                          9
     : Police Department             3
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     : Hospital                      6
     : Fire Station                  1
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Shearbank's importances of buildings

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PTT ClearTableslate

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     : Police Department             3
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     : Fire Station                  1
     : No Doors                -1 or 0