User talk:Damien falcon: Difference between revisions
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== | == Policy Think Tank == | ||
== Experimental Barricade Policy == | ===Vehicle Suggestion Development=== | ||
Comments can be made on [[User_talk: Damien falcon]] | |||
#Cars can only be found in carparks(4%) | |||
#Cars require a gas can to run | |||
#Cars do not require AP to move, but use a 'Move' provided by the gas can | |||
#Cars move can make 120 moves on a single gas can | |||
#Up to 5 players can be in a car | |||
#Zombies who have 'Memories of Life' can open car doors and enter them. They count as a player. They can attack drivers while vehicle is in motion. | |||
#Shooting out of a car is permitted, but requires 1 AP and 1 Move. Accuracy is halved. | |||
#When a car runs out of gas, it sits at location until destroyed or more fuel has been put inside | |||
#When a car moves into a location containing players (Human or Zombie) it checks for a hit(20%), if successful deals 10 damage. 1 'Move' is expended per player (H or Z) whether or not a hit was successful. | |||
#A player may try to drive a car into a barricaded building. For every attempt there is a 25% of barricade damage, and a 25% chance of 'car explosion'. | |||
##If barricade damage is successful then the barricade falls 1 point. | |||
##If 'Car explosion' is successful then car is destroyed, and all the passengers are killed from Carbon Monoxide. | |||
###The sound is heard 10 blocks away by all parties. | |||
###10 damage is given to every player on that square. | |||
#Zombies who find a stalled car may either attack the car, or open the doors and attack the passenger. | |||
##The car has life equal to a generator. | |||
##Hit rate against the car is reduced the same as with buildings. | |||
##When car is destroyed, 'Car Explosion' occurs, damaging all players external to the car. 10 Damage | |||
##Players inside car are killed. | |||
#Cars may actually enter buildings if they are >=4 city blocks, and are not barricaded, or ruined. (Malls, Stadiums, Etc.) | |||
##If the car is occupied for 24 hours in the building, all players inside the car are killed. | |||
#Players may disembark from a car at any time | |||
#Car doors do '''not''' lock | |||
#Cars moving through the street alert everything within 3 blocks in all directions. | |||
#If a car is damaged, it alerts everything within 5-7 blocks. | |||
#If two cars are in the same block, there is a 25% chance of collision, leaving both cars inoperable until repaired, or destroyed | |||
##If a collision occurs each car has a 25% chance of 'Car Explosion', again alerting the horde | |||
##If a car survives, it is damaged. | |||
#Gas left is noted as Flavor Text. (The fuel gauge indicates a full tank, " " " " " 3/4 tank, etc.) | |||
=== Experimental Barricade Policy === | |||
====Player Needs:==== | |||
*Efficient AP spendage | |||
**Revive points | |||
***Bring humans back to life but tend to get clogged with rotters and Pker's (+--)<br>Also causes AP to be spent in scanning and potentially bringing back a Pker. | |||
**Smart Barricading | |||
***Under-cading | |||
****Leaves buildings vulnerable to PKer's and Smaller Hordes | |||
****Leaves FR paths vulnerable | |||
****Potentially leaves Generators and equipment vulnerable to destruction | |||
***Over-cading | |||
****Non-resource buildings lead to an increased likely hood of pinatas | |||
****Over-cading locks out new players(-), recent revives(-), pkers(+), zombies(+) | |||
****Over-cading protects equipment | |||
****After Extremely Heavily Barricaded(0) becomes inefficient against the hordes. | |||
*Policy revolves around Free Running and Necrotechs | |||
**Free Running | |||
***Unstoppable force, giving survivors the means and ways to escape the horde | |||
***Requires networks to be worth anything | |||
***Most AP efficient way to move from building to building | |||
***Not the most AP efficient way to cross a suburb | |||
**Necrotechs | |||
***Heavily fortified and powered they effectively and efficiently knock down even the most stubborn rotters. | |||
***Nearly immovable objects. Giving time for evacuation or siege defense. | |||
***Usually are the turning point in a mall seige | |||
***Supply the most efficient way to kill zombies. | |||
*Policy allows new-players to get needed experience and safety | |||
**Experience | |||
***Hunting Zombies leaves player vulnerable | |||
***Outdoors are unsafe | |||
***Assist with sieges when starting out | |||
**Safety | |||
***Dark buildings offer accuracy protection | |||
***Ruined buildings are viable free-running entrances | |||
****Ruined building increase likely-hood of pinatas<br>but require infected living to repair and barricade before dying. | |||
***Resource buildings, except for NT's are great hideouts for newer players, because it means that they can get experience in a relatively safe environment, it also means that they will get necessary experience from sieges. | |||
==== Possible Solutions ==== | |||
*Free Running | |||
**Leave FR Lane Buildings Accessible (Ruined/VSB) | |||
**Lock Down FR Lane Buildings | |||
*Resource Buildings | |||
**NT's | |||
**Hospitals | |||
**Police Stations | |||
**Malls |
Revision as of 04:08, 6 October 2010
Welcome to our Wiki
--Airborne88T|Z.Quiz|PSS 06:18, 20 March 2008 (UTC)
- Thanks!
Policy Think Tank
Vehicle Suggestion Development
Comments can be made on User_talk: Damien falcon
- Cars can only be found in carparks(4%)
- Cars require a gas can to run
- Cars do not require AP to move, but use a 'Move' provided by the gas can
- Cars move can make 120 moves on a single gas can
- Up to 5 players can be in a car
- Zombies who have 'Memories of Life' can open car doors and enter them. They count as a player. They can attack drivers while vehicle is in motion.
- Shooting out of a car is permitted, but requires 1 AP and 1 Move. Accuracy is halved.
- When a car runs out of gas, it sits at location until destroyed or more fuel has been put inside
- When a car moves into a location containing players (Human or Zombie) it checks for a hit(20%), if successful deals 10 damage. 1 'Move' is expended per player (H or Z) whether or not a hit was successful.
- A player may try to drive a car into a barricaded building. For every attempt there is a 25% of barricade damage, and a 25% chance of 'car explosion'.
- If barricade damage is successful then the barricade falls 1 point.
- If 'Car explosion' is successful then car is destroyed, and all the passengers are killed from Carbon Monoxide.
- The sound is heard 10 blocks away by all parties.
- 10 damage is given to every player on that square.
- Zombies who find a stalled car may either attack the car, or open the doors and attack the passenger.
- The car has life equal to a generator.
- Hit rate against the car is reduced the same as with buildings.
- When car is destroyed, 'Car Explosion' occurs, damaging all players external to the car. 10 Damage
- Players inside car are killed.
- Cars may actually enter buildings if they are >=4 city blocks, and are not barricaded, or ruined. (Malls, Stadiums, Etc.)
- If the car is occupied for 24 hours in the building, all players inside the car are killed.
- Players may disembark from a car at any time
- Car doors do not lock
- Cars moving through the street alert everything within 3 blocks in all directions.
- If a car is damaged, it alerts everything within 5-7 blocks.
- If two cars are in the same block, there is a 25% chance of collision, leaving both cars inoperable until repaired, or destroyed
- If a collision occurs each car has a 25% chance of 'Car Explosion', again alerting the horde
- If a car survives, it is damaged.
- Gas left is noted as Flavor Text. (The fuel gauge indicates a full tank, " " " " " 3/4 tank, etc.)
Experimental Barricade Policy
Player Needs:
- Efficient AP spendage
- Revive points
- Bring humans back to life but tend to get clogged with rotters and Pker's (+--)
Also causes AP to be spent in scanning and potentially bringing back a Pker.
- Bring humans back to life but tend to get clogged with rotters and Pker's (+--)
- Smart Barricading
- Under-cading
- Leaves buildings vulnerable to PKer's and Smaller Hordes
- Leaves FR paths vulnerable
- Potentially leaves Generators and equipment vulnerable to destruction
- Over-cading
- Non-resource buildings lead to an increased likely hood of pinatas
- Over-cading locks out new players(-), recent revives(-), pkers(+), zombies(+)
- Over-cading protects equipment
- After Extremely Heavily Barricaded(0) becomes inefficient against the hordes.
- Under-cading
- Revive points
- Policy revolves around Free Running and Necrotechs
- Free Running
- Unstoppable force, giving survivors the means and ways to escape the horde
- Requires networks to be worth anything
- Most AP efficient way to move from building to building
- Not the most AP efficient way to cross a suburb
- Necrotechs
- Heavily fortified and powered they effectively and efficiently knock down even the most stubborn rotters.
- Nearly immovable objects. Giving time for evacuation or siege defense.
- Usually are the turning point in a mall seige
- Supply the most efficient way to kill zombies.
- Free Running
- Policy allows new-players to get needed experience and safety
- Experience
- Hunting Zombies leaves player vulnerable
- Outdoors are unsafe
- Assist with sieges when starting out
- Safety
- Dark buildings offer accuracy protection
- Ruined buildings are viable free-running entrances
- Ruined building increase likely-hood of pinatas
but require infected living to repair and barricade before dying.
- Ruined building increase likely-hood of pinatas
- Resource buildings, except for NT's are great hideouts for newer players, because it means that they can get experience in a relatively safe environment, it also means that they will get necessary experience from sieges.
- Experience
Possible Solutions
- Free Running
- Leave FR Lane Buildings Accessible (Ruined/VSB)
- Lock Down FR Lane Buildings
- Resource Buildings
- NT's
- Hospitals
- Police Stations
- Malls