User:Urgggggggh: Difference between revisions
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|suggest_time=[[User:Urgggggggh|Urgggggggh]] 19:30, 28 December 2008 (UTC) | |suggest_time=[[User:Urgggggggh|Urgggggggh]] 19:30, 28 December 2008 (UTC) | ||
|suggest_type=Limited damage over time attack. | |suggest_type=Limited damage over time attack. | ||
|suggest_scope= | |suggest_scope=Attack expansion. | ||
|suggest_description=Fire spreading from zombies attacked with Flare Gun/Fuel Can combo. | |suggest_description=Fire spreading from zombies attacked with Flare Gun/Fuel Can combo. | ||
|discussion=|Zombie's set on fire by the Flare Gun/Fuel Can combo, if they still have the HP/APs left to move, can spread flame to surrounding Zombies, Survivors and Barricades.}} | |discussion=|Zombie's set on fire by the Flare Gun/Fuel Can combo, if they still have the HP/APs left to move, can spread flame to surrounding Zombies, Survivors and Barricades.}} | ||
Zombies hit by the Flare Gun/Fuel Can attack combo and are not killed remain on fire (as 'flaming zombies') and are able to spread that fire to surrounding Survivors, Zombies and Barricades with a successful claw attack. Only 1 target can be ignited per AP used. XP would be gained at one payment of 3 per ignited person/object. | |||
Flaming Zombies would take fire damage at 1HP per AP spent until dead, upon which they would burn out. | Flaming Zombies would take fire damage at 1HP per AP spent until dead, upon which they would burn out. | ||
''Ignited'' Survivors | ''Ignited'' Survivors would take damage at 1HP per AP spent until dead or extinquished. Survivors would be extinguished by spending AP's rolling on the ground, being 'smothered' by other survivors or dying. The ignited target is unable to spread the fire further. | ||
''Ignited'' Zombies would take damage at 1HP per AP spent until dead and is able to spread the fire as above. | |||
''Ignited'' Barricades are 15% easier to smash down until rebuilt back to Heavy or higher level (non-flammable materials). | ''Ignited'' Barricades are 15% easier to smash down until rebuilt back to Heavy or higher level (non-flammable materials). | ||
This would require the introduction of fie extingishers in various buildings. | |||
====Discussion (Flaming Zombies)==== | |||
Revision as of 19:45, 28 December 2008
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Suggestion idea's
Flaming Zombies
Timestamp: | Urgggggggh 19:30, 28 December 2008 (UTC) |
Type: | Limited damage over time attack. |
Scope: | Attack expansion. |
Description: | Fire spreading from zombies attacked with Flare Gun/Fuel Can combo. |
Zombies hit by the Flare Gun/Fuel Can attack combo and are not killed remain on fire (as 'flaming zombies') and are able to spread that fire to surrounding Survivors, Zombies and Barricades with a successful claw attack. Only 1 target can be ignited per AP used. XP would be gained at one payment of 3 per ignited person/object.
Flaming Zombies would take fire damage at 1HP per AP spent until dead, upon which they would burn out.
Ignited Survivors would take damage at 1HP per AP spent until dead or extinquished. Survivors would be extinguished by spending AP's rolling on the ground, being 'smothered' by other survivors or dying. The ignited target is unable to spread the fire further.
Ignited Zombies would take damage at 1HP per AP spent until dead and is able to spread the fire as above.
Ignited Barricades are 15% easier to smash down until rebuilt back to Heavy or higher level (non-flammable materials).
This would require the introduction of fie extingishers in various buildings.
Discussion (Flaming Zombies)
in detail
Although rare, Zombies can be blown to hell by the flaregun/fuel can combo. As Zombies dont feel pain, or even know they are on fire, if the explosion doesn't kill them they should be able to finish their actions unhindered whilst still alight. This would cost 1HP per AP used, the same as an infection kills a survivor.
With a successful attack the Flaming Zed would be able to ignite other Zombies or Survivors and set barricades on fire to weaken them and raise the chances of them being smashed. Only 1 target can be ignited per turn and it would not spread beyond that target, but if the Flaming Zombie has actions left, then it can spend another AP igniting someone else.
Damage to Survivor or Zombie target would be 1HP per AP spent, as infection, but would cease once the target is dead.
Damage to Barricades would raise the chance of successful smashing by 10% unless a survivor 'rebuilds' the barricade to a non-flammable level (EHB?) to stop the fire.
This attack would only be possible whilst the Zed was still alive and would burn out after the zombie loses all HP or is killed.
(Logically, this should affect generators as well but they should explode, however as AoE dmage is not allowed then this idea is discounted at present.)