Talk:S.O.S.: Difference between revisions

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I agree that the zeds have the better end of the stick at this time. Nice would be weapons that could damage more than 1 zed at a time like a molitov cocktail, or having the cost of rising from the dead higher. That said, a never ending balance is another kind of hell. What would happen if the revive syringes got less effective, and the cost of rising again was 20 AP? I think that it would increase the value of staying alive, and not getting killed no matter what you state was living or dead.
I agree that the zeds have the better end of the stick at this time. Nice would be weapons that could damage more than 1 zed at a time like a molitov cocktail, or having the cost of rising from the dead higher. That said, a never ending balance is another kind of hell. What would happen if the revive syringes got less effective, and the cost of rising again was 20 AP? I think that it would increase the value of staying alive, and not getting killed no matter what you state was living or dead.
I wonder if Kevan is looking to rest the game after a final zombie victory?
I wonder if Kevan is looking to rest the game after a final zombie victory?
== Let's get wiped out? ==
After all is it so wrong for zombie apocalypse? Lets get an end date with rescue coming and nuking of all zombies afterwards ;) and see if anyone makes it.
However if Malton is to stay open-ended some extra zombie hunter skills would be just what the doctor ordered. Well, actually some new zombie hunter skills that are really annoying for zombies. Right now it's impossible to actually hurt them. It costs 1-6AP with ''Ankle Grab'' to get going again and barricades can't do the job against hordes (even though cumulative APs of builders would be enough to make zombies bash it for eternity, it's good enough for zeds if they wake up at a given time, bash it down in seconds and break in en masse, before first builder waking up). To add suggestion not yet mentioned - zombies may somehow wear-out. Headshots (or new skill) could lower their AP regeneration cumulatively. First would hurt only as much as current version of HS. However getting hits to the brain daily would mean meager AP regeneration in a weak. Effect would go away completely after like 3 days of not getting banged. Feeding on fallen enemies could also lower it.

Revision as of 15:51, 5 December 2008

It finally feels like a zombie apocalypse, eh -- boxy talkteh rulz 05:58 2 December 2008 (BST)

So, what would need to change?

It is a zombie apocalypse game, but it's an open-ended on with no victory conditions for Humans. The only avenue is really zombie victory and thus game termination and restart. If the actual point of the game is for eventual zombie domination, then no changes are really needed.

One possible change would be to undermine the zombies just continually standing up where they drop. If zombies were randomly respawned on the city map several blocks away after a headshot, the hordes would be somewhat diminished and would give human players something of a chance when the swarms come.

Balance?

I agree that the zeds have the better end of the stick at this time. Nice would be weapons that could damage more than 1 zed at a time like a molitov cocktail, or having the cost of rising from the dead higher. That said, a never ending balance is another kind of hell. What would happen if the revive syringes got less effective, and the cost of rising again was 20 AP? I think that it would increase the value of staying alive, and not getting killed no matter what you state was living or dead. I wonder if Kevan is looking to rest the game after a final zombie victory?

Let's get wiped out?

After all is it so wrong for zombie apocalypse? Lets get an end date with rescue coming and nuking of all zombies afterwards ;) and see if anyone makes it. However if Malton is to stay open-ended some extra zombie hunter skills would be just what the doctor ordered. Well, actually some new zombie hunter skills that are really annoying for zombies. Right now it's impossible to actually hurt them. It costs 1-6AP with Ankle Grab to get going again and barricades can't do the job against hordes (even though cumulative APs of builders would be enough to make zombies bash it for eternity, it's good enough for zeds if they wake up at a given time, bash it down in seconds and break in en masse, before first builder waking up). To add suggestion not yet mentioned - zombies may somehow wear-out. Headshots (or new skill) could lower their AP regeneration cumulatively. First would hurt only as much as current version of HS. However getting hits to the brain daily would mean meager AP regeneration in a weak. Effect would go away completely after like 3 days of not getting banged. Feeding on fallen enemies could also lower it.