A Zombie RTS - Some Ideas

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Harbinger_

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To me though the army sounds like it would be too over-powered and the survivors the polar opposite with the zombies being somewhat in the middle.
 

SP MeaslyBinkie

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I have an idea what if the Survivors can trade with the Military for more tech but they need to give them resources and the Military order a tempoary ceasefire and if the Survivors do not have enough resources (loot,supplies) they can steal from the military but if caught a permanent shoot on sight rule,order(?) is deployed or if they kill Military units they can scavenge their corpses for equipment.
 

Chickenlittle

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SP MeaslyBinkie said:
I have an idea what if the Survivors can trade with the Military for more tech but they need to give them resources and the Military order a tempoary ceasefire and if the Survivors do not have enough resources (loot,supplies) they can steal from the military but if caught a permanent shoot on sight rule,order(?) is deployed or if they kill Military units they can scavenge their corpses for equipment.
A temporary ceasefire idea might work.

There could also possibly be C&C3 type powers. Examples:

1. Zombie Horde - A large group of Zombies charges & mobs targets, originating outside the map.

2. Airstrike - Military power; Call in Air Support.

3. Survivalists - Create a series of hidden underground tunnels.
 

CanadianWolverine

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Oh, here is an idea for bonus to the zombies: You know how Company of Heroes does cover? Use that but also have it pertain to fellow zombies as a well, so that that mob/swarm of them is actually providing cover for each other. It would certainly up the threat from zombies in greater numbers quite a bit. Essentially, at that point it would be like you are fighting one large organism, like some sort of amoeba - so you would definitely want to try to funnel it or divide and conquer or use area of effect weapons to penetrate into the center mass.
 

samsprinkle

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The only way I could see a zombie RTS working is if their are two or more high tech factions fighting and the zombies are kindof bystanders that try to kill everyone...and the more evil faction will have the ability to drop a "virus bomb" as it's special attack thus turning your foes into zombies...
 

DrHobo

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brettman170 said:
DrHobo said:
*snip snip* I could go on....
This. Now.

Only thing I disagree with is the protocol aspect of the army. If they aren't allowed to shoot survivors until they are fired upon, the survivors could just not attack the army and there'd be no threat to them. I think it works fine that the military is under orders to shoot on sight, to eliminate any threat of dormant, infected survivors breaking the quarantine.
Yeah thats why I wanted it on a timer, so eventually the army can engage.

I wanted to give the survivors a chance to build up their characters, as against army they might be underpowered in early stage.

Plus it makes an interesting 3 way dynamic. Army can knock out the suriviors but need to zombies to kill them early on.

How about

If there is no zombie player present this feature is not available?
 

brettman170

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Aug 18, 2008
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DrHobo said:
brettman170 said:
DrHobo said:
*snip snip* I could go on....
This. Now.

Only thing I disagree with is the protocol aspect of the army. If they aren't allowed to shoot survivors until they are fired upon, the survivors could just not attack the army and there'd be no threat to them. I think it works fine that the military is under orders to shoot on sight, to eliminate any threat of dormant, infected survivors breaking the quarantine.
Yeah thats why I wanted it on a timer, so eventually the army can engage.

I wanted to give the survivors a chance to build up their characters, as against army they might be underpowered in early stage.

Plus it makes an interesting 3 way dynamic. Army can knock out the suriviors but need to zombies to kill them early on.

How about

If there is no zombie player present this feature is not available?
Well if your point is true about survivors being underpowered against the army initially, then removing the protocol for a 1v1 Survivor vs Army match would just allow the army to quickly plow right through the survivors early on. I just think the best way to handle it all would be to just balance the survivors enough that protocol isn't really necessary. I can see where you were going with it though, kind of like a 'build stage' before all the heavy combat starts. Maybe if it was a set timer for all the factions? Though I'm not sure how you'd justify that besides just making it flatout metagame.
 

ZippyDSMlee

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Proper zombie classifications/classes would be needed.

Infected:(infected humans)Intelligent and can use weapons/vehicles but are basically basic super humans,they have well rounded stats and self healing ability.(use at your own risk they become zombies when they die or if the infection is accelerated)

Zombie: Typical slow moving undead of any human/animal type(infected animals become zombies instantly),basic features are strength you have to mince them or incinerate them to kill them were they can not get back up.

Ghoul:Faster,stronger more durable but less likely to get back up after being shot down, feral predator like.

Demon:Mutated creatures of various spec, high intelligence,vicious and powerful.


Just some ideas take or flame as needed. ^^


I wrote up half a draft(was playing to much FO3 at the time) for a retro style super hero thing based on a zombie infection, the infection is more like a controllable disease with odd side effects some are able to live normal lives on medication, other degrade into zombies while other mutant into inhuman creatures,those that keep their mind intact become "super heroes" or hunters, zombie infections are fun to toy with you can do a lot of mutant(generic super human ability),demonic(body types),psionic powers(fire,telekinesis,telepathy) with it without going overboard with the fiction.
 

Tekrae

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That is actually a very good idea.
But each faction should have a distinctive feature which sets them apart from the others, for example:

Zombies: Faster generation of units
Survivors: More resources generated from shops, etc
Armed Forces: More powerful units

Or something like that - Those ideas are just off the top of my head.

Out of interest, what kinds of units were you thinking of? And is it squad or unit based?
 

Chickenlittle

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Kwil said:
One of the key threats of zombies is that while people have to rest, have to avoid injury, etc, zombies just don't care.

So to balance this thing, it may be prudent to include some kind of "effectiveness" ratio on all non-zombie units, which runs out based on use or injury, and can then be replenished through rest/medical care.
That might be an idea. Winter is also an effective barrier to zombies, as in all references, they freeze solid, and when not quite that cold, they slow down and are less effective.
 

ZippyDSMlee

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Now I ponderzer on the 3 different sides.


Survivors=Guerrilla warfare with lil rules, mimiced in their ability to build any building and start using it, if the correct support is their they will maximize the output of that building.

Attack style will focus on mines, mortars and small arms fire, think light infantry that disperses all over the place to bring down a enemy of any size.
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Army has stringent rules it must follow but has better defense/Attack strength, attack style will focus on sound tactics, they get bonus for proper defense and offensive play(basically instead of wild random attacks you move them in a organized fashion they get automatic bonus to attack and defense, break their ranks and they lose attack and defensive power. ).

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Zombies:Work in basically the same way as the
Survivors only with less range attacks, they work in sheer numbers to destroy and to infect and turn the diying units against their former faction.

This is where zombie classifications need to take place badly because you can not create units without knowing the fiction you want to use.

For example infected human units are only usable by the Survivors as super fodder, the army will either kill them off or send them off for testing to try and prevent/slow the rate of infection, perhaps the army can gain a super solider who explodes on death to not turn into a hulking undead behemoth.

Zombie class units are a typical fodder, ghouls are fast melle based warrior types, "Muntis" can be a few things like a large and slow witted behemoth with a catapult on its back to fire off body parts, zombies or ghouls. A large hulk like monster built for defense and demolition, "Fliers" either bug or bat like able to fly and either use sonar,spikes or body parts to attack with, can carry and drop off one small unit each, 4 each for large units.

"Demonics" would be the highest class you can summon depending on the fiction a Vampire knight like thing with sword,shield and has some telekinetic ability for barriers and attacks, it lives for blood, any blood will do and will heal on blood. Succubus could be the best flying unit very fast able to use either sonar or a TK ability as a range attack, with the use of ability energy can transport alot of ground units at once or acouple larger units or leave her as an attack focused unit and have a large slower gargoyle as the best air transliteration unit.

It really depends on how far you want the fiction to go, if you wan to set the limit at advance mutants without getting to ahead of yourself a blood knight is not to far fetched, a clive baker style basket with patched wings and a mouth could surface as a advanced transpiration unit. It all depends if you want to give them air units and other basic things.

Chickenlittle said:
Kwil said:
One of the key threats of zombies is that while people have to rest, have to avoid injury, etc, zombies just don't care.

So to balance this thing, it may be prudent to include some kind of "effectiveness" ratio on all non-zombie units, which runs out based on use or injury, and can then be replenished through rest/medical care.
That might be an idea. Winter is also an effective barrier to zombies, as in all references, they freeze solid, and when not quite that cold, they slow down and are less effective.
Unless they have a anti freeze agent in them... the organic fibers and fluids they are made out of are freeze resistant but don't do to well with fire.
 

Ronwue

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Oct 22, 2008
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Sounds really interesting. Although I'd want to point out that zombies should be brainless horde. So you should have some sort of penalty when leading zombies, cause you know... they don't follow directions well.
 

Souplex

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Jul 29, 2008
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The army civilian imbalance can be solved by having the game take place a year after the initial outbreak. While survivors were holing up and hoping to avoid conflict the military went around wasting gas and bullets and soldiers on the zombie horde. Meanwhile to balance the zombies there could always be Left 4 Dead style special Zombies.

Also, turn based will always be better cause you don't need to be a hot key crazy Korean to get good.
 

ZippyDSMlee

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Ronwue said:
Sounds really interesting. Although I'd want to point out that zombies should be brainless horde. So you should have some sort of penalty when leading zombies, cause you know... they don't follow directions well.
Not quite.... zombies follow their whims well they have a hive like intellect, or a bug like intellect, it would be more correct to have them infight around food or attacking a tad.

Higher zomibe levels are more predatory like as they evolve from bugs to freaking raptors...