User:Brainguard/New City

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Page under construction...

Ok, so there have been plenty of "Hardcore City" ideas, suck as Hardcore City and New Town Concept.

Here's mine.

Skills and XP

XP in the hardcore world would be placed into these categories:

  • Intelligent XP - gained from:
    • Healing
    • DNA Extracting
    • Reviving
    • Reading
  • Dexterity XP - gained from:
    • Successful combat
    • Reparing generators
    • Tagging
    • Repairing transmitter
  • Strength XP - gained from:
    • Melee combat
    • Repairing ruins
    • Dumping bodies
    • Successful kills

Different skills cost different XP.

  • Science - costs 75 Intelligence XP, 25 Dexterity XP.
  • Civilian - costs 25 Intelligence XP, 25 Deterity XP, 50 Strength XP.
  • Military - costs 50 Stength XP, 50 Deterity XP.
  • Zombie Hunter - costs 34 Strength XP, 33 Intelligence XP and 33 Dexterity XP.

Weapons

Firearms

Firearms would be unchanged, except for the addition of a new one:

Rimfire Rifle

  • Damage: 5 points (4 against a flak jacket.)
  • Base accuracy 10%
  • Capacity: 5 bullets from Rifle Cips
  • Locations: Mall Gun Stores (6%), Armories (4%), Police Departments (2%)
  • Encumbrance: 6%
  • Basic Firearms Training: 40% Accuracy
    • Rifle Training: 65% Accuracy
      • Sniper Training: 75% Accuracy

Exposives

There would be a new type of weapons, Explosives. Explosives would attack zombies in the stack (25% base accuracy) until the number of zombies attacked is the same as the "area of effect", or there are no more zombies left. Explosives have a 20% chance of failing and attacking survivors as well.

  • Molotov Cocktails: A survivor with the skill, "Chemistry" (a scientist skill) can build Molotov Cocktails out of Fuel Cans and Beer or Wine bottles for 1 AP, and throw it for another AP. Area-of-effect: 5.
  • Dynamite: can be installed in buildings. When installed, it takes the Dynamite out of your inventory and gives you the item, Fuse [x,y]. You can only use it when adjacent to the target building. It ransacks the building by three levels and activates an explosive attack. Dynamite can be removed from a building the same way generators are attacked. Area-of-effect: Unlimited.
  • Claymore: can be installed in buildings. When attacked, it activates an explosive attack. Area-of-effect: 10.

Science Skills

  • Chemistry - allows use of Molotov Cocktails.
    • Physics - increases explosives accuracy to 45%.
    • Advanced Chemistry - allows you to make Claymores inside of powered Factories for 10 AP.

Military Skills

  • Explosives Training - reduces failure chances to 10%
    • Advanced Explosives Training - reduces failure chances to 5%.
    • Battle Engineering - allows you to throw Molotovs outside of the building at any horde below.

Headshots and Revives

Headshots would respawn the zombie at a random cemetery in a nearby suburb. Revives would still exist, but the recipient would be able to choose whether to stand up as a zombie or human. That way, there's no revive abuse on either side of the syringe.

Conditions

Zombies and survivors both have a "Hunger" level from 0 to 5. Hunger starts at 0, and goes up 1 level for every 50 AP spent. For every additional level of hunger, 5 HP is taken off your max HP. Survivors can reduce hunger by a level by using the item "Canned Food". There would also be a Thirst level from 0 to 5, which only applies to survivors. Each Thirst level lowers maximum AP by 5. Thirst is cured by a variety of methods, and happens every 75 AP spent.

These are the items related to Hunger and Thirst:

  • Water Heater - Factories, Power Stations, Mall Hardware Stores, and Fort Storehouses. Can be installed in buildings, only works in powered buildings. In a watered building, survivors have the options to "Drink Water" (cures Thrist), "Fill Canteen" (fills 1 of the user's Canteens) and "Wash Clothes" (removes blood and fuel from clothes). Can be attacked, and has these damage levels: 'dented', 'battered', 'damaged', 'leaking', and destroyed.
  • Canteen - Fire Departments, Warehouses, Mall Sports Stores, Fort Storehouses. Appears as either "Canteen (Full)" or "Canteen (Empty)". If you use a full Canteen, it cures thirst but empties the Canteen (can be filled fo 1 AP in powered buildings with Water Heater).
  • Canned Food - Mall Food Courts, Fort Storehouses, Pubs, Hotels, Hospitals. Cures Hunger.
  • Fast Food - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures Hunger, but, due to the grease, has a 50% chance of causing Thirst.
  • Soda - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Cures Thirst.
  • Spring Water - Cinema, Bar (Pub), Mall Food Court, Hotel, Fort Barracks. Heals 1 HP and cures Thirst.

Buildings

Every building has multiple floors. Ransacking, barricades and generators apply to all floors. Most buildings have three floors: "Basement" (entry point to underground), "Lobby" (where items are found), and "Roof" (where Free Runs land). However, some buildings have different floors:

One-floor

  • Armories
    • Bunker (ground level) - regular findable items