User:Necrofeelinya: Difference between revisions
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==[[Template:Lighthouse]]== | ==[[Template:Lighthouse]]== | ||
A Lighthouse is tall structure with a powerful light at the top, designed to warn ships at sea of coastal dangers. It has little value as a Tactical Resource Point, but is unique in another fashion. When a player installs a generator in a lighthouse, it functions as normal... the building becomes lit, but the signal light does not turn on. Players have the option of installing a second generator to turn on the light, in which case the signal light becomes visible to all players on the map, and gives a vague indication of distance and a precise direction to the lighthouse. A lighthouse has no specific interior description, other than to say "You are standing in a lighthouse", but is subject to [[Ruin]] and [[Decay]], along with the accompanying interior and exterior descriptions. When the main light is powered by a second generator the following descriptions are added to all players' screens, depending upon distance from the lighthouse and with (direction) being the most direct route to the lighthouse out of a choice of the 8 possible movement directions on the mini-map: | |||
1-10 squares away: "Nearby to the (direction) you see the bright beacon of a lighthouse" | |||
11-25 squares away: "To the (direction) you can make out a lighthouse signal" | |||
26-50 squares away: "A light appears off in the distance to the (direction)" | |||
51-75 squares away: "Far to the (direction) you can see a light shining" | |||
76-99 squares away: "To the (direction) you can barely detect a light flickering very far away" | |||
If [[fog]] is implemented in-game again, the lighthouse will still be visible when powered, but only to a limited degree. Then the following messages will be seen by players: | |||
1-5 squares away: "To the (direction) a bright light cuts through the fog" | |||
6-15 squares away: "A light can be seen signalling through the fog to the (direction)" | |||
From 16 or more squares away the lighthouse cannot be seen through fog, and the light does not allow players to better see their surroundings, it only indicates the direction of the lighthouse. Both generators must be fueled for the signal light to work, if either one runs out of fuel, the signal light goes out. | |||
Items found in lighthouses are: | |||
*newspaper | |||
*flare gun | |||
*radio | |||
==[[Template:fencedyard]]== | ==[[Template:fencedyard]]== |
Latest revision as of 05:21, 5 November 2010
My Characters
I've gone through an enormous number of alts over the years, most of them in Monroeville where I wanted to use as many characters as possible back when it was still full of survivors. Most of them appear to have been deleted over time, and many I've actually forgotten about, but some still exist. Here's a partial list of them by town:
Malton
Monroeville
Borehamwood
My Groups
I've also formed a couple of groups. Thus far their membership consists of one character each, me, and they're both in Borehamwood. They are open to new recruits, though. Really, I just enjoy documenting my carnage and adding depth to the game this way. Here they are:
This is probably about all you need or want to know about me:
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BALLS | By Zombie Lord |
I agree completely with the premise of the above comic strip
The Radically Different Direction I'd Like To See Urban Dead Take
New Town Concept
Timestamp: Necrofeelinya 01:30, 10 July 2009 (BST) |
Type: Hardcore town |
Scope: A new town, or revised rules for Borehamwood or Monroeville |
Description: I'd like to suggest a new hardcore town, one which would differ enormously from previous "hardcore" towns in the way it functions. The details would be as follows:
1. XP system completely revised. Skills are no longer permanent and aren't bought. Instead, characters have a set of involuntary "skill points" to divide between the various actions they are capable of taking in-game, and the frequency with which they take those actions determines how successful the action will be. New characters start with variation in the distribution of those skill points - Firemen will be good with an axe, Doctors good with finding and using Faks, etc. Thus, if a person rarely 'cades, they will likely fail often should they try, but with practice, they will become more proficient. If they've developed proficiency with a skill but cease to use it regularly, their proficiency with it will decrease over time. This would eliminate useless XP buildup with "maxxed out" characters and still allow for characters to change over time, as well as providing real variety in character class distinctions. Veterans would have no advantage over noobs except that which their experience and skill actually playing the game provides them. 2. Revised Headshot. Rather than headshotted zombies simply needing to spend a few AP to stand up, headshot now "kills" a zombie, replacing it with a corpse and regenerating the zombie at a random cemetery elsewhere on the map. Rather than the inconvenience of losing a few AP standing up, zombies get the inconvenience of being resituated on the map when they're headshotted. This way noobs suffer no more penalty for being headshotted than veterans. Also, headshot is not an automatic skill, but a low % chance for every survivor when attacking a zombie which is modified slightly by their proficiency fighting with that particular weapon. 3. No Necrotech. 4. Survivor regeneration - Don't want to play a zombie? Click on "revive". Following an "are you sure?" message, your character can choose again what class he wants to start as, gets stripped of all his items except those he would normally start the game with, gets an intro storyline, and gets randomly regenerated in a class-typical building in the city (Doctors in Hospitals, Firemen in Fire Stations, etc). This'll keep players from having to create a new character every time they die and want to keep playing a survivor. 5. A brief history page, similar to contacts but without info on attackers, lists how many times you were killed with time and datestamp as well as location, with map coordinates and revive dates. It'll help keep track of how long people have managed to stay alive, which is a matter of survivor prestige, and will be viewable by all players as a link on people's profiles. 6. A "victims list" automatically logs who you kill, when and where. Only viewable by the player. Because that would be cool, and who really wants to go in and add contacts all the time just to keep track of that? Only keeps track of survivors killed, because zombies are both anonymous and just too easy and numerous. 7. Keep new character creation open. It's a basic idea, and incomplete, but it's just a suggestion after all, and I thought I'd put it forward as a drastically revised manner in which Urban Dead could be reworked for people seeking something other than a social networking site. Apart from the admittedly substantial workload, there's no reason not to experiment with new cities, and this would be a great concept for a test drive. With the ease of regeneration, this actually wouldn't be that hardcore in a sense, but I think certain aspects of it would be highly enjoyable and might encourage action-oriented play somewhat. Being stripped of equipment and starting fresh is enough incentive for survivors to try to avoid death, I think. Posting it here because I don't believe that all suggestions need to be 100% worked out in detail before being worthy of Peer Review. After all, this kind of suggestion can't be made in parts, and too much detail would be overwhelming anyway. |
Discussion (New Town Concept)
Gulfpratt
The Malton Suburb of Gulfpratt | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Gulfpratt 2
The Malton Suburb of Gulfpratt | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Hmmm... I may just try thinking up a whole, awful town myself.
For no good reason at all, with no expectations.
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |
51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 |
61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 |
71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 |
81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 |
91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 |
Notes:
1. Reconsidering plans about heights for buildings, might keep things simple. But still want a couple of new terrains.
2. Want to keep the map secret until/if it's implemented. Isn't much of the fun of a new city exploring it?
Template:Lighthouse
A Lighthouse is tall structure with a powerful light at the top, designed to warn ships at sea of coastal dangers. It has little value as a Tactical Resource Point, but is unique in another fashion. When a player installs a generator in a lighthouse, it functions as normal... the building becomes lit, but the signal light does not turn on. Players have the option of installing a second generator to turn on the light, in which case the signal light becomes visible to all players on the map, and gives a vague indication of distance and a precise direction to the lighthouse. A lighthouse has no specific interior description, other than to say "You are standing in a lighthouse", but is subject to Ruin and Decay, along with the accompanying interior and exterior descriptions. When the main light is powered by a second generator the following descriptions are added to all players' screens, depending upon distance from the lighthouse and with (direction) being the most direct route to the lighthouse out of a choice of the 8 possible movement directions on the mini-map:
1-10 squares away: "Nearby to the (direction) you see the bright beacon of a lighthouse" 11-25 squares away: "To the (direction) you can make out a lighthouse signal" 26-50 squares away: "A light appears off in the distance to the (direction)" 51-75 squares away: "Far to the (direction) you can see a light shining" 76-99 squares away: "To the (direction) you can barely detect a light flickering very far away"
If fog is implemented in-game again, the lighthouse will still be visible when powered, but only to a limited degree. Then the following messages will be seen by players:
1-5 squares away: "To the (direction) a bright light cuts through the fog" 6-15 squares away: "A light can be seen signalling through the fog to the (direction)"
From 16 or more squares away the lighthouse cannot be seen through fog, and the light does not allow players to better see their surroundings, it only indicates the direction of the lighthouse. Both generators must be fueled for the signal light to work, if either one runs out of fuel, the signal light goes out.
Items found in lighthouses are:
- newspaper
- flare gun
- radio
Template:fencedyard
A fenced yard is a yard surrounded by a reasonably sturdy and tall wooden fence. At the start of the game it is QSB as far as 'cade status is concerned. Its 'cade status can be reduced like normal building 'cades, but can never be repaired above the lowest level of QSB. Repairing the 'cades on a fenced yard requires the use of a toolkit. Fenced yards cannot be ruined.
Template:Swamp
A swamp square is what it sounds like... a swamp. Thick and mucky, each swamp square requires 2 AP to move out of, even if you're just moving to another swamp square. Effect is the same regardless of player status, meaning that in swamps zombies without lurching gait move at the same speed as humans and zombies with lurching gate. Or to put it another way, all players move like a zombie without lurching gait.
Template:House
A House is an ordinary house or apartment, of little resource value but which tends to be concentrated in large clusters in residential-zoned districts.
Items found in houses are:
- knife
- newspaper
- mobile phone
- beer/wine
Template:Coastguard1NE
Template:Coastguard1SE
Template:Coastguard1SW
Template:Pharmacy
Pharmacies are tactical resource points. They are relatively numerous and provide First Aid Kits (FAKs) which survivors can use to heal themselves and fellow survivors. Initially a FAK restores 5HP, once the First Aid skill is acquired then 10HP can be restored. The Surgery skill does not apply in pharmacies, and the % chance of finding a FAK in a pharmacy is slightly lower than in a hospital.
Pharmacies often benefit from having a generator installed in order to maximise the search odds for a FAK. Items found in pharmacies are:
- first aid kits
- newspapers
- christmas lights