User talk:Damien falcon: Difference between revisions
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===Vehicle Suggestion Development=== | ===Vehicle Suggestion Development=== | ||
#Cars can only be found in carparks(4%) | #Cars can only be found in carparks(4%) | ||
#Cars require a gas can to run | #Cars require a gas can to run | ||
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##If a car survives, it is damaged. | ##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.) | #Gas left is noted as Flavor Text. (The fuel gauge indicates a full tank, " " " " " 3/4 tank, etc.) | ||
=== Experimental Barricade Policy === | === Experimental Barricade Policy === |
Revision as of 01:09, 18 October 2010
Policy Think Tank
Vehicle Suggestion Development
- 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
- Simplicity
- Simple Maps
- Easy To memorize
- Easy To maintain
- Flexible in design
Solution
- Free Running
- There needs to be 2-3 entrances in the East-West, and the North-South directions of the map, the closer to the center of the suburb the better.
- The less an FR Lane changes direction, the better.
- All other buildings on Designated FR lane are EHB
- Resource Buildings
- NT's
- If there is only one NT in a suburb it should be EHB(0)
- If there is more than one NT in a suburb, then one may be designated as a Rotter's Relief Clinic.
Note: This is the only acceptable form of Revive Point accommodated in the EBP.
- Hospitals
- Maintain at VSB(+2)
Unless Under seige
- Maintain at VSB(+2)
- Police Stations
- Maintain at VSB(+2)
Unless Under seige
- Maintain at VSB(+2)
- Malls
- EHB always, all buildings that touch the Mall need to be EHB as well. This supersedes any other
- Forts
- EHB always, all buildings that touch the Fort need to be EHB as well. This supersedes any other
- Auto Repair Shops
- Priority to repair, allow the finding of Gas Cans
- EHB(0)
- Factories
- Priority to repair, allow the finding of Gas Cans
- EHB(0)
- NT's
- Non-Resource
- Barricading
- Dark Buildings
- Barricading