User:Dr Cory Bjornson/Concepts/Subterranean: Difference between revisions
(New page: ===The Underworld=== {{psuggestion| suggest_time=23:42, 6 September 2006 (BST)| suggest_type=New Level| suggest_scope=Urban Dead| suggest_description=An entire subterranean lev...) |
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:'''Effects on existing items''' | :'''Effects on existing items''' | ||
:*Flare Guns, if fired into the air, will only be seen within a 1-block radius. | :*Flare Guns, if fired into the air, will only be seen within a 1-block radius. | ||
:*GPS doesn't work, and shows as (-.-), or (0,0). | :*GPS doesn't work, and shows as (-.-), or (0,0). | ||
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:'''Buildings''' | :'''Buildings''' | ||
:As above ground, buildings can be barricaded, ransacked / repaired and powered with portable generators. Unless noted otherwise, buildings have closeable doors | :As above ground, buildings can be barricaded, ransacked / repaired and powered with portable generators. Unless noted otherwise, buildings have closeable doors. | ||
:*'''Subway Station''' | :*'''Subway Station''' | ||
:**Possible entry points: Railway Station ( | :**Possible entry points: Railway Station (Tagging: +2XP) | ||
:*'''Power Substation''' | :*'''Power Substation''' | ||
:**Possible entry points: Building, Towers, Factory ( | :**Possible entry points: Building, Towers, Factory (Tagging: +1XP) | ||
:**Special Rules: | :**Special Rules: | ||
:***Must have one only per suburb. Large Building. Always takes up two squares. | :***Must have one only per suburb. Large Building. Always takes up two squares. | ||
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:*'''Sewage Plant''' | :*'''Sewage Plant''' | ||
:**Possible entry points: Street, Carpark, Junkyard, Wasteland. | :**Possible entry points: Street, Carpark, Junkyard, Wasteland. | ||
:**Special Rules: | :**Special Rules: | ||
:***Must have one per suburb. | :***Must have one per suburb. | ||
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:*'''NecroTech Safehouse''' | :*'''NecroTech Safehouse''' | ||
:**Possible entry points: none. | :**Possible entry points: none. | ||
:**Special Rules: | :**Special Rules: | ||
:***UV Scanner: If the Safehouse has a running Generator, and a survivor has NecroNet Access, clicking this location-specific button will bring up a view of the 9-cell neighbourhood (i.e. 1-square radius) centred on the Safehouse. Numbers of zombies and survivors will be displayed (but not those inside buildings). For role-playing purposes, this is a surveillance system built to monitor the approaches to the Safehouse. The system has difficulty distinguishing multiple signals: if there are more than 5 zombies or survivors, the numbers show as "5+". (E.g. "3 humans, 5+ zombies".) | :***UV Scanner: If the Safehouse has a running Generator, and a survivor has NecroNet Access, clicking this location-specific button will bring up a view of the 9-cell neighbourhood (i.e. 1-square radius) centred on the Safehouse. Numbers of zombies and survivors will be displayed (but not those inside buildings). For role-playing purposes, this is a surveillance system built to monitor the approaches to the Safehouse. The system has difficulty distinguishing multiple signals: if there are more than 5 zombies or survivors, the numbers show as "5+". (E.g. "3 humans, 5+ zombies".) | ||
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:*'''Secure Vault''' | :*'''Secure Vault''' | ||
:**Possible entry points: Mansion, Bank. | :**Possible entry points: Mansion, Bank. | ||
:**Special Rules: Easier to barricade up than other buildings. | :**Special Rules: Easier to barricade up than other buildings. | ||
:*'''Cellar''' | :*'''Cellar''' | ||
:**Possible entry points: Mansion, Pub. | :**Possible entry points: Mansion, Pub. | ||
:**Special Rules: Homebrew - beer or wine drunk here provides an additional +1HP. (Silly rule, I know.) | :**Special Rules: Homebrew - beer or wine drunk here provides an additional +1HP. (Silly rule, I know.) | ||
:*'''Sub-Basement''' | :*'''Sub-Basement''' | ||
:**Possible entry points: Mall, Power Station, Building, Cinema, Club, Factory, Fire Station, Hospital, Hotel, Library, Museum, NecroTech Building, Police Department, Tower. | :**Possible entry points: Mall, Power Station, Building, Cinema, Club, Factory, Fire Station, Hospital, Hotel, Library, Museum, NecroTech Building, Police Department, Tower. | ||
:*'''Nuclear Bunker''' | :*'''Nuclear Bunker''' | ||
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:**Search items: Flashlight (+ maximum of 1 other item). + | :**Search items: Flashlight (+ maximum of 1 other item). + | ||
:**Special Rules: | :**Special Rules: | ||
:*** | :***The heavy bunker doors are initially open, and cannot be closed by hand (see below). | ||
:***Barricading this bunker is difficult due to the spartan, secure design: they cannot be barricaded past Quite Strongly. | :***Barricading this bunker is difficult due to the spartan, secure design: they cannot be barricaded past Quite Strongly. | ||
:***If powered by a Portable Generator, that only provides lighting. (The other systems of the Nuclear Bunker are tied to dedicated circuits - linked to the local suburb Power Substation - and cannot be accessed by survivors. Typically poor thinking by the city planners.) | :***If powered by a Portable Generator, that only provides lighting. (The other systems of the Nuclear Bunker are tied to dedicated circuits - linked to the local suburb Power Substation - and cannot be accessed by survivors. Typically poor thinking by the city planners.) |
Revision as of 00:54, 21 August 2008
The Underworld
Timestamp: | 23:42, 6 September 2006 (BST) |
Type: | New Level |
Scope: | Urban Dead |
Description: | An entire subterranean level of Malton.
The Pitch #1 (role-playing) A wounded zombie, battered and confused, climbs into the crypt beneath a cemetery to gnaw on grisly bones, whilst it's brethren stumble through the sewers in search of fresher meat, unperturbed by disease and the choking stench. Survivors, desperate to escape the slaughter and madness in the city above, hide out in old emergency sub-stations, built to power Malton's half-built nuclear shelters. The Pitch #2 (game-playing) There are more survivors than zombies (54:46). A common complaint is the zombies don't get enough love in terms of new and exciting ways to play the game, or that being a zombie is somehow considered losing. Part of the idea in introducing this suggestion was to help redress the balance. The Underworld has been designed as a location in which zombies, not survivors, have a natural tactical advantage (but not a game-killing one).
Thanks to A Bothan Spy, Xoid, The Mad Axeman, Gene Splicer (and probably some other people). Oh yeah, and me. |
Notes: | 41/45 Keep/Total. High support but some worries over implementing it all. |
Left Queue: | 12:05, 30 September 2006 (BST) |
Subway Tunnels
Timestamp: | 16:51, 14 Dec 2005 (GMT) |
Type: | Improvement |
Scope: | Everyone |
Description: | Original idea:
Train station tunnels would have underground passages leading to one another. There would be set directions to get from one station to the next (perhaps the large map of the city could be updated to show these paths). On the in-game map you would see just the buildings you can pass under. All other buildings would be shaded out. Generators could be set up in a station that would power the lights within the tunnel. Each generator would power the neighborhood subway lighting system (or certain number of surrounding blocks). There would be some kind of indicator when you go into the tunnel to show how much energy is left for the lights (“The lights are at 100%”, “The lights are at 50%.”, etc.). When the lights go out, the in-game map goes black, except for N, S, E, and W indicators. You wouldn’t even be able to see if there were other players around you except, perhaps, by sound. The player could still move but this would force both zombie and survivor classes to diligently take note of where they are and be able to get themselves out using the city map or guessing (“You move further into the tunnel.”, “You’ve bumped against a wall.”). Since there would be, essentially, only two directions you could end up, through trial and error or map reading ability, a player could eventually find their way out. Zombies with Scent Trail would be able to traverse the tunnels in complete darkness, as their maps would not go black. I would suggest that an equal survivor skill or a flashlight be created so survivors wouldn’t get totally stuck in the dark. The Tweak: ?Recent files found in various NecroTech buildings have alluded to a partnership between the Military and NecroTech. According to these papers, both organizations knew that an outbreak was inevitable and a series of contingency plans were established. One such plan was the construction of underground NecroTech/Military safe houses accessible only through various subway tunnels.? Although there may be multiple subways tunnels in each neighborhood, only one subway tunnel (per neighborhood) would contain a safe house. These safe houses would allow players to find any of the following: weapons, ammo, flak jackets, flare guns, GPS units, first aid kits, syringes and DNA Extractors. Also housed there would be a NecroNet computer, the only place in Malton to find such a device. The door to the safe house may be barricaded but the actual tunnel could not. If the door were heavily barricaded, there would be no possible way to get in without breaking it down (even if you have Free Running). (NOTE: Search percentage removed due to peer suggestion.) |
Notes: | 14/16 Keep |
Left Queue: | 16:47, 22 Jan 2006 (GMT) (A bit late...) |