User:Fractal12

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my personal page, containing random thoughts and other. (sorry for the lack of formatting. i'm rather new to this-i'll add it in over time)

some things about me: i have three acounts, fractal12, fracalantizombie, and fractalzombie-and if ever the 2nd and third should meet, they should anihilate eachother out of malton. fractal 12: scout fractalantizombie: necrotech scientist fracalzombie: a zambah. dah. (er...is the letter d in the death rattle vocabulary?)


revive analysis. i have been looking at the design of the game... a zombie is formed whenever a survivor is killed a survivor is formed when a zombie is revived. unfortunately, those zombies can just jump out a window to turn back into zombies.


i came to the conclusion that, if the number of revives done is greater than the number of survivors being killed...then the survivors are winning. if it is equal, then zombies and players are at equilibrium. if it is less... then the zombies are winning. in other words, to help the survivor cause, you either need to reduce the number of survivor deaths (barricade the buildings, healing wounded and infected survivors, and spraying relevant graffiti), or increase the number of revivs.

if you revive someone who wants to become a zombie again, then you wasted your revive if you revive someone who is a dual nature policy holder, you have increased the # of survivors.

but what about those pesky rotters that keep clogging up the revive points? that's where the shotgun comes in. or even a fire-axe, really.

i would like to propose a policy called till the earth. it takes Fertilize the Land Policy to the next step.

the idea is for humans to sleep in an NT building whenever possible. some possible benifits: makes getting hold of syringes easier

possible cons: could attract too many zombies into NT buildings (as if they aren't already attracted) oh, and the cades should be kept at vsb. not ehb. ( i HATE encountering over-strong barricades at the NT building).

generators r us (just pretend that's in big, bold font, ok?) as for the issue with till the earth, that too many zombies would be attracted to nt buildings...what if all blue buildings had a generator running? this would mean that any zombie without lab assistant would have to look for a list of nt buildings, and, while some would bother, some, at least, would not. the idea is to have dedicated scouts keep all buildings supplied with generators and fuel. while exp gain is zero, i suppose that it may be gained through the use of medkits. now that i think about it...maybe making it a mobile medical squad that uses spare AP to keep the buildings lit may work just as well. and no, i do not intend to lead said group-just get the idea started.

did i mention that i hate finding syringes with my feet? i did that once as a zombie-it took someone with necro net access to revive me properly...