User:Epicure/Projects: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
(New page: =Epicure's Projects and Notes ==Notes== ===Bored of the flies=== * I've been bored as a zombie so far: break a 'cade, eat survivor, sometimes eat a lost breather in the outdoor. This seem...)
 
 
(17 intermediate revisions by the same user not shown)
Line 1: Line 1:
=Epicure's Projects and Notes
=Epicure's Projects and Notes=


==Notes==
==Notes (food for thought)==
===Bored of the flies===
===Bored of the flies===
* I've been bored as a zombie so far: break a 'cade, eat survivor, sometimes eat a lost breather in the outdoor. This seems due to the limited number of actions giving XP to zeds (attack/break and...that's it?).
* I've been bored as a zombie so far (I'm level 8): break a 'cade, eat survivor, sometimes eat a lost breather in the outdoor. This seems due to the limited number of actions giving XP to zeds (attack/break and...that's it?).
* So far the only interest for me in spending XP as a zed seems to be improving speed to save AP and/or vigor mortis to improve attack chances and therefore speed up XP gain.
* So far the only interest for me in spending XP as a zed seems to be improving speed to save AP and/or vigor mortis to improve attack chances and therefore speed up XP gain.
* It would be nice to add more skills to zeds, however this is going to be tough without imbalancing the game. Maybe RP skills like communication, but then again the Memories of Life family is pretty fool unless we end up with zombies playing piano or sudoku.
* It would be nice to add more skills to zeds, however this is going to be tough without imbalancing the game. Maybe RP skills like communication, but then again the Memories of Life family is pretty full unless we end up with zombies playing piano or sudoku.
* I believe the better way would be to give another XP source to zeds, other than breaking or eating things. Maybe different things to break? In that case it should be something of little benefit to survivors, to balance things a little.
* I believe the better way would be to give another XP source to zeds, other than breaking or eating things. Err...maybe different things to break? In that case it should be something of little benefit to survivors, to balance things a little.(CCTV cams? Vending machines?)
* Since I wrote the above, I have maxed out my levels and just passed 4000 'spare' XP. And I'm still a bit bored whenever I play a zed. I agree with a lot of things on [[User:Katthew/Zombie_Improvements|Katthew's page]], especially the '''new sources of XP for zeds''' (yay to bellow), the '''horde''' effect (which should disorganise and instill fear in survivors IMO) and also the '''sense empty/full building''' idea which would be awesome if implemented.


==Projects==
===Zombies should dance===
None at the moment.
It's obvious.
And that should let them to summon the spirit of Saint Michael under certain conditions.
 
===Zombies should climb===
Mmmh, there's an idea...
===This is crazy!===
What, not a single restaurant in Malton?
 
==Projects & Suggestions==
===Suggestion 1: Vending Machines===
Add vending machines at some otherwise boring locations (offices, stations, streets?), and coins/tokens as a new item to find (1% enc).
* Survivors can use a token to get (maybe? 50-50 chance of snack getting stuck) a snack (2% enc) which restores 1-2HP. Also possible: a beer, seasonal candies or a newspaper?
* If the snack is stuck, further coins will be stacked and someone can hit (1AP) the machine to make them drop one at a time if hit successful (hits only works with hand/blunt weapons).
* Zombies can also hit the machine which drops a snack if any tokens are stuck.
* If no token is stuck and the zombie hits, destroy the machine which gives 2-3XP, depending on outdoor/indoor location.
* Someone with construction and a toolbox can repair the vending machine (1AP, no XP, the VM is its own reward)
* Looking at the machine (1AP) can tell how many snacks are stuck
* Potentially...this can be an "endless" source of HP, but tokens limit the number that can be recovered, plus with the cost in AP it's not a very efficient way of healing, but it can be placed anywhere!
* For zeds, the VM is a new source of XP which can be left on the street
===Suggestion 2: Pass <survivor> a beer===
* Not my idea, I saw this somewhere else (can't find it again unfortunately) but I think this is brilliant: the social implications are huge and the impact on the game minimal.
* Could be expanded with #1: pass <survivor> a snack.
===Suggestion 3: Chainsaw===
* Isn't that bloody obvious?
* Encumbrance similar to toolbox?
* Petrol fuelled (can of fuel) for a number of hours.
* Loud (no communications possible for zeds or survivors in a 3x3 grid, and all made aware that a chainsaw is running)
* Risk of fumble (self hurt), and low skills.
* Random damage?
* Lumberjack or park ranger class with higher skill?
* ...Nunchaku Chainsaws FTW!!!
===Suggestion 4: Subduing Zeds===
* Wow-how! I know it's supposed to be a game and noone like to be controlled like that (potential source of frustration), but that could bring some fun, if I may explain:
* First, realism: most classic zombie flicks include a rabbid chained zombie in a room for mad scientist experiments (mmh, that could be the next suggestion): day of the undead (the old romero one with the military+scientist communities in the mall), reanimator, 28 days later...
* Second, this suggestion is mostly to balance a frustation I feel with rotters...nothing to do with them, taking them down is pointless, but they make the hardcore baddies so they should stay.
* Obviously, this should be a very perillous ''Zombie-hunter'' technique '''subdue zombie''', as the zed may try to escape each AP...maybe necessary to take the zed down first, and use a new item '''shackle''' or something (found in prisons only?)
* Fun? Turn mmrh cows into zed ranches! Way to deal with unrepentant rotters (rather than wasting only a little of their AP each day with headshots)
* Maybe, adding some ne action to perform on the subdued zed, like a new XP earning ''NT skill'' '''analyse''' or '''observe'''
* Of course, the zeds would need something to balance, and I think particularly the ''rotters'' (which aren't very rewarded for their sacrifice at the moment). Something like '''spray-vomit blood''' to give a % chance to infect/hurt all present at the location at once? (Me having just had a gastro-enteritis is not foreign to this idea...)
* Result for all this: separation into 4 castes: Hardcore zed (rotter), normal zed, normal survivor and hardcore survivor (hunter), with strong polarisation between both hardcore group acting as war chieftains to organise assaults at each others? And also maybe a 3rd pole, with NT asking for their guinea pigs not to be hurt too much =)

Latest revision as of 21:50, 9 December 2010

Epicure's Projects and Notes

Notes (food for thought)

Bored of the flies

  • I've been bored as a zombie so far (I'm level 8): break a 'cade, eat survivor, sometimes eat a lost breather in the outdoor. This seems due to the limited number of actions giving XP to zeds (attack/break and...that's it?).
  • So far the only interest for me in spending XP as a zed seems to be improving speed to save AP and/or vigor mortis to improve attack chances and therefore speed up XP gain.
  • It would be nice to add more skills to zeds, however this is going to be tough without imbalancing the game. Maybe RP skills like communication, but then again the Memories of Life family is pretty full unless we end up with zombies playing piano or sudoku.
  • I believe the better way would be to give another XP source to zeds, other than breaking or eating things. Err...maybe different things to break? In that case it should be something of little benefit to survivors, to balance things a little.(CCTV cams? Vending machines?)
  • Since I wrote the above, I have maxed out my levels and just passed 4000 'spare' XP. And I'm still a bit bored whenever I play a zed. I agree with a lot of things on Katthew's page, especially the new sources of XP for zeds (yay to bellow), the horde effect (which should disorganise and instill fear in survivors IMO) and also the sense empty/full building idea which would be awesome if implemented.

Zombies should dance

It's obvious. And that should let them to summon the spirit of Saint Michael under certain conditions.

Zombies should climb

Mmmh, there's an idea...

This is crazy!

What, not a single restaurant in Malton?

Projects & Suggestions

Suggestion 1: Vending Machines

Add vending machines at some otherwise boring locations (offices, stations, streets?), and coins/tokens as a new item to find (1% enc).

  • Survivors can use a token to get (maybe? 50-50 chance of snack getting stuck) a snack (2% enc) which restores 1-2HP. Also possible: a beer, seasonal candies or a newspaper?
  • If the snack is stuck, further coins will be stacked and someone can hit (1AP) the machine to make them drop one at a time if hit successful (hits only works with hand/blunt weapons).
  • Zombies can also hit the machine which drops a snack if any tokens are stuck.
  • If no token is stuck and the zombie hits, destroy the machine which gives 2-3XP, depending on outdoor/indoor location.
  • Someone with construction and a toolbox can repair the vending machine (1AP, no XP, the VM is its own reward)
  • Looking at the machine (1AP) can tell how many snacks are stuck
  • Potentially...this can be an "endless" source of HP, but tokens limit the number that can be recovered, plus with the cost in AP it's not a very efficient way of healing, but it can be placed anywhere!
  • For zeds, the VM is a new source of XP which can be left on the street

Suggestion 2: Pass <survivor> a beer

  • Not my idea, I saw this somewhere else (can't find it again unfortunately) but I think this is brilliant: the social implications are huge and the impact on the game minimal.
  • Could be expanded with #1: pass <survivor> a snack.

Suggestion 3: Chainsaw

  • Isn't that bloody obvious?
  • Encumbrance similar to toolbox?
  • Petrol fuelled (can of fuel) for a number of hours.
  • Loud (no communications possible for zeds or survivors in a 3x3 grid, and all made aware that a chainsaw is running)
  • Risk of fumble (self hurt), and low skills.
  • Random damage?
  • Lumberjack or park ranger class with higher skill?
  • ...Nunchaku Chainsaws FTW!!!

Suggestion 4: Subduing Zeds

  • Wow-how! I know it's supposed to be a game and noone like to be controlled like that (potential source of frustration), but that could bring some fun, if I may explain:
  • First, realism: most classic zombie flicks include a rabbid chained zombie in a room for mad scientist experiments (mmh, that could be the next suggestion): day of the undead (the old romero one with the military+scientist communities in the mall), reanimator, 28 days later...
  • Second, this suggestion is mostly to balance a frustation I feel with rotters...nothing to do with them, taking them down is pointless, but they make the hardcore baddies so they should stay.
  • Obviously, this should be a very perillous Zombie-hunter technique subdue zombie, as the zed may try to escape each AP...maybe necessary to take the zed down first, and use a new item shackle or something (found in prisons only?)
  • Fun? Turn mmrh cows into zed ranches! Way to deal with unrepentant rotters (rather than wasting only a little of their AP each day with headshots)
  • Maybe, adding some ne action to perform on the subdued zed, like a new XP earning NT skill analyse or observe
  • Of course, the zeds would need something to balance, and I think particularly the rotters (which aren't very rewarded for their sacrifice at the moment). Something like spray-vomit blood to give a % chance to infect/hurt all present at the location at once? (Me having just had a gastro-enteritis is not foreign to this idea...)
  • Result for all this: separation into 4 castes: Hardcore zed (rotter), normal zed, normal survivor and hardcore survivor (hunter), with strong polarisation between both hardcore group acting as war chieftains to organise assaults at each others? And also maybe a 3rd pole, with NT asking for their guinea pigs not to be hurt too much =)