User:Damien falcon
http://www.urbandead.com/profile.cgi?id=1177049
About Me
I'm very interested in game theory and coincidentally have Damien. I am Dual nature supporter largely due to the fact that everyone needs to remember that this is a game, and people need to enjoy most aspects of it. I would also love to eventually see an end game scenario.
Oh yeah, I hate Life Cultists largely due to the fact that there is a very unlikely possibility that there is a stable "Human's Win" scenario. Meanwhile a "Zombie's Win" scenario, though also unlikely is much more likely than a "Human's Win".
No, I'm not a Death Cultist nor do I support PKing, but for some reason those two groups don't bother me nearly as much as Life Cultists.
Rotters are people too, so if you are in Necrotech, and they is a breach, lend a hand, battle revive.
Currently
ALIVE!!
History
Last seen in Starlingtown.
Was killed at the Massacre of the Thorp Way Fire Station March 21st 2008
Was Battle Revived on April 2nd in Rhoden Bank
Died of infection on April 4th in Rolt Heights
Died at the massacre at Round Police Department in Greenwood.
Revived in Shaw park. April 24th
Died in Pegton May 25th
Revived in Peppardvile June 3rd
Killed in Pegton June 30th
Revived in Pitneybank July 11th
Clawed to death in Pitneybank on July 13th.
Revived in Pitneybank on July 14th
Ripped to shreds in Vinetown on August 12th.
Revived August 13th.
Killed in Edgecombe on October 10th.
Revived on October 12th.
Killed in November
Revived and stood up on November 18th
Stood up November 22nd 2008.
Died during a prolonged and unexpected AFK, stood up September 1st 2010. [Lerwill Heights]
Battle revived sometime around the 8th.
Died in a siege on September 9th. [Lerwill Heights]
Revived in Buttonville. September 17th 2010
Human Statistics: Zeds Killed: 10 Humans Killed: 0
Zombie Statistics: Zambahz: 3 Harmanz: 24
Skills
Basic Fire-arms Training, Advanced Pistol Training, Shotgun Training, Advanced Shotgun Training, Hand-To-Hand Combat, Free-Running, Necrotech Employment, Lab Experience, NecroNet Access, First Aid, Diagnosis, Body Building, Construction, Head Shot,
Scent Fear, Scent Blood, Scent Trail, Scent Death, Digestion, Infectious Bite, Vigour Mortis, Neck Lurch, Death Grip, Rend Flesh, Tangling Grasp, Feeding Drag, Memories of Life, Death Rattle, Feeding Groan, Bellow, Ransack, Flailing Gesture, Lurching Gait, Ankle Grab,
Supported Policies
Always
Dual Nature | |
This User or Group supports the Dual Nature Policy & believes that the citizens of Malton should embrace their two-fold nature. |
Combat Reviver | |
This user or group supports the strategy known as 'Combat Revival'. |
Terrible Role Playing | |
Life Cultists are terrible RPers. Zombies are never, ever helpful to the living. |
Hell | |
This user is going to Hell. |
Human
Uniform Barricading Policy Supporter | |
This User or Group supports the Uniform Barricading Policy by actively maintaining barricades according to local plan or UBP standard. |
Rotter's Relief Supporter | |
This user supports Rotter's Relief and does not consider them to be a front for zombie spies. |
Didn't we make ourselves clear? | |
Remember kids: Fool me once, shame on you... Fool me twice, YOU ARE DEAD |
Zed
Punch In | |
This user or group supports X:00 tactics. |
Scorched Earth | |
This User or Group supports the Scorched Earth Policy & acknowledges that all revive points must be razed and their inhabitants killed. |
Zombie River Tactics | |
I am the void that devours all. |
Salt The Land | |
Dam!n Bardman supports the Salt the Land policy. |
Pain Is Money | |
This user's job takes blood and guts in the most literal sense possible. |
Misc.
Clock | |
The time is currently 11:22 based on server time. |
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
- Experience