User:Dr Cory Bjornson/Concepts
Projects, Suggestions, And the lot.
As for coherency, and clarity, don't expect much. I was half asleep and rambling away when I wrote this.
Suggestions:
Fire
In the glorious form of Matches, Or an Igniter.
Found in arms, mansions.. 2% Encumbrance.
Clicking the match while in inventory would result in "X lit a match (0 Seconds ago)".
There is a chance that the match will fail to ignite.
On igniting the match, a chance to burn you for damage, a chance to catch your clothing on fire for damage, the chance or damage increases if you are fuel soaked.
You can ignite fuel soaked enemies.
Can possibly be utilised with a Spray paint can to create a pseudo flamethrower.
The following are separate from the above:
Perhaps a 'bomb' 'constructed' out of a Fuel Can?
Sabotage the generator? Kill the occupants or injure them? (Of course, you, the saboteur, would to included)
"Molotov Cocktail Tutorial - Combine a bottle of wine with matches for the Molotov Cocktail."
Also, Item Combination.
Power Grid
In each Suburb there would be a power substation (Not created a new, but) added in (or possibly outside of) a block.
Operating with the current Generator mechanics, Requiring a whirring generator nearby?
It would require power itself to power the complex electronic systems that regulate the flow of power.
If not in perfect repair, Problems would occur; They would anyway..
And various extraneous things would need to be in working condition for the 'power grid' systems to be functioning properly.
And the 'regulator' would direct power to X other suburbs. It would require maintenance to keep operating.
Of course, the generators at the Power Stations would have to be fueled and operational.
Or maybe just display the power level throughout Malton, As 73?
NecroNet
Access a NecroNet terminal, Where's the "net"?
You can connect to any other powered NecroTech building. (Within scanning range.?)
You get a readout of all the zombies within scanning range of that building, just a number? (Less server load)
You can connect another 'hop' to another powered building??
If the power is cut to that first building, The connection is severed at least back to the building you're in. Or you log off? Retry, Fiddle with it, Give up in frustration and log off?
o(Building you're in)-o(Powered NT)-o(Another)-o(Current) o(Building you're in)-o(Powered NT)-o(Power is cut)-o(Current) Connection is severed o(Building you're in)-o(Connection is severed/lost back to this building)
Obviously, Each hop there's a chance to fail to connect, Errors in scanning.
If the generator in a building is damaged, The chance increases.
And/or, you could see the power status of NT facilities within scanning range. (Amazing)
DNA Mutation
Either over time (Passively) or with a button (limited), Zombies can 'mutate'(Revert/Change/return) back to being unscanned.
Therefore they won't show up on NecroNet scans until cataloged again.
It could also help young NecroTech scientists.
Antiquated Rifle
Bolt Action
A bottle, or bag, or a sack, or pouch of Gun Powder?
Some probable locations to find such a thing, that wouldn't interfere with search rates. Arms(Pubs), Museums, Mansions?
The Mechanical Hound
A roving Mechanical Hound?
Fahrenheit 451.
It may also be armed with Revivification Serum, Next to its Procaine and Morphine..
"The Mechanical Hound Slept but did not sleep, lived but did not live in its gently humming, gently vibrating, softly illuminated kennel back in a dark corner of the firehouse. The dim light of one in the morning, the moonlight from the open sky framed through the great window, touched here and there on the brass and copper and the steel of the faintly trembling beast. Light flickered on bits of ruby glass and on sensitive capillary hairs in the nylon-brushed nostrils of the creature that quivered gently, gently, its eight spidered legs under it on rubber-padded paws."
"..and set the ticking combinations of the olfactory system of the hound .."
..And I'm tired of typing.
Rotten Branz
A brain rotted zombie can be revived in to a breathing Harman. In a powered NecroTech Building a scientist, With all (Possible a new) NecroTech skills has the option to attempt to preform black magicks, Surgery, And something else. This prompts said Zombie with a few buttons, Resist or allow the operation to proceed. This will remove Brain rot, or temporarily negate the effects.
Or perhaps after said person with Rot has been revived?
Does this go against the entire point of Rot?
Skills, the entire scientific tree? And perhaps the advent of a new skill?
Perhaps multiple items - a Revivification Syringe and First Aid Kit.
A harpoon
Yeah, Why not.
Can I be thrown and retrieved? Or does that make it a projectile weapon?
Pick Axe
What now?
List
Yum
Refine
Miscellaneous
Subterranean
Combine and update the following:
The Underworld (Mostly this, Though read the other one and combine them in your mind; With or without the Padlocks, No seeing the location above you.)
Oh, I found some new stuff.
Searching..
Find certain suggestions, then add a link to them.
- Some warehouses would contain canister on the wall that buffs Zombies.
Some Ideas
Lifts? In Towers? Preposterous. However, It could possibly allow for the 'multiple floor' suggestions.
Concepts
The Hundredth Campaign
The Visit and Catalog every suburb.
Projects
The Hunt
I've been considering making an inquiry as to whether or not his characters have UDIDs under the 100th mark.